Gaming systems and methods with dynamic graphical elements
Patent Information
- Application Number
- AU2026203745
- Authority / Receiving Office
- AU · AU
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2026-01-21
- Filing Date
- 2026-05-15
- Publication Date
- 2026-09-17
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 2026, LNW Gaming, Inc. Technical Field
[0002] The present disclosure relates to electronic gaming systems and machines, and methods for their operation and, more particularly, to the improved generation and rendering of graphical elements in connection with one or more features of games executed by the systems and machines. 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] It is often desired to operate an EGM 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. This can be difficult since EGMs often display advanced graphics and special effects that represent the gameplay elements of one or more feature games being executed by the EGM. The gameplay elements may be associated with multiple bonus features according to different game formats, and multiple random outcome determinations per feature. The game formats may, for example, include picking games, reel spins, wheel spins, and other arcade-style play mechanics. 2026203745 27 Aug 2026
[0005] Generating and presenting a user with clear and engaging mechanisms for accumulating and understanding feature outcomes, while seeking to reduce cognitive burden on the user and simultaneously reducing demands on graphical rendering resources of the EGM hardware, may be difficult. For example, inefficiencies in the execution of the game software controlling the display of graphical elements can slow down play of the game. It is desired to develop improved an EGM, and methods for operating the EGM, that at least partially ameliorate the above-described technical challenges. Summary
[0006] There is provided an electronic gaming machine comprising: a value input device configured to detect a physical item associated with a monetary value and establish a credit balance; a player input device configured to receive a wager input covered by the credit balance and transform the wager input into an electronic data signal; a value output device configured to initiate a payout from the credit balance in response to a cashout input; a presentation assembly configured to present a graphical game interface in a base game state including a plurality of symbol positions and a plurality of persistent elements external to the plurality of symbol positions, wherein each persistent element has a respective visual progression state from a respective plurality of progression states and is associated with a respective bonus game feature; and gamelogic circuitry comprising one or more processors and one or more memory devices, the gamelogic circuitry in communication with the presentation assembly, the value input device, the player input device and the value output device, the one or more memory devices storing random-numbergenerator programming and game-outcome logic, the game-logic circuitry configured to: in response to receiving the electronic data signal indicative of the wager input, execute the randomnumber-generator programming to generate one or more random numbers, execute the gameoutcome logic using the one or more random numbers to determine randomly selected symbols and one or more game outcomes, and cause the presentation assembly to animate a plurality of symbol-bearing reels to spin and stop to present the randomly selected symbols at the plurality of symbol positions; cause the presentation assembly to present a bonus trigger event associated with a first persistent element of the plurality of persistent elements; cause the presentation assembly to animate the graphical game interface to transition to a bonus game state for the bonus trigger event for a bonus game instance having a bonus game duration, the bonus game instance including the 2026203745 27 Aug 2026 bonus game feature associated with the first persistent element, wherein the graphical game interface in the bonus game state presents a plurality of bonus game elements including a plurality of bonus symbol positions; cause the presentation assembly to animate bonus outcome sequences for the bonus game duration, each bonus outcome sequence including animating population of the plurality of bonus symbol positions with randomly selected symbols and visually indicating any game events associated with the randomly selected symbols; at the conclusion of the bonus game duration, identify, from a final state of the graphical game interface in the bonus game state, at least one bonus game element of the plurality of bonus game elements that is associated with one or more untriggered game events, and maintain the identified at least one bonus game element as a data object in the one or more memory devices; cause the presentation assembly to present one or more visual link indicators generated from the maintained data object representing the identified at least one bonus game element; cause the presentation assembly to animate the graphical game interface from the bonus game state to the base game state after the conclusion of the bonus game duration, the base game state following the transition including the one or more visual link indicators, wherein the game-logic circuitry maintains the data object representing the identified at least one bonus game element across the transition from the bonus game state to the base game state; cause the presentation assembly to animate the one or more visual link indicators to visually link with one or more persistent elements of the plurality of persistent elements; generate, from the maintained data object, a carryover contribution of the one or more visual link indicators; update, in the one or more memory devices, progression state data for each visually linked persistent element from a respective initial visual progression state selected from the respective plurality of progression states to an adjusted visual progression state based on the carryover contribution; and cause the presentation assembly to animate each of the visually linked one or more persistent elements to dynamically adjust from the respective initial visual progression state to the adjusted visual progression state in accordance with the updated progression state data, wherein animating the one or more visual link indicators comprises the game-logic circuitry generating updated frame data by rendering only changed graphical elements using graphical data maintained in the one or more memory devices while preserving unchanged graphical data between successive frames, and causing the presentation assembly to present the successive frames.. 2026203745 27 Aug 2026
[0007] In some embodiments, the at least one bonus game element includes at least one frame applied to a respective bonus symbol position of the plurality of bonus symbol positions, the at least one frame being unoccupied by a trigger symbol at the conclusion of the bonus game duration.
[0008] In some embodiments, the at least one bonus game element includes at least one catalyst symbol without any paired trigger symbol at the conclusion of the bonus game duration.
[0009] In some embodiments, an element type of the at least one bonus game element is selectively adjusted for each bonus game instance based on a final bonus outcome sequence of the bonus outcome sequences.
[0010] In some embodiments, the one or more visual link indicators are the at least one bonus game element, and the transition to the base game state includes preserving the at least one bonus game element into the base game state.
[0011] In some embodiments, the one or more visual link indicators are converted into feature trigger symbols associated with the one or more persistent elements.
[0012] In some embodiments, the one or more visual link indicators include a graphical avatar animated to collect the at least one bonus game element and interact with the one or more persistent elements based on the collected at least one bonus game elements.
[0013] In some embodiments, the dynamic adjustment of the respective initial visual progression state does not affect underlying game parameters for determining subsequent bonus trigger events associated with the visually linked one or more persistent elements.
[0014] In some embodiments, the one or more visual link indicators are distributed across at least two persistent elements of the plurality of persistent elements, and the presentation assembly is configured to animate each of the at least two persistent elements to dynamically adjust respective initial visual progression states.
[0015] In some embodiments, the game-logic circuitry is further configured to, in response to the dynamic adjustment of the respective initial visual progression state reaching a final visual progression state of the respective plurality of progression states, cause the presentation assembly to animate a bonus retrigger sequence initiating a subsequent bonus game instance associated with the visually linked persistent element. 2026203745 27 Aug 2026
[0016] In some embodiments, the game-logic circuitry is further configured to replicate, in non-volatile storage, game state data including the progression state data for each visually linked persistent element, following completion of the updating of the progression state data at the conclusion of the bonus game duration.
[0017] There is provided a method of operating a graphical game interface of a gaming system, the gaming system including a presentation assembly, a value input device configured to detect a physical item associated with a monetary value and establish a credit balance, a player input device configured to receive a wager input covered by the credit balance and transform the wager input into an electronic data signal, a value output device configured to initiate a payout from the credit balance in response to a cashout input, and game-logic circuitry comprising one or more processors and one or more memory devices storing random-number-generator programming and gameoutcome logic, the game-logic circuitry in communication with the presentation assembly, the value input device, the player input device and the value output device, the method comprising: presenting, by the presentation assembly, the graphical game interface in a base game state including a plurality of symbol positions and a plurality of persistent elements external to the plurality of symbol positions, wherein each persistent element has a respective visual progression state from a respective plurality of progression states and is associated with a respective bonus game feature; in response to receiving the electronic data signal indicative of the wager input, executing, by the game-logic circuitry, the random-number-generator programming to generate one or more random numbers, executing, by the game-logic circuitry, the game-outcome logic using the one or more random numbers to determine randomly selected symbols and one or more game outcomes, and causing, by the game-logic circuitry, the presentation assembly to animate a plurality of symbol-bearing reels to spin and stop to present the randomly selected symbols at the plurality of symbol positions; presenting, by the presentation assembly, a bonus trigger event associated with a first persistent element of the plurality of persistent elements; animating, by the presentation assembly, the graphical game interface to transition to a bonus game state for the bonus trigger event for a bonus game instance having a bonus game duration, the bonus game instance including the bonus game feature associated with the first persistent element, wherein the graphical game interface in the bonus game state presents a plurality of bonus game elements including a plurality of bonus symbol positions; animating, by the presentation assembly, bonus 2026203745 27 Aug 2026 outcome sequences for the bonus game duration, each bonus outcome sequence including animating population of the plurality of bonus symbol positions with randomly selected symbols and visually indicating any game events associated with the randomly selected symbols; at the conclusion of the bonus game duration, identifying, by the game-logic circuitry, from a final state of the graphical game interface in the bonus game state, at least one bonus game element of the plurality of bonus game elements that is associated with one or more untriggered game events, and maintaining, by the game-logic circuitry, the identified at least one bonus game element as a data object in the one or more memory devices; presenting, by the presentation assembly, one or more visual link indicators generated from the maintained data object representing the identified at least one bonus game element; animating, by the presentation assembly, the graphical game interface from the bonus game state to the base game state after the conclusion of the bonus game duration, the base game state following the transition including the one or more visual link indicators, wherein the game-logic circuitry maintains the data object representing the identified at least one bonus game element across the transition from the bonus game state to the base game state; animating, by the presentation assembly, the one or more visual link indicators to visually link with one or more persistent elements of the plurality of persistent elements; generating, by the game-logic circuitry from the maintained data object, a carryover contribution of the one or more visual link indicators; updating, by the game-logic circuitry and in the one or more memory devices, progression state data for each visually linked persistent element from a respective initial visual progression state selected from the respective plurality of progression states to an adjusted visual progression state based on the carryover contribution; and animating, by the presentation assembly, each of the visually linked one or more persistent elements to dynamically adjust from the respective initial visual progression state to the adjusted visual progression state in accordance with the updated progression state data, wherein animating the one or more visual link indicators comprises the game-logic circuitry generating updated frame data by rendering only changed graphical elements using graphical data maintained in the one or more memory devices while preserving unchanged graphical data between successive frames, and causing the presentation assembly to present the successive frames.
[0018] In some embodiments, the at least one bonus game element includes at least one catalyst symbol without any paired trigger symbol at the conclusion of the bonus game duration. 2026203745 27 Aug 2026
[0019] In some embodiments, an element type of the at least one bonus game element is selectively adjusted for each bonus game instance based on a final bonus outcome sequence of the bonus outcome sequences.
[0020] In some embodiments, the one or more visual link indicators are the at least one bonus game element, and animating the graphical game interface from the bonus game state to the base game state includes preserving the at least one bonus game element into the base game state.
[0021] In some embodiments, the one or more visual link indicators are converted into feature trigger symbols associated with the one or more persistent elements.
[0022] In some embodiments, the dynamic adjustment of the respective initial visual progression state does not affect underlying game parameters for determining subsequent bonus trigger events associated with the visually linked one or more persistent elements.
[0023] In some embodiments, the one or more visual link indicators are distributed across at least two persistent elements of the plurality of persistent elements, and animating the one or more visual link indicators includes animating each of the at least two persistent elements to dynamically adjust respective initial visual progression states.
[0024] In some embodiments, the method further comprises, in response to the dynamic adjustment of the respective initial visual progression state reaching a final visual progression state of the respective plurality of progression states, animating, by the presentation assembly, a bonus retrigger sequence initiating a subsequent bonus game instance associated with the visually linked persistent element.
[0025] There is also provided a computer program comprising instructions 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. 2026203745 27 Aug 2026
[0028] FIG. 2 is a block diagram of a gaming machine, according to one or more aspects of the present disclosure.
[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] FIGS. 4A and 4B are a flow diagram for a data processing method that corresponds to instructions executed by a controller, according to one or more embodiments of the present disclosure. FIG. 4A relates to a base-game portion of a wagering game; FIG. 4B relates to a game feature that may be triggered during play of the base game.
[0031] FIG. 5 is an exemplary presentation of a base-game spin outcome resulting from the flow diagram in FIG. 4A, according to one or more embodiments of the present disclosure.
[0032] FIG. 6 is a flow diagram for a data processing method corresponding to visual link indicator carryover from a bonus game to a base game, according to one or more aspects of the present disclosure.
[0033] FIG. 7A is an exemplary graphical game interface illustrating a base game state with a symbol array and a plurality of persistent elements in initial visual progression states, according to one or more aspects of the present disclosure.
[0034] FIG. 7B is the graphical game interface of FIG. 7A illustrating a bonus trigger state with trigger symbols landed and a first persistent element highlighted, according to one or more aspects of the present disclosure.
[0035] FIG. 7C is the graphical game interface of FIG. 7A illustrating a bonus game inprogress state with frames distributed to bonus symbol positions, some frames occupied by valuebearing symbols and some frames unoccupied, according to one or more aspects of the present disclosure.
[0036] FIG. 7D is the graphical game interface of FIG. 7A illustrating a bonus game conclusion state with unoccupied frames highlighted as unrealized bonus game elements, according to one or more aspects of the present disclosure. 2026203745 27 Aug 2026
[0037] FIG. 7E is the graphical game interface of FIG. 7A illustrating a transition state with unoccupied frames converting to trigger symbols associated with a first persistent element, according to one or more aspects of the present disclosure.
[0038] FIG. 7F is the graphical game interface of FIG. 7A illustrating a base game posttransition state with a persistent element in an elevated visual progression state, according to one or more aspects of the present disclosure.
[0039] FIG. 8A is an exemplary graphical game interface illustrating a bonus game conclusion state with value-bearing symbols held in array columns, according to one or more aspects of the present disclosure.
[0040] FIG. 8B is the graphical game interface of FIG. 8A illustrating award collection for a column meeting an award condition with unawarded symbols in another column remaining as unrealized bonus game elements, according to one or more aspects of the present disclosure.
[0041] FIG. 8C is the graphical game interface of FIG. 8A illustrating a transition state with unawarded symbols animating off the symbol array, according to one or more aspects of the present disclosure.
[0042] FIG. 8D is the graphical game interface of FIG. 8A illustrating trigger symbol distribution to the symbol array based on the unawarded symbols, according to one or more aspects of the present disclosure.
[0043] FIG. 8E is the graphical game interface of FIG. 8A illustrating a base game posttransition state with persistent elements in elevated visual progression states, according to one or more aspects of the present disclosure.
[0044] FIG. 9A is an exemplary graphical game interface illustrating a bonus game in-progress state with active symbol positions and locked symbol rows indicating unlock thresholds, according to one or more aspects of the present disclosure.
[0045] FIG. 9B is the graphical game interface of FIG. 9A illustrating a bonus game conclusion state with locked symbol rows remaining as unrealized progression tiers, according to one or more aspects of the present disclosure.
[0046] FIG. 9C is the graphical game interface of FIG. 9A illustrating a transition state with locked symbol rows converting to visual link indicators associated with persistent elements, according to one or more aspects of the present disclosure. 2026203745 27 Aug 2026
[0047] FIG. 9D is the graphical game interface of FIG. 9A illustrating a base game posttransition state with persistent elements in elevated visual progression states, according to one or more aspects of the present disclosure.
[0048] FIG. 10A is an exemplary graphical game interface illustrating a bonus game inprogress state with an award meter accumulating values from value-bearing symbols, according to one or more aspects of the present disclosure.
[0049] FIG. 10B is the graphical game interface of FIG. 10A illustrating a bonus game conclusion state with the award meter indicating an accumulated value, according to one or more aspects of the present disclosure.
[0050] FIG. 10C is the graphical game interface of FIG. 10A illustrating a base game state with visual link indicators distributed to persistent elements based on the award meter, according to one or more aspects of the present disclosure.
[0051] FIG. 10D is the graphical game interface of FIG. 10A illustrating a base game state with the award meter maintained for deferred collection via an award trigger symbol, according to one or more aspects of the present disclosure.
[0052] FIG. 10E is the graphical game interface of FIG. 10A illustrating a base game state following an award trigger event, according to one or more aspects of the present disclosure.
[0053] FIG. 11 is a flow diagram for a data processing method corresponding to accumulated element carryover from a bonus game feature, according to one or more aspects of the present disclosure.
[0054] 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
[0055] 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 2026203745 27 Aug 2026 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.”
[0056] 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.
[0057] For purposes of the present detailed description, the terms “wagering game,” “casino wagering game,” “gambling,” “slot game,” “casino game,” and the like include games in which a player places at risk a sum of money or other representation of value, whether or not redeemable for cash, on an event with an uncertain outcome, including without limitation those having some element of skill. In some embodiments, the wagering game involves wagers of real money, as found with typical land-based or online casino games. In other embodiments, the wagering game additionally, or alternatively, involves wagers of non-cash values, such as virtual currency, and therefore may be considered a social or casual game, such as would be typically available on a social networking web site, other web sites, across computer networks, or applications on mobile devices (e.g., phones, tablets, etc.). When provided in a social or casual game format, the wagering game may closely resemble a traditional casino game, or it may take another form that more closely resembles other types of social / casual games. For example, the “wagers” and “credits” described herein may instead be replaced with non-monetary values that dictate the duration of a gaming session and reflect game events occurring within the gaming session (e.g., awarding game events extend or increase a value balance, while non-awarding game events reduce the remaining duration of the gaming session). For example, and without limitation, casual game embodiments may use values defining scores, a remaining timed duration, a number of attempts (e.g., “lives” in video game terms), an in-game credit, and the like.
[0058] Embodiments of the present disclosure provide an EGM implementation in which game-logic circuitry of the EGM provides graphical elements (e.g., visual indicators dynamically rendered on a graphical game interface) that visually reflect changes in the internal state of the 2026203745 27 Aug 2026 EGM to a user (i.e., a player) during gameplay. 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 dynamic transitional feature linking bonus game conclusion to persistent base game elements operates within the electronic gaming machine, interacting with and being dependent upon physical features of the player interface.
[0059] Game features in electronic gaming machines may provide multi-stage sequences in which game state data, including persistent element progression states, is maintained in memory across bonus game states and base game states. The electronic gaming machine stores and updates game state data as each stage progresses, and uses the data to generate rendering commands for the presentation assembly.
[0060] A technical problem exists in managing graphical and data transitions between a bonus game state and a base game state on regulated gaming hardware. When a bonus game feature concludes, conventional implementations clear the bonus game presentation and reinitialize a default base game interface without reusing presentation or state data associated with unrealized bonus game elements. This increases processing overhead and memory bandwidth usage during state transitions and produces abrupt visual discontinuities. A related technical problem concerns coordination of persistent graphical elements across different game states, where state updates to persistent elements are performed by logic decoupled from the bonus game instance, requiring additional random number generator invocations and event processing.
[0061] In accordance with some embodiments, the game-logic circuitry maintains unrealized bonus game elements as defined data objects at the conclusion of the bonus game duration, identifies elements satisfying conditions for untriggered game events, and generates corresponding visual link indicators that are carried through the same graphical transition sequence used to return to the base game state. By animating those visual link indicators into the base game state and using them as inputs to dynamically adjust the visual progression state of one or more persistent 2026203745 27 Aug 2026 elements, the system coordinates bonus conclusion presentation and persistent-element progression updates within a single, coherent state transition sequence rather than via separate, decoupled routines.
[0062] The game state data may be replicated in non-volatile storage following completion of updates associated with a single bonus outcome sequence 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 following a bonus trigger event associated with a persistent element; an update following animation of population of bonus symbol positions for a bonus outcome sequence; an update following animation of a visual link indicator linking with a persistent element; and an update at the conclusion of the bonus game duration.
[0063] In some embodiments, the game state data stored in the non-volatile storage includes progression state data for one or more gameplay elements, such as the one or more persistent elements. The progression state data may be implemented as a data structure, memory entry, or one or more linked data fields identifying, for a respective persistent element, one or more of: a persistent-element identifier, a current visual progression state selected from the respective plurality of progression states, a prior visual progression state, a carryover contribution associated with one or more visual link indicators, and an adjusted visual progression state determined in response to animation of the one or more visual link indicators linking with the respective persistent element. The game-logic circuitry may update the progression state data during or after the transition from the bonus game state to the base game state and may use the updated progression state data to generate rendering commands that cause the presentation assembly to present the respective persistent element in the adjusted visual progression state.
[0064] Electronic gaming machines operate in regulated environments with authenticated and verifiable components. Described electronic gaming machines may maintain bonus-to-base game transition states in a more verifiable and deterministic manner, making them more suitable for regulated operation.
[0065] 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 2026203745 27 Aug 2026 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.
[0066] The rendering pipeline may optimize frame generation when graphical data is maintained between frames. Rendering commands may pertain only to changed graphical 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.
[0067] 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, 2026203745 27 Aug 2026 such as floor-standing models as shown, handheld mobile units, bartop models, workstation-type console models, etc. Further, the gaming machine 100 may be primarily dedicated for use in playing wagering games, or may include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. Exemplary types of gaming machines are disclosed in US Patent Nos. 6,517,433, 8,057,303, and 8,226,459, which are incorporated herein by reference in their entireties.
[0068] 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.
[0069] The input devices, output devices, and input / output devices are disposed on, and securely coupled to, the cabinet 112. By way of example, the output devices include a primary presentation device 118, a secondary presentation device 120, and one or more audio speakers 122. The primary presentation device 118 or the secondary presentation device 120 may be a mechanical-reel display device, a video display device, or a combination thereof. In one such combination disclosed in U.S. Patent No. 6,517,433, a transmissive video display is disposed in front of the mechanical-reel display to portray a video image superimposed upon electromechanical reels. In another combination disclosed in U.S. Patent No. 7,654,899, a projector projects video images onto stationary or moving surfaces. In yet another combination disclosed in U.S. Patent No. 7,452,276, miniature video displays are mounted to electro-mechanical reels and portray video symbols for the game. In a further combination disclosed in U.S. Patent No. 8,591,330, flexible displays such as OLED or e-paper displays are affixed to electro-mechanical reels. The aforementioned U.S. Patent Nos. 6,517,433, 7,654,899, 7,452,276, and 8,591,330 are incorporated herein by reference in their entireties. 2026203745 27 Aug 2026
[0070] 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.
[0071] The presentation assembly, and more particularly the primary presentation device 118 and / or the secondary presentation device 120, variously presents information associated with wagering games, non-wagering games, community games, progressives, advertisements, services, premium entertainment, text messaging, emails, alerts, announcements, broadcast information, subscription information, etc. appropriate to the particular mode(s) of operation of the gaming machine 100. The presentation assembly is configured to present this information via one or more interfaces, including game interfaces. The game interface may be a graphical game interface presented on one or more electronic display devices (e.g., the presentation devices 118, 120). The game interface is associated with a graphical video and / or image streams provided to the electronic display device to output the intended graphical elements and corresponding animations for the game. For example, the graphical game interfaces are defined by a plurality of pixels or other suitable display segments that have independently visual characteristics (e.g., color, light intensity, etc.), that, when observed collectively, form game and presentation elements of the game interface, including those described elsewhere herein. The electronic display devices are configured to, based on the image or video data representing the graphical elements of the game interface, control individually-addressable components (e.g., light-emitting devices, filters, power circuitry, etc.) to create a visible output representing the graphical game interface. It is to be understood that the game and presentation elements described herein may, unless otherwise noted, be presented via a graphical game interface of the gaming machine 100.
[0072] 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 2026203745 27 Aug 2026 headphones, video headset jack, USB port, wireless transmitter / receiver, etc.). It should be understood that numerous other peripheral devices and other elements exist and are readily utilizable in any number of combinations to create various forms of a gaming machine in accord with the present concepts.
[0073] The player input devices, such as the touch screen 124, buttons 126, a mouse, a joystick, a gesture-sensing device, a voice-recognition device, and a virtual-input device, which may collectively be referred to as a "game play mechanism" operable by a player to place a wager, accept player inputs and transform the player inputs to electronic data signals indicative of the player inputs. These inputs correspond to an enabled feature for such inputs at a time of activation (e.g., pressing a "Max Bet" button or soft key to indicate a player's desire to place a maximum wager to play the wagering game). The inputs, once transformed into electronic data signals, are output to game-logic circuitry for processing. The electronic data signals are selected from a group consisting essentially of an electrical current, an electrical voltage, an electrical charge, an optical signal, an optical element, a magnetic signal, and a magnetic element.
[0074] The gaming machine 100 includes one or more value input / payment devices (also referred to as a "credit input mechanism") and value output / payout devices. In order to deposit cash or credits onto the gaming machine 100, the credit input mechanism is configured to detect a physical item associated with a monetary value that establishes a credit balance. The gaming machine also includes hardware meters configured for monitoring credits established via the credit input mechanism and changes to the established credits due to play of the gaming machine, the meters including at least a "credit meter" to which credit input is added. The physical item may, for example, be currency bills, coins, tickets, vouchers, coupons, cards, and / or computer-readable storage mediums. The deposited cash or credits are used to fund wagers placed on the wagering game played via the gaming machine 100. Examples of value input devices include, but are not limited to, a coin acceptor, the bill / ticket acceptor 128, the card reader / writer 130, a wireless communication interface for reading cash or credit data from a nearby mobile device, and a network interface for withdrawing cash or credits from a remote account via an electronic funds transfer. In response to a cashout input that initiates a payout from the credit balance on the “credits” meter, the value output devices are used to dispense cash or credits from the gaming machine 100. The credits may be exchanged for cash at, for example, a cashier or redemption 2026203745 27 Aug 2026 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.
[0075] Turning now to FIG. 2, there is shown a block diagram of the gaming-machine architecture. The gaming machine 100 includes game-logic circuitry 240 securely housed within a locked box inside the gaming cabinet 112 (see FIG. 1). The game-logic circuitry 240 includes a central processing unit (CPU) 242 connected to a main memory 244 that comprises one or more memory devices. The CPU 242 includes any suitable processor(s), such as those made by Intel and AMD. By way of example, the CPU 242 includes a plurality of microprocessors including a master processor, a slave processor, and a secondary or parallel processor. Game-logic circuitry 240, as used herein, comprises any combination of hardware, software, or firmware disposed in or outside of the gaming machine 100 that is configured to communicate with or control the transfer of data between the gaming machine 100 and a bus, another computer, processor, device, service, or network. The game-logic circuitry 240, and more specifically the CPU 242, comprises one or more controllers or processors and such one or more controllers or processors need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry 240, and more specifically the main memory 244, comprises one or more memory devices which need not be disposed proximal to one another and may be located in different devices or in different locations. The game-logic circuitry 240 is operable to execute all of the various gaming methods and other processes disclosed herein. The main memory 244 includes a wagering-game unit 246. In one embodiment, the wagering-game unit 246 causes wagering games to be presented, such as video poker, video black jack, video slots, video lottery, etc., in whole or part.
[0076] 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 2026203745 27 Aug 2026 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).
[0077] The external system 260 includes, in various aspects, a gaming network, other gaming machines or terminals, a gaming server, a remote controller, communications hardware, or a variety of other interfaced systems or components, in any combination. In yet other aspects, the external system 260 comprises a player’s portable electronic device (e.g., cellular phone, electronic wallet, etc.) and the external-system interface 258 is configured to facilitate wireless communication and data transfer between the portable electronic device and the gaming machine 100, such as by a near-field communication path operating via magnetic-field induction or a frequency-hopping spread spectrum RF signals (e.g., Bluetooth, etc.).
[0078] The gaming machine 100 optionally communicates with the external system 260 such that the gaming machine 100 operates as a thin, thick, or intermediate client. The game-logic circuitry 240—whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine 100—is utilized to provide a wagering game on the gaming machine 100. In general, the main memory 244 stores programming for a random number generator (RNG), game-outcome logic, and game assets (e.g., art, sound, etc.)—all of which obtained regulatory approval from a gaming control board or commission and are verified by a trusted authentication program in the main memory 244 prior to game execution. The authentication program generates a live authentication code (e.g., digital signature or hash) from the memory contents and compares 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.
[0079] 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 2026203745 27 Aug 2026 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.
[0080] The gaming machine 100 may be used to play central determination games, such as electronic pull-tab and bingo games. In an electronic pull-tab game, the RNG is used to randomize the distribution of outcomes in a pool and / or to select which outcome is drawn from the pool of outcomes when the player requests to play the game. In an electronic bingo game, the RNG is used to randomly draw numbers that players match against numbers printed on their electronic bingo card.
[0081] 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.
[0082] 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 2026203745 27 Aug 2026 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).
[0083] In the aforementioned method, for each data signal, the game-logic circuitry 240 is configured to process the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with stored instructions relating to such further actions executed by the controller. As one example, the CPU 242 causes the recording of a digital representation of the wager in one or more storage media (e.g., storage unit 256), the CPU 242, in accord with associated stored instructions, causes the changing of a state of the storage media from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage media or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage media, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM, etc.). The noted second state of the data storage media comprises storage in the storage media of data representing the electronic data signal from the CPU 242 (e.g., the wager in the present example). As another example, the CPU 242 further, in accord with the execution of the stored instructions relating to the wagering game, causes the primary presentation device 118, other presentation device, or other output device (e.g., speakers, lights, communication device, etc.) to change from a first state to at least a second state, wherein the second state of the primary presentation device comprises a visual 2026203745 27 Aug 2026 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.
[0084] In one embodiment, the gaming machine 100 and, additionally or alternatively, the external system 260 (e.g., a gaming server), means gaming equipment that meets the hardware and software requirements for fairness, security, and predictability as established by at least one state’s gaming control board or commission. Prior to commercial deployment, the gaming machine 100, the external system 260, or both and the casino wagering game played thereon may need to satisfy minimum technical standards and require regulatory approval from a gaming control board or commission (e.g., the Nevada Gaming Commission, Alderney Gambling Control Commission, National Indian Gaming Commission, etc.) charged with regulating casino and other types of gaming in a defined geographical area, such as a state. By way of non-limiting example, a gaming machine in Nevada means a device as set forth in NRS 463.0155, 463.0191, and all other relevant provisions of the Nevada Gaming Control Act, and the gaming machine cannot be deployed for play in Nevada unless it meets the minimum standards set forth in, for example, Technical Standards 1 and 2 and Regulations 5 and 14 issued pursuant to the Nevada Gaming Control Act. Additionally, the gaming machine and the casino wagering game must be approved by the commission pursuant to various provisions in Regulation 14. Comparable statutes, regulations, and technical standards exist in or are used in other gaming jurisdictions, including for example GLI Standard #11 of Gaming Laboratories International (which defines a gaming device in Section 1.5) and N.J.S.A 5:12-23, 5:12-45, and all other relevant provisions of the New Jersey Casino Control Act.
[0085] 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 2026203745 27 Aug 2026 change in the device', a restriction not inherent to general-purpose software. Furthermore, these devices are mandated to 'be equipped with electronic digital storage meters of at least 10 digits' for specific game and financial data, such as 'Coin In' and 'Bill In,' and must communicate these meters to an 'on-line slot system'. Integrity of the game's core randomness is paramount; GLI-11, for instance, requires that the 'random number generator and random selection process shall be impervious to influences from outside the device, including...electro-magnetic interference'. New Jersey law (N.J.S.A. 5:12-100(e)) even dictates a functional parameter, requiring that 'Each slot machine shall have a minimum payout of 83%'. Critically, N.J.S.A. 5:12-100(h)(1) mandates that a slot machine must be 'identical in all electrical, mechanical and other aspects to a model thereof which has been specifically tested and licensed', precluding the kind of flexible software and hardware configuration typical of general-purpose computers. These enumerated requirements— related to fixed operational parameters, specialized metering and communication hardware / software, RNG integrity, and adherence to a certified, unalterable model—collectively define a device distinct in purpose and capability from a general-purpose computer. As can be seen from the description herein, the gaming machine 100 may be implemented with hardware and software architectures, circuitry, and other special features that differentiate it from generalpurpose computers (e.g., desktop PCs, laptops, and tablets).
[0086] 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.
[0087] 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 2026203745 27 Aug 2026 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.
[0088] 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 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.
[0089] At step 304, the CPU 242 then issues data requests, via the I / O bus 248 (shown in FIG. 2), to retrieve the data structures representing the specific game assets from the storage unit 256 or directly from main memory 244 if already loaded. Although not shown in FIG. 3, the I / O bus 248 may be configured to facilitate the data communication described herein between components. In other embodiments, at least a portion of the data communication described herein occurs via data buses and other communication components (e.g., wireless antennas) separate from the I / O bus 248. The retrieval is optimized for the architecture of the gaming machine 100 to facilitate rapid access to approved and authenticated assets. In at least some embodiments, the asset retrieval includes an authentication or authorization process to ensure the retrieved data is secure and accurate. For example, the game-logic circuitry 240 may store hash data or other verification data linked to the available assets that is stored separately within the logic circuitry 240 for comparison to the retrieved graphical data assets. The regulatory requirements of the gaming machine 100 may define a particular authentication or verification process for graphical data distinct from how a general-purpose computer handles unverified graphical data.
[0090] 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 2026203745 27 Aug 2026 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.
[0091] 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.
[0092] 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 2026203745 27 Aug 2026 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.
[0093] 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 246 determines a change in game state - such as awarding a win, triggering a specific animation sequence (e.g., symbol explosion, reel highlight, character movement), updating meters (e.g., credit meter, award meter, etc.), or processing a new player input - the rendering process effectively restarts at step 302 to generate a new, updated frame. The CPU 242 identifies the new set of required assets and rendering commands that reflect this updated game state. The subsequent execution of the steps 304 through 314 generates and displays a subsequent frame that visually embodies the specific change in game state.
[0094] In at least some embodiments, the system may optimize this process 300 when graphical data is maintained between frames, thereby reducing the data bandwidth required to create a stream of video data. For example, if assets required for the updated frame (determined in the step 302) are already present in the main memory 244 from the previous frame, the data retrieval from the storage unit 256 via the I / O bus 248 in step 304 may be bypassed or reduced, proceeding directly to confirming, or using, the assets already residing in the main memory at step 306. Similarly, rendering commands sent at step 308 may pertain only to the changed graphical elements, and the rendering process at step 310 may intelligently update only the necessary portions of the frame buffer in main memory 244, preserving unchanged areas (e.g., static background elements) from the prior frame's buffer or frame data. These optimizations represent specific technological enhancements to improve rendering efficiency, reduce data transfer over the I / O bus (248), lessen computational load on the CPU (242) and GPU, and decrease latency on the specialized hardware of the gaming machine 100, directly impacting the machine's performance and responsiveness during dynamic game events. The continuous, state-driven transformation of game logic outcomes and player interactions into specific graphical outputs via the defined hardware pathway constitutes a practical application of graphical processing technology specifically adapted to the technical demands and regulatory requirements of a wagering 2026203745 27 Aug 2026 environment, improving the functioning and interactivity of the gaming machine 100 itself. Accordingly, the game and presentation functionality described herein may incorporate the graphical rendering process 300 to convert dynamic game states into specific, correspondingly dynamic game presentations.
[0095] 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 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).
[0096] 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). 2026203745 27 Aug 2026
[0097] 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 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.
[0098] 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. 2026203745 27 Aug 2026 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.
[0099] Referring now to FIGS. 4A-4B, there is shown a flow diagram representing one data processing method corresponding to at least some instructions stored and executed by the gamelogic circuitry 240 in FIG. 2 to perform operations associated with a persistent element game feature. The data processing method is described below in connection with the exemplary presentation of a spin outcome in FIG. 5.
[00100] Referring to FIG. 4A, the data processing method commences at step 400. At step 402, the game-logic circuitry controls one or more presentation devices (e.g., mechanical-reel display device, video display device, or a combination thereof) to present a plurality of symbol-bearing reels, an array of symbol positions, and a feature-triggering perceived persistent element (e.g., one or more coin pots). Although the method is described with respect to one presentation device, it is to be understood that the presentation described herein may be performed by a presentation assembly including more than one presentation device. The symbol positions of the array may be arranged in a variety of configurations, formats, or structures and may comprise a plurality of rows and columns. The rows of the array are oriented in a generally horizontal direction, and the columns of the array are oriented in a generally vertical direction. The symbol positions in each row of the array are horizontally aligned with each other, and the symbol positions in each column of the array are vertically aligned with each other. In other embodiments, the symbol positions may be arranged in a honeycomb configuration with adjacent columns vertically offset from each other by one-half symbol position or adjacent rows horizontally offset from each other by one-half symbol position. The number of symbol positions in different rows and / or different columns may vary from each other. The reels may be associated with the respective columns of the array such that the reels spin vertically and each reel populates a respective column. In another embodiment, the reels may be associated with the respective rows of the array such that the reels spin horizontally and each reel populates a respective row. In some embodiments, the reels are associated with respective individual symbol positions of the array such that each reel animates in place and populates only its respective symbol position. The symbol array configuration may vary between the base game and any bonus games and / or other game features utilizing the array. 2026203745 27 Aug 2026
[00101] In FIG. 5, the symbol array 510 in the base game has a three-by-five rectangular configuration, and each symbol position is associated with a respective independent reel. The reels bear a plurality of symbols that may, for example, include royal symbols 10, J, Q, K, and A; a wild symbol W that can substitute for any of the royal symbols; and generic coin symbols C1, C2, C3.
[00102] In one or more embodiments, the plurality of symbols also includes value-bearing symbols, otherwise known as WYSIWYG ("What You See is What You Get") or "cash on reels" symbols. Each value-bearing symbol is associated with a credit or currency value indicated on the symbol itself. The value on a particular credit-bearing symbol may be fixed or variable (e.g., random) from one game cycle to the next. Different value-bearing symbols on the reels may have different values. In one or more embodiments, a value-bearing symbol may be associated with a value determined or displayed separately. For example, rather than a specific amount, a GRAND, MAJOR, MINOR, or MINI award label may be indicated on a value-bearing symbol. Each reel may contain one or more stacks (i.e., clumps) of value-bearing symbols that appear adjacent to each other along the reel. The values of the value-bearing symbols in any given stack may be the same or different. A stack of value-bearing symbols may consist of two, three, four, or more adjacent symbols. Further, adjacent reels may contain one or more "mega" value-bearing symbols that move as one block as the reels spin. When the spin is complete, each individual row and column of the array underlying any visible portion of the "mega" symbol is assigned the value associated with the "mega" value-bearing symbol. For example, a "mega" value-bearing symbol may comprise two-row high square spanning the first two columns of the array 510. If this symbol stops aligned with the top two rows of the array 510, the symbols in the first two rows and first two columns would all be treated as though individual value-bearing symbols having the value of the "mega" symbol had landed in those locations.
[00103] At step 404, the game-logic circuitry detects, via a value input device, a physical item associated with a monetary value that establishes a monetary balance in the form of cash or credits. In FIG. 5, the monetary balance may be shown on a meter 500.
[00104] At step 406, the game-logic circuitry initiates a base game of a wagering game cycle (i.e., spin cycle) in response to an input indicative of a wager covered by the monetary balance. To initiate a spin of the reels, the player may press a "Spin" or "Max Bet" key on a button panel or touch screen. In FIG. 5 the wager may be shown on a bet meter 502. 2026203745 27 Aug 2026
[00105] At step 408, using an RNG, the game-logic circuitry spins and stops the reels to randomly land symbols from the reels in the array in visual association with one or more paylines (also known as lines, ways, patterns, or arrangements). The reel spin may be animated on a video display by depicting symbol-bearing strips moving vertically across the display and synchronously updating the symbols visible on each strip as the strip moves across the display. Alternatively, the reels may be physical / electromechanical reels. FIG. 5 depicts a base-game spin outcome.
[00106] At step 410, the game-logic circuitry awards standard payouts in accordance with a pay table. The pay table may, for example, include "line pays," "ways pays" and "scatter pays." Line pays occur when a predetermined type and number of symbols appear along an activated payline, typically in a particular order such as left to right, right to left, top to bottom, bottom to top, etc. Ways pays appear on adjacent reels without the requirement to be on a specified pay line or directly adjacent to one another. Scatter pays occur when a predetermined type and number of symbols appear anywhere in the displayed array without regard to position or paylines. Each payline preferably consists of a single symbol position in each column of the array. The number of paylines may be as few as one or as many as possible given each payline consists of a single symbol position in each column of the array. To animate a standard pay, the display may apply a border, pattern, color change, background change, watermark, or other distinguishing characteristic to the winning payline and / or winning symbols that contributed to the pay. FIG. 5, for example, depicts a line pay of three K symbols in the bottom row of the array 510. The awarded pay is added to a win meter 504.
[00107] At step 412, the game-logic circuitry determines whether or not any coin symbols C1, C2 or C3 landed in the array. If a coin symbol C1, C2 or C3 did not land in the array, the gamelogic circuitry immediately proceeds to step 432. If, however, one or more coin symbols C1, C2 or C3 landed in the array as shown in FIG. 5, the game-logic circuitry proceeds to step 414. At step 414, the game-logic circuitry animates the addition of each coin symbol C1, C2 or C3 to a persistent element such as a coin pot (FIG. 5; 512, 514, 516) associated with the respective coin symbol C1, C2 or C3. For example, the coin symbol C2 in the center column of FIG. 5 may be animated to "fly" off the array and land in the middle of its associated coin pot 512. To represent the addition of the coin symbol to the coin pot, the pot and / or the volume of coins therein may appear to grow in size. In FIG. 5, the transfer of the coin symbol C2 to the middle coin pot 514 is 2026203745 27 Aug 2026 represented by an arrow. The persistent elements may take forms other than the coin pots 512, 514, 516, including for example urns, vases, jars, jugs, cans, bowls, piggy banks, beehives, inflating balloons, ladders, dials, meters, etc. In accordance with some embodiments, the persistent element may be an object of fixed size accompanied by some other indication of accumulating value, for example, by a gradual change in color. In other embodiments, the persistent element may change size and also show some other indication of increasing value, for example, the color of the display in the immediate area of the persistent element may gradually change as its value increases.
[00108] During a player's gaming session, the growth in size of the coin pots 512, 514, 516 in FIG. 5 may persist from one wagering game cycle to the next such that the player perceives that the corresponding game feature may be getting closer to being triggered. This kind of game is known as a "perceived persistence" game. Unlike a true "persistence game," wherein the size of each coin pot or the observable quantity of its contents serves as an indication of the probability that its associated bonus or game feature will be triggered. In both cases, when the bonus or game feature associated with a pot is triggered, at least some of the contents of the pot are visually removed and the accumulation of coins in that pot during subsequent game spin cycles resumes from that point.
[00109] In the perceived persistence embodiments described here, at step 416, if at least one coin symbol C1, C2, or C3 appears in the array, the game-logic circuitry randomly determines, via the RNG, whether or not to trigger one or more game features of varying types, described below. This random determination is independent of any prior wagering game cycles.
[00110] In some embodiments, a game feature simply awards a prize, for example a fixed or progressive jackpot amount.
[00111] In some embodiments, a game feature may comprise any type of bonus game. The term "bonus game" as used herein refers to a game feature that functions through additional, fewer, or alternative game logic and / or game elements relative to the base game feature. Non-limiting examples of bonus games include a certain number of free games (i.e., spins of the reels), a "pick 'em" bonus game, a wheel-spinning game, etc. In embodiments offering a free spin bonus game, the free spins may be played as a "hold and spin" game in which certain types of symbols, once landed in the array, are held in place, and persist in the array for at least one additional free spin cycle. These persistent symbols may include value-bearing ("WYSIWYG") symbols, wild 2026203745 27 Aug 2026 symbols or other symbols that may improve the chances of winning or provide higher pays. In still other embodiments, a bonus game may be played to determine a game enhancement (described further below) or payment of prize, for example, a fixed or progressive jackpot (described above). The game enhancement may be applied to an outcome of the bonus game, the current base game or one or more future play cycles of the same bonus game, a different bonus game or the base game.
[00112] In some embodiments, a game feature may comprise an enhancement to the game. An enhancement may include, without limitation, pay table modifiers such as multipliers, increased values on value-bearing symbols, modification to the reels to include improved symbols, such as wild symbols or symbol weights or the removal of certain "blocking symbols", additional rows or columns added to the array, additional free spins, replacement symbols for symbols already present in the array, etc. The enhancement may be applied to the current base game outcome or may be applied to one or more subsequent game features or wagered base game plays.
[00113] If a game feature is not triggered at step 416, the spin cycle is complete, and the gamelogic circuitry proceeds to step 432. If, however, a game feature was triggered at step 416, the game-logic circuitry instead proceeds to the flow in FIG. 4B to determine which of one or more game features have been won according to the specific coin C1, C2 and C3 present in the array.
[00114] At step 418 in FIG. 4B, the game-logic circuitry determines if a coin C1 associated with the left pot 512 is present in the array. If not, the method proceeds to step 422, otherwise, a game feature associated with the left pot 512 is enabled at step 420.
[00115] At step 422, the game-logic circuitry determines if a coin C2 associated with the middle pot 514 is present in the array. If not, the method proceeds to step 426, otherwise, a game feature associated with the middle pot 514 is enabled at step 424.
[00116] At step 426, the game-logic circuitry determines if a coin C3 associated with the right pot 516 is present in the array. If not, the method proceeds to step 430, otherwise, a game feature associated with the right pot 516 is enabled at step 428.
[00117] Depending on which coins C1, C2 and C3 are present in the array, it is possible for more than one of the above-described game features to be applied to the game. For example, the left pot 512 may award a pay table multiplier as its associated game feature and the middle pot 514 may simultaneously award a game feature of extra free spins as its associated game feature. In this 2026203745 27 Aug 2026 example, when the enhanced game feature spin cycles are played, both enhancements will be in effect. That is, each enhanced game feature spin cycle will benefit from the pay table multiplier.
[00118] Each game feature has a different impact on the expected value (EV) of the game. The relative frequency of the game features may be controlled by adjusting how frequently the associated coins C1, C2 and C3 appear in the array, for example, by their relative weighted appearances on the reels. Thus, a less lucrative game feature may be won more frequently, for example, approximately once in every ten game spin cycles, while a higher paying game feature may only occur approximately once in every one hundred game spin cycles. This allows game features to be triggered more often, for player enjoyment, while maintaining the overall expected EV of the wagering game.
[00119] To present a game feature and any enhancements enabled in steps 418-428, at step 430 the game-logic circuitry may control one or more presentation devices (e.g., mechanical-reel display device, video display device, or a combination thereof) to present a bonus game array. The bonus game array may have the same configuration as the base game array or may have a different configuration than the base game array.
[00120] To present the bonus game array at step 430, the game-logic circuitry may, using an RNG, spin and stop symbol-bearing bonus reels to randomly land symbols from the reels in the bonus game array. Each symbol position of the array may be associated with a respective independent reel. The reels bear a plurality of bonus symbols that may, for example, include blanks (i.e., no indicia). The reel spin may be animated on a video display by depicting symbol-bearing strips moving vertically across the display and synchronously updating the symbols visible on each strip as the strip moves across the display. Alternatively, the bonus reels may be physical / electromechanical reels.
[00121] At step 432, the game-logic circuitry determines whether or not it has received a cashout input via at least one of the one or more player input devices of the gaming machine. If it has not received a cashout input, the game-logic circuitry waits for the next wager input at step 406. If it has received a cashout input, the game-logic circuitry initiates a payout from the monetary balance on the meter 500 in FIG. 5. The data processing method then ends at step 434.
[00122] Embodiments of the present disclosure realize benefits in increased computer processing efficiency with minimized processing overhead, fewer rules to be evaluated, fewer 2026203745 27 Aug 2026 player inputs to be monitored, and simpler graphical representations. With respect to the game feature triggering process, if no coin symbol C1, C2 or C3 appears in the array at step 412, the game-logic circuitry foregoes any random determination of whether a game feature will be awarded. Furthermore, if any coin symbols do appear in the array, regardless of the number of pots and associated game features that may be won in parallel, only a single invocation of the RNG at step 416 is required to determine whether any game feature will actually be triggered. In contrast, in typical prior art systems with mystery bonus triggers, the game-logic circuitry makes a random determination in each and every wagering game cycle and for each and every game feature that may be won, thereby reducing processing efficiency compared to the method presented herein.
[00123] The recitations of a value input device for establishing a credit balance, an input device for accepting a wager input that initiates a spin, and a value output device for paying out the credit balance are integrally incorporated within the steps of the data processing method. For example, the presentation of game outcomes through the spinning and stopping of the reels is essential to the game outcome determinations, which may only be initiated by the accepted wager input. Furthermore, a value input device for establishing a credit balance, an input device for accepting a wager that initiates a spin, and a value output device for paying out the credit balance are physical, structural elements that are not shared by generic or well-known computing devices but, rather, are particular to gaming machines.
[00124] The systems and methods described above in connection with FIGS. 4A-5 provide a foundation for understanding the base game and bonus game mechanics involving persistent elements such as the coin pots 512, 514, 516. As described, each persistent element is associated with a respective visual progression state that may change over the course of multiple wagering game cycles, and each persistent element is associated with a respective bonus game feature that may be triggered during play. The following description addresses improved systems and methods for managing the transition between a bonus game state and a base game state, particularly with respect to bonus game elements that remain unrealized at the conclusion of a bonus game instance.
[00125] A technical challenge arises when a bonus game instance concludes with one or more bonus game elements that did not result in triggered game events during the bonus game duration. For example, in a hold and spin bonus game, frames may be distributed to bonus symbol positions, but some frames may remain unoccupied by trigger symbols when the bonus game concludes. In 2026203745 27 Aug 2026 conventional implementations, these unrealized bonus game elements are simply discarded as the graphical game interface transitions back to the base game state, requiring the presentation assembly to fully reinitialize the base game interface without leveraging any presentation data from the concluded bonus game instance. The systems and methods described herein address this challenge by introducing visual link indicators that connect unrealized bonus game elements from the bonus game state to persistent elements in the base game state, thereby providing visual continuity during the state transition and dynamically adjusting the visual progression states of the linked persistent elements.
[00126] Referring now to FIG. 6, there is shown a flow diagram representing a data processing method 600 corresponding to at least some instructions stored and executed by the game-logic circuitry 240 to perform operations associated with visual link indicator carryover from a bonus game to a base game. The data processing method 600 may be performed in connection with the base game and bonus game mechanics described above with respect to FIGS. 4A-5, or may be performed in connection with other base game and bonus game configurations.
[00127] At step 602, the game-logic circuitry 240 causes the presentation assembly to present a graphical game interface in a base game state. The graphical game interface in the base game state includes a plurality of symbol positions, such as the symbol array 510 described above, and a plurality of persistent elements external to the plurality of symbol positions, such as the coin pots 512, 514, 516. Each persistent element has a respective visual progression state selected from a respective plurality of progression states. For example, a first persistent element may have a first visual progression state corresponding to a partially filled pot, while a second persistent element may have a second visual progression state corresponding to a nearly full pot. Each persistent element is associated with a respective bonus game feature, as described above in connection with FIGS. 4A-4B.
[00128] At step 604, the game-logic circuitry 240 causes the presentation assembly to present a bonus trigger event associated with a first persistent element of the plurality of persistent elements. The bonus trigger event may be presented in response to one or more trigger conditions being satisfied, such as landing one or more coin symbols C1, C2, or C3 in the symbol array and a corresponding random determination at step 416 of FIG. 4A. The presentation of the bonus 2026203745 27 Aug 2026 trigger event may include highlighting or animating the first persistent element to indicate that its associated bonus game feature has been triggered.
[00129] At step 606, the game-logic circuitry 240 causes the presentation assembly to animate the graphical game interface to transition from the base game state to a bonus game state for the bonus trigger event. The transition animation may include visual effects such as the symbol array transforming, the persistent elements repositioning, or the overall interface theme changing to reflect the bonus game feature associated with the first persistent element. The bonus game instance has a bonus game duration, which may be defined by a number of spins, a time limit, or other termination conditions associated with the bonus game feature.
[00130] At step 608, the game-logic circuitry 240 causes the presentation assembly to present a plurality of bonus game elements in the bonus game state. The plurality of bonus game elements includes a plurality of bonus symbol positions that may be populated with randomly selected symbols during the bonus game duration. In some embodiments, the bonus game elements also include frames applied to respective bonus symbol positions, where each frame defines a target location for a trigger symbol. In other embodiments, the bonus game elements include catalyst symbols, value-bearing symbols, feature symbols, locked positions, meter segments, or other game elements that may or may not result in triggered game events during the bonus game duration.
[00131] At step 610, the game-logic circuitry 240 causes the presentation assembly to animate bonus outcome sequences for the bonus game duration. Each bonus outcome sequence includes animating population of the plurality of bonus symbol positions with randomly selected symbols and visually indicating any game events associated with the randomly selected symbols. For example, in a hold and spin bonus game, each bonus outcome sequence may include spinning and stopping bonus reels, holding any trigger symbols that land in framed positions, awarding credit values associated with held symbols, and resetting a spin counter when new trigger symbols land.
[00132] At step 612, the game-logic circuitry 240 determines whether the bonus game has concluded. The bonus game conclusion may be determined based on the bonus game duration being exhausted, such as a spin counter reaching zero, a time limit expiring, or other termination conditions being satisfied. If the bonus game has not concluded, the method returns to step 610 to animate additional bonus outcome sequences. If the bonus game has concluded, the method proceeds to step 614. 2026203745 27 Aug 2026
[00133] At step 614, the game-logic circuitry 240 identifies at least one bonus game element of the plurality of bonus game elements that is associated with one or more untriggered game events. An untriggered game event is a game event that could have occurred during the bonus game duration but did not occur due to the random outcomes of the bonus outcome sequences. For example, an unoccupied frame represents an untriggered game event because a trigger symbol could have landed in the frame but did not. Similarly, a catalyst symbol without a paired trigger symbol, a trigger symbol count short of a retrigger threshold, or a locked row that was not unlocked each represent untriggered game events. The identification of bonus game elements associated with untriggered game events may be performed automatically by the game-logic circuitry 240 based on the final state of the bonus game interface at the conclusion of the bonus game duration.
[00134] In some embodiments, where multiple types of bonus game elements may be associated with untriggered game events at the conclusion of a bonus game instance, the game-logic circuitry 240 selectively adjusts an element type of the at least one bonus game element for each bonus game instance based on a final bonus outcome sequence of the plurality of bonus outcome sequences. For example, the bonus game instance may include both frames applied to bonus symbol positions and catalyst symbols that require paired trigger symbols, and the final bonus outcome sequence may result in some frames being unoccupied and some catalyst symbols remaining unpaired. The game-logic circuitry 240 may evaluate characteristics of the final bonus outcome sequence to determine which element type is selected as the basis for the visual link indicators presented at step 616. The selection may be based on a quantity of each unrealized element type, a relative contribution of each element type to the untriggered game events, a predetermined priority ordering among element types, or a random selection weighted by the final bonus outcome characteristics. In certain embodiments, the selective adjustment may combine multiple element types into a unified set of visual link indicators, while in other embodiments, only a single element type is selected for conversion to visual link indicators for a given bonus game instance. This selective adjustment allows the visual link indicator presentation to reflect the particular manner in which the bonus game instance concluded, providing varied carryover presentations across different bonus game instances even when the same bonus game feature is triggered. 2026203745 27 Aug 2026
[00135] In some embodiments, the game-logic circuitry 240 determines a carryover measure based at least in part on one or more bonus game performance metrics associated with the bonus game instance. For example, the carryover measure may be determined as a function of a ratio between a total awarded bonus outcome value and a theoretical or maximum potential bonus outcome value, a count of the untriggered game events identified at step 614, or a shortfall between a number of realized trigger symbols and a retrigger threshold. The carryover measure may be used to determine a quantity of visual link indicators to generate at step 616 and / or a distribution of the visual link indicators across the one or more persistent elements.
[00136] In some embodiments, the game-logic circuitry determines the carryover measure at least partially as a function of a bonus performance metric. The bonus performance metric may include a ratio between a total bonus award value and a wager amount associated with the bonus game instance, a comparison between an actual bonus outcome value and a theoretical or expected bonus outcome value, a count of bonus outcome sequences that resulted in awarding game events relative to a total number of bonus outcome sequences, or other suitable measures of bonus game performance. In certain embodiments, a lower-performing bonus game instance generates a greater carryover contribution relative to a higher-performing bonus game instance, thereby providing a consolation effect. In other embodiments, a higher-performing bonus game instance generates a greater carryover contribution, reinforcing positive momentum. The relationship between bonus performance and carryover contribution may be defined by a lookup table, a mathematical function, or a random determination weighted by the bonus performance metric.
[00137] At step 616, in response to the determination at step 612 that the bonus game has concluded, the game-logic circuitry 240 causes the presentation assembly to present one or more visual link indicators for each of the at least one bonus game element identified at step 614 at the conclusion of the bonus game duration. The visual link indicators provide a graphical representation suggesting a connection between the unrealized bonus game elements and one or more persistent elements that will be presented in the base game state. In some embodiments, the visual link indicators are the bonus game elements themselves, preserved through the transition to the base game state. In other embodiments, the visual link indicators are converted representations of the bonus game elements, such as feature trigger symbols, energy orbs, particles, or other graphical objects. In further embodiments, the visual link indicators include a graphical avatar 2026203745 27 Aug 2026 animated to collect the bonus game elements and subsequently interact with the persistent elements. In one or more embodiments, the bonus game feature includes an intermediate collection vessel (e.g., a chest, bank, or holding container) that accumulates values during the bonus game duration, and values remaining in the intermediate collection vessel at bonus conclusion serve as the basis for visual link indicators.
[00138] At step 618, the game-logic circuitry 240 causes the presentation assembly to animate the graphical game interface from the bonus game state to the base game state after the conclusion of the bonus game duration. The transition animation constitutes a graphical game interface transition including the one or more visual link indicators, such that the visual link indicators remain visible throughout the transition and into the base game state. That is, the visual link indicators are carried through the transition animation and remain visible in the base game state, providing visual continuity between the concluded bonus game instance and the resumed base game.
[00139] At step 620, the game-logic circuitry 240 causes the presentation assembly to animate the one or more visual link indicators to visually link with one or more persistent elements of the plurality of persistent elements. The animation may include the visual link indicators moving along a path from a source location associated with the bonus game interface to a target location associated with the one or more persistent elements. In some embodiments, the visual link indicators target the same persistent element that triggered the bonus game instance. In other embodiments, the visual link indicators are distributed across two or more persistent elements, with the distribution determined based on characteristics of the bonus game elements, random selection, or predetermined mapping rules.
[00140] In some embodiments, the one or more persistent elements targeted by the visual link indicators include the first persistent element that triggered the bonus game instance, such that the carryover contribution returns to the same persistent element from which the bonus game originated. In other embodiments, the one or more persistent elements targeted by the visual link indicators include one or more persistent elements other than the first persistent element, such that the carryover contribution is directed to a different persistent element than the one that triggered the bonus game instance. In further embodiments, the target persistent element or elements are randomly selected from the plurality of persistent elements, with the random selection optionally 2026203745 27 Aug 2026 weighted based on current visual progression states, persistent element characteristics, or other factors.
[00141] At step 622, the game-logic circuitry 240 causes the presentation assembly to animate each of the visually linked one or more persistent elements to dynamically adjust a respective initial visual progression state selected from the respective plurality of progression states based on the one or more visual link indicators. For example, if a persistent element was in a first visual progression state corresponding to a quarter-filled pot prior to the visual linking, the dynamic adjustment may cause the persistent element to animate to a second visual progression state corresponding to a half-filled pot. The dynamic adjustment provides the player with a visual indication that the unrealized bonus game elements have contributed to the progression of the persistent element, even though the bonus game elements did not result in triggered game events during the bonus game duration.
[00142] In some embodiments, the dynamic adjustment of the respective initial visual progression state does not affect underlying game parameters for determining subsequent bonus trigger events associated with the visually linked one or more persistent elements. That is, the visual progression state is adjusted for presentation purposes, but the random determination of whether a bonus game feature will be triggered remains independent of the visual progression state. This configuration corresponds to a perceived persistence implementation in which the visual presentation creates a perception of momentum without altering the underlying game mathematics. In other embodiments, the dynamically adjusted visual progression state is also used as an input to one or more game mathematics parameters, such as a trigger probability, symbol weighting, or threshold value, thereby implementing a true persistence game in which the carryover represented by the visual link indicators affects subsequent bonus trigger events.
[00143] In some embodiments, in response to the dynamic adjustment of the respective initial visual progression state reaching a final visual progression state of the respective plurality of progression states, the game-logic circuitry 240 causes the presentation assembly to animate a bonus retrigger sequence initiating a subsequent bonus game instance associated with the visually linked persistent element. This configuration allows the carryover of unrealized bonus game elements to immediately trigger another bonus game instance when sufficient visual link indicators are applied to a persistent element that is already in an advanced visual progression state. 2026203745 27 Aug 2026
[00144] Following step 622, the method 600 may return to step 602 to continue presenting the graphical game interface in the base game state, with the persistent elements now reflecting their dynamically adjusted visual progression states. The player may then continue wagering game play with the visual indication that the persistent elements have progressed toward their next bonus trigger events.
[00145] FIGS. 7A-7F illustrate an exemplary sequence of a graphical game interface 700 presenting a carryover feature in accordance with the method 600 of FIG. 6. The sequence shown in FIGS. 7A-7F corresponds to an embodiment in which the bonus game elements include frames applied to respective bonus symbol positions, and the visual link indicators are derived from frames that remain unoccupied at the conclusion of the bonus game duration. It should be understood that the specific interface configurations, array dimensions, symbol types, and animation sequences shown in FIGS. 7A-7F are exemplary and that the systems and methods described herein may be implemented with other suitable configurations without departing from the scope of the present disclosure.
[00146] Referring to FIG. 7A, the graphical game interface 700 is presented in a base game state including a symbol array 702 having a plurality of symbol positions arranged in rows and columns. In this example, the symbol array 702 includes a four-by-five configuration of symbol positions, though other array configurations such as three-by-five, five-by-five, three-by-three, honeycomb arrangements, or dynamically expanding arrays may be used in other embodiments. The base game state further includes a plurality of persistent elements 704, 706, 708 presented external to the symbol array 702. In this example, the persistent elements 704, 706, 708 are presented as coin pots positioned above the symbol array 702, though in other embodiments the persistent elements may be positioned below, beside, or overlapping the symbol array 702, and may take forms other than coin pots such as meters, gauges, thermometers, progress bars, character avatars, treasure chests, or other graphical objects capable of representing a plurality of progression states.
[00147] Each persistent element 704, 706, 708 includes a respective state indicator 710, 712, 714 that visually represents a current visual progression state of the persistent element. In FIG. 7A, each state indicator 710, 712, 714 is presented in an initial visual progression state, which may correspond to an empty or minimally filled condition of the associated persistent element. The 2026203745 27 Aug 2026 state indicators 710, 712, 714 may be implemented as fill levels within the persistent elements (e.g., coins filling a pot), segmented meter displays, color gradations, size variations, numerical counters, or other visual representations capable of conveying progression through a plurality of states. Each persistent element 704, 706, 708 is associated with a respective bonus game feature that may be triggered during play, as described above in connection with FIGS. 4A-4B. In some embodiments, the persistent elements 704, 706, 708 are associated with the same bonus game feature but different award tiers or multipliers. In other embodiments, each persistent element 704, 706, 708 is associated with a different type of bonus game feature, such as different bonus game formats, different prize structures, or different game enhancements.
[00148] Referring to FIG. 7B, the graphical game interface 700 is presented in a bonus trigger state in which one or more trigger symbols 716 have landed in the symbol array 702. In this example, three trigger symbols 716 are shown landed in the symbol array 702, corresponding to a scatter-based trigger condition requiring a minimum number of trigger symbols to appear anywhere in the array. In other embodiments, the trigger condition may require trigger symbols to appear in specific positions, on specific reels, along a payline, or in other arrangements. The trigger symbols 716 may be coin symbols associated with respective persistent elements (e.g., C1, C2, C3 as described in connection with FIG. 5), dedicated bonus trigger symbols, or other symbol types designated as initiating a bonus game feature. The state indicators 710, 712, 714 are shown in their current visual progression states, which may differ from the initial states shown in FIG. 7A due to intervening base game outcomes that advanced the state indicators prior to the bonus trigger event. In response to the trigger condition being satisfied, the presentation assembly highlights or animates the first persistent element 704 to indicate that the bonus game feature associated with the first persistent element 704 has been triggered. The highlighting may include a glow effect, border animation, size pulsing, color change, particle effects, or other visual treatment that distinguishes the triggered persistent element 704 from the other persistent elements 706, 708. In some embodiments, the determination of which persistent element is associated with the triggered bonus game feature is based on a characteristic of the trigger symbols 716, such as a symbol type or a position within the array. In other embodiments, the determination is made by a random selection process independent of the trigger symbol characteristics. 2026203745 27 Aug 2026
[00149] Referring to FIG. 7C, the graphical game interface 700 is presented in a bonus game in-progress state following a transition from the base game state. In this example, the bonus game feature is implemented as a hold and spin game in which the symbol array includes a four-by-five array of bonus symbol positions, each bonus symbol position capable of being populated with randomly selected symbols during the bonus game duration. It should be understood that the array configuration in the bonus game state may be the same as or different from the array configuration in the base game state, and that the specific four-by-five configuration shown is merely exemplary. A plurality of frames 718 are distributed to respective bonus symbol positions of the array. Each frame 718 defines a target location at which a trigger symbol may land during a bonus outcome sequence. In FIG. 7C, some frames 718 are occupied by value-bearing symbols 720 that have landed during prior bonus outcome sequences, while other frames 718 remain unoccupied. The value-bearing symbols 720 display credit values or other award indicators that contribute to a bonus award when the bonus game concludes. A spin counter 701 is presented indicating a current spin number relative to a total number of spins for the bonus game duration. In this example, the spin counter 701 indicates "4 OF 8," representing that four of eight total spins have been completed. In other embodiments, the spin counter may count down from an initial value, may reset upon landing of additional trigger symbols, or may be replaced by other duration indicators such as time remaining or feature events remaining.
[00150] The frames 718 shown in FIG. 7C illustrate a distinction between bonus game elements that have resulted in triggered game events (i.e., frames occupied by value-bearing symbols 720) and bonus game elements that have not yet resulted in triggered game events (i.e., unoccupied frames). At this intermediate point in the bonus game duration, it remains uncertain which of the currently unoccupied frames 718 will be occupied by value-bearing symbols by the conclusion of the bonus game. In some embodiments, the presentation assembly presents the occupied and unoccupied frames with visually distinctive treatments, such as different border colors, fill patterns, or animation states, to help the player distinguish between realized and unrealized bonus game elements. In other embodiments, all frames are presented uniformly during the bonus game duration, with the distinction between occupied and unoccupied frames becoming visually emphasized only at the conclusion of the bonus game. 2026203745 27 Aug 2026
[00151] In certain embodiments, the game-logic circuitry causes the presentation assembly to present a carryover indicator during the bonus game duration, the carryover indicator configured to visually update as bonus game elements become associated with untriggered game events during the bonus outcome sequences. For example, the carryover indicator may include a counter that increments each time a frame remains unoccupied following a bonus outcome sequence, or a meter that fills as the bonus game duration progresses without certain game events occurring. The carryover indicator builds player awareness of potential carryover contribution during the bonus game instance, creating anticipation for the visual link indicator presentation at bonus conclusion. In other embodiments, the carryover potential is not indicated during the bonus game duration and is revealed only at or after the bonus game conclusion.
[00152] Referring to FIG. 7D, the graphical game interface 700 is presented in a bonus game conclusion state. The spin counter 701 indicates "8 OF 8," representing that all eight spins of the bonus game duration have been exhausted. In this example, three frames are occupied by valuebearing symbols 720, 722, while two frames 724 remain unoccupied at the conclusion of the bonus game duration. The occupied frames display various credit values that are summed to determine a total bonus award for the bonus game instance. The unoccupied frames 724 are highlighted as unrealized bonus game elements, representing game events that could have occurred during the bonus game duration but did not occur due to the random outcomes of the bonus outcome sequences. The highlighting of the unoccupied frames 724 may include a distinctive border treatment, a pulsing animation, a color change, an overlay graphic, or other visual treatment that draws the player's attention to these unrealized elements. In some embodiments, the highlighting is applied automatically by the game-logic circuitry 240 upon detecting the bonus game conclusion. In other embodiments, the highlighting is applied after a brief delay following the conclusion to allow the player to observe the final bonus outcome before the carryover feature is initiated.
[00153] In this worked example, the two unoccupied frames 724 each represent one unit of carryover potential that will be converted to visual link indicators. In other embodiments, the carryover quantity may be determined by factors other than a simple count of unoccupied frames, such as a weighted value based on frame position (e.g., center positions weighted more heavily than edge positions), a multiplier based on bonus game performance metrics, or a scaled value 2026203745 27 Aug 2026 based on the ratio of unoccupied frames to total frames. For example, an embodiment may assign higher carryover values to unoccupied frames in a top row of the array relative to frames in lower rows, reflecting tiered progression within the bonus game structure. In further embodiments, a minimum threshold of unoccupied frames may be required before any carryover is applied, such that bonus games concluding with fewer than a threshold number of unoccupied frames do not generate visual link indicators.
[00154] Referring to FIG. 7E, the graphical game interface 700 is presented in a transition state as the interface animates from the bonus game state toward the base game state. The unoccupied frames 724 from FIG. 7D are shown converting to visual link indicators 726 that graphically connect the unrealized bonus game elements to one or more persistent elements. In this embodiment, the visual link indicators 726 are implemented as trigger symbols corresponding to the trigger symbols 716 that initiated the bonus game instance, such as coin symbols matching the type associated with the first persistent element 704. In other embodiments, the visual link indicators may retain the frame appearance throughout the transition, may convert to generic energy orbs or particles, or may be collected by a graphical avatar that subsequently interacts with the persistent elements.
[00155] The visual link indicators 726 are shown animating along respective paths from their source locations (corresponding to the positions of the unoccupied frames 724) toward the first persistent element 704. The animation paths may be linear, curved, arced, or otherwise shaped to create a visually appealing flow from the bonus game array to the persistent element. In some embodiments, all visual link indicators travel to the same persistent element that triggered the bonus game instance. In other embodiments, the visual link indicators are distributed across two or more persistent elements based on predetermined mapping rules, random selection, or characteristics of the bonus game elements from which they were derived. For example, unoccupied frames in different regions of the array may be mapped to different persistent elements, or the distribution may be randomized to create varied carryover presentations across different bonus game instances.
[00156] In some embodiments, the visual link indicators 726 exhibit mid-flight behaviors during the transition animation. For example, two or more visual link indicators 726 may merge or combine during flight, resulting in fewer but more visually prominent indicators reaching the 2026203745 27 Aug 2026 persistent element. In other embodiments, a single visual link indicator 726 may split into multiple smaller indicators during flight, creating a particle dispersion effect. The visual link indicators 726 may accelerate, decelerate, spiral, bounce, or otherwise vary their motion characteristics during the transition. Audio cues may accompany the animation, such as chiming sounds when indicators launch, whooshing sounds during flight, and impact sounds when indicators reach the persistent element. These animation variations enhance the visual presentation without affecting the underlying carryover mechanics. In further embodiments, the plurality of visual link indicators merge into a single aggregate indicator, such as an energy orb, fireball, or combined graphical object, the aggregate indicator subsequently animating to impact one or more persistent elements as a unified visual element rather than as discrete indicators.
[00157] Referring to FIG. 7F, the graphical game interface 700 is presented in a base game post-transition state following completion of the carryover animation sequence. The symbol array 702 has returned to its base game configuration, and the persistent elements 704, 706, 708 are again visible in their standard positions. The state indicator 710 of the first persistent element 704 now reflects an elevated visual progression state relative to the state shown in FIG. 7B prior to the bonus game instance. The dynamic adjustment of the visual progression state provides the player with a visual indication that the unrealized bonus game elements (i.e., the unoccupied frames 724) have contributed to the progression of the first persistent element 704 even though those frames did not result in triggered game events during the bonus game duration. In this example, the two unoccupied frames 724 each contributed one unit to the visual progression, causing the state indicator 710 to advance by two progression units. The second and third persistent elements 706, 708 remain in their prior visual progression states, as the visual link indicators 726 in this example were directed only to the first persistent element 704.
[00158] In some embodiments, the dynamic adjustment of the visual progression state corresponds to a perceived persistence implementation in which the visual presentation creates a perception of momentum without altering underlying game mathematics. That is, the probability of triggering a subsequent bonus game feature associated with the first persistent element 704 remains determined by the random processes described in connection with FIG. 4A (e.g., requiring both a coin symbol landing and a favorable RNG determination at step 416), independent of the current visual progression state of the persistent element. This configuration allows the carryover 2026203745 27 Aug 2026 feature to provide visual continuity and player engagement benefits without affecting the certified game mathematics or expected value calculations. In other embodiments implementing true persistence, the dynamically adjusted visual progression state may serve as an input to one or more game mathematics parameters, such that a persistent element in an advanced visual progression state has a statistically higher probability of triggering its associated bonus game feature compared to a persistent element in an initial visual progression state. The embodiment shown in FIGS. 7A-7F may be configured to operate in either a perceived persistence mode or a true persistence mode depending on the game configuration and regulatory requirements applicable to the gaming machine.
[00159] In some embodiments, the dynamic adjustment of the visual progression state at step 622 of the method 600 may cause the respective initial visual progression state to reach a final visual progression state of the respective plurality of progression states. For example, if the first persistent element 704 was already in an advanced visual progression state prior to the bonus game instance shown in FIGS. 7A-7D, the carryover of two units from the unoccupied frames 724 may cause the state indicator 710 to reach its maximum or final state. In response to this condition, the game-logic circuitry 240 may cause the presentation assembly to animate a bonus retrigger sequence initiating a subsequent bonus game instance associated with the first persistent element 704. This retrigger capability allows the carryover feature to create immediate bonus continuity when sufficient visual link indicators are applied to a persistent element that is already near its triggering threshold. In other embodiments, reaching the final visual progression state through carryover may instead award a prize, activate a game enhancement for subsequent base game play, or store the overflow progression for application to a future bonus game instance.
[00160] In certain embodiments, the dynamic adjustment of the respective initial visual progression state reaching a final visual progression state activates a secondary game feature distinct from the bonus game feature that concluded. For example, reaching the final visual progression state of a first persistent element may initiate a wheel spin feature, a pick bonus feature, or a jackpot award sequence rather than retriggering the hold and spin bonus game feature that generated the visual link indicators. This configuration allows the carryover mechanism to create transitions to varied game experiences based on which persistent element receives sufficient visual link indicator contributions to reach its final progression state. 2026203745 27 Aug 2026
[00161] The animation timing and sequencing shown in FIGS. 7D-7F may be varied in other embodiments. In some embodiments, the visual link indicators 726 begin animating toward the persistent elements before the bonus game interface has fully transitioned back to the base game interface, creating an overlapping presentation in which the player observes the carryover animation while the interface transformation is still in progress. In other embodiments, the transition to the base game interface completes fully before the visual link indicators appear, with the indicators emerging from a consolidated source location rather than from their original frame positions. In further embodiments, the visual link indicators may be presented as a summary graphic (e.g., a "+2" indicator) that animates to the persistent element rather than presenting individual indicators for each unrealized bonus game element. These timing and presentation variations allow for customization of the carryover feature to suit different game themes, player preferences, or technical constraints of the gaming hardware.
[00162] The embodiment shown in FIGS. 7A-7F represents one configuration of unrealized bonus game elements in which frames applied to bonus symbol positions remain unoccupied at the conclusion of the bonus game duration. Other bonus game configurations may generate different types of unrealized bonus game elements that serve as the basis for visual link indicators during the transition to the base game state. FIGS. 8A-8E illustrate another example embodiment in which the bonus game elements include value-bearing symbols accumulated in array columns, and the unrealized bonus game elements comprise symbols in columns that do not satisfy an award condition at the conclusion of the bonus game duration. This column-based configuration demonstrates that the visual link indicator carryover feature may be applied to bonus game structures having award mechanics distinct from the frame-occupancy mechanics shown in FIGS. 7A-7F.
[00163] Referring to FIG. 8A, a graphical game interface 800 is presented in a bonus game conclusion state following a bonus game duration associated with a column-collection bonus game feature. In this embodiment, the bonus game feature involves accumulating value-bearing symbols 810 in respective columns of a bonus symbol array 802 over the course of multiple bonus outcome sequences. Unlike the frame-based embodiment of FIGS. 7A-7F in which trigger symbols land in predefined frame positions, the column-collection embodiment allows value-bearing symbols 810 to accumulate vertically within each column, with each newly landed symbol being held in position 2026203745 27 Aug 2026 above or below previously landed symbols in the same column. The bonus symbol array 802 in this example includes a plurality of columns, including at least a first column 812 and a fourth column 814, though other column quantities such as three, four, five, or more may be used in other embodiments. Persistent elements 804, 806, 808 are presented external to the bonus symbol array 802, each persistent element having a respective visual progression state as described in connection with FIG. 7A.
[00164] Each column of the bonus symbol array 802 is associated with a respective award condition that determines whether the value-bearing symbols 810 accumulated in that column result in an award at the conclusion of the bonus game duration. In the embodiment shown in FIG. 8A, the award condition requires a column to be completely filled with value-bearing symbols from a bottom row to a top row of the array. Other award conditions may be implemented in other embodiments, including without limitation: a minimum symbol count threshold (e.g., at least three symbols in a column), a minimum aggregate value threshold (e.g., symbols in a column summing to at least a specified credit amount), a pattern-matching condition (e.g., symbols in a column forming a specified sequence or combination), or a position-based condition (e.g., symbols occupying specific rows within the column). The award condition may be uniform across all columns or may vary between columns, with different columns requiring different thresholds or conditions for award eligibility.
[00165] In FIG. 8A, the first column 812 contains value-bearing symbols 810 that fully occupy the column from the bottom row to the top row, thereby satisfying the award condition for that column. The fourth column 814 contains value-bearing symbols 810 that partially fill the column, with one or more symbol positions remaining unoccupied at the conclusion of the bonus game duration. Because the fourth column 814 does not satisfy the award condition, the column-fill condition is unmet, and thus the associated award event remains untriggered. The value-bearing symbols 810 accumulated in the fourth column 814 therefore represent unrealized bonus game elements that did not result in triggered award events during the bonus game instance. In some embodiments, partially filled columns may contain any number of symbols fewer than the full column capacity, ranging from a single symbol to one symbol fewer than the threshold. The specific configuration shown in FIG. 8A, in which the first column 812 is full while the fourth column 814 is partial, is merely exemplary; other bonus game instances may result in different 2026203745 27 Aug 2026 distributions of full and partial columns depending on the random outcomes of the bonus outcome sequences.
[00166] In some embodiments, the value-bearing symbols 810 within each column display respective credit values that are aggregated to determine a column award when the award condition is satisfied. The credit values may be fixed values assigned when the symbols land, variable values determined by a random process at the conclusion of the bonus game, or transformed values modified by multipliers, enhancers, or other game mechanics applied during or after the bonus game duration. In other embodiments, the value-bearing symbols 810 may display non-monetary indicators such as feature icons, progression markers, or multiplier designations, with the award associated with a full column being determined by reference to a separate award table or calculation rather than by summing displayed values. The specific award mechanics do not limit the applicability of the visual link indicator carryover feature, which operates based on the identification of unrealized bonus game elements regardless of the particular award calculation method employed.
[00167] Referring to FIG. 8B, the graphical game interface 800 illustrates award collection for the columns meeting the award condition while the unawarded symbols in the partially filled column remain as unrealized bonus game elements. The first column 812, having satisfied the award condition by being fully filled, may be shown with a visual treatment indicating award eligibility, such as a highlight border, glow effect, color change, or animation sequence. An award indicator 816 displays the accumulated award value (e.g., a total award meter) corresponding to the value-bearing symbols 810 collected from the awarded columns. The value-bearing symbols 810 in the awarded first column 812 may be animated to indicate value collection, such as the symbols cascading downward, dissolving, exploding, or otherwise transitioning out of the array while their aggregate values are added to the award indicator 816. In embodiments including multiple columns that satisfy the award condition, the award collection animation may proceed column by column in sequence, allowing the player to observe each column's contribution to the total bonus award shown on the award indicator 816. In other embodiments, all awarded columns may be collected simultaneously with a combined animation and aggregated value display.
[00168] The fourth column 814, not having satisfied the award condition, is presented with a visually distinctive treatment that identifies its value-bearing symbols 810 as unrealized bonus 2026203745 27 Aug 2026 game elements. In FIG. 8B, the symbols in the fourth column 814 are distinguished from the awarded symbols in the first column 812 by a different visual treatment, which may include a different border color (e.g., one color versus another for awarded columns), a pulsing or shimmering animation, an overlay graphic such as a question mark or arrow, or a desaturation effect that visually separates the unawarded symbols from the collected symbols. This visual distinction draws the player's attention to the elements that will serve as the basis for the visual link indicators in the subsequent transition to the base game state.
[00169] In some embodiments, the determination of which columns satisfy the award condition and which columns contain unrealized bonus game elements is performed automatically by the game-logic circuitry at the conclusion of the bonus game duration based on the final symbol positions in each column. In other embodiments, the determination may involve player interaction, such as allowing the player to select which columns to attempt to award or providing the player with a consolidation option to combine partial columns before the award determination. These interactive variations do not affect the fundamental carryover mechanics but may provide additional engagement opportunities during the bonus game conclusion sequence.
[00170] The quantity of unrealized bonus game elements in the column-collection embodiment may be determined in various ways depending on the game configuration. In one configuration, each value-bearing symbol 810 in an unawarded column represents one unit of carryover potential, such that a column containing three symbols generates three visual link indicators. In another configuration, each unawarded column as a whole represents one unit of carryover potential regardless of the number of symbols it contains, such that a single partial column generates one visual link indicator whether it contains one symbol or four symbols. In a further configuration, the carryover quantity is determined by the aggregate credit value of the symbols in unawarded columns, with the credit value being converted to a corresponding number of visual link indicators or a corresponding progression adjustment for the persistent elements. The worked example in FIGS. 8A-8E assumes a per-symbol carryover configuration in which each value-bearing symbol 810 in the fourth column 814 generates one or more visual link indicators.
[00171] Referring to FIG. 8C, the graphical game interface 800 is presented in a transition state with the unawarded symbols animating off the bonus symbol array 802. The value-bearing symbols 810 from the fourth column 814 are shown in an intermediate animation state, having 2026203745 27 Aug 2026 departed from their original column positions and moving toward the persistent elements 804, 806, 808. In this embodiment, the symbols themselves serve as the visual link indicators, preserving their graphical appearance throughout the transition animation rather than converting to a different indicator type. The symbols may animate along individual paths from their respective original positions, may converge to a common path before reaching the persistent elements, or may follow a collective trajectory as a unified group.
[00172] In other embodiments, the unawarded symbols may convert to a different visual representation during the transition rather than preserving their original appearance. For example, the symbols may dissolve into particles that flow toward the persistent elements, may transform into trigger symbols 818 matching the trigger symbol type associated with a target persistent element, or may be collected by a graphical avatar that subsequently delivers the accumulated symbols to the persistent elements. The conversion may occur immediately upon departure from the array, may occur mid-flight during the transition animation, or may occur upon arrival at the target persistent element. These presentation variations do not alter the underlying carryover mechanics but allow the visual style to be customized for different game themes and player preferences.
[00173] In some embodiments, the transition animation shown in FIG. 8C overlaps temporally with the award collection animation shown in FIG. 8B, such that the player observes the awarded columns being collected while the unawarded symbols are simultaneously departing the array. This overlapping presentation creates a unified conclusion sequence that efficiently communicates both the bonus award outcome and the carryover of unrealized elements. In other embodiments, the award collection completes fully before the carryover animation begins, providing a clear sequential presentation that distinguishes between the awarded bonus outcome and the carryover contribution. The timing relationship may be configured based on aesthetic preferences, player feedback, or technical constraints of the presentation hardware.
[00174] Referring to FIG. 8D, the graphical game interface 800 illustrates trigger symbol 818 distribution to the symbol array based on the unawarded symbols. In this transition phase, the visual link indicators derived from the unawarded symbols in the fourth column 814 have been converted to trigger symbols 818 associated with respective persistent elements. In some embodiments, a single unawarded value-bearing symbol 810 may split into multiple trigger 2026203745 27 Aug 2026 symbols 818 during conversion, with the split quantity determined by a symbol attribute, a random process, or a game configuration parameter. For example, a value-bearing symbol displaying a high credit value may split into three trigger symbols 818, while a symbol displaying a lower value may convert to a single trigger symbol 818. This splitting behavior allows the carryover contribution to scale with characteristics of the unrealized bonus game elements.
[00175] The trigger symbols 818 are distributed to positions within or proximate to the base game symbol array, visually connecting the unrealized bonus game elements to the persistent elements that will receive the carryover contribution. In some embodiments, the trigger symbols 818 are positioned at the locations where the corresponding unawarded symbols originated in the bonus array, maintaining spatial correspondence between the bonus game presentation and the base game presentation. In other embodiments, the trigger symbols 818 are repositioned to locations proximate to the target persistent elements, such as directly below or adjacent to the persistent element icons. In further embodiments, the trigger symbols 818 land at random positions within the symbol array, with the randomization creating varied visual presentations across different bonus game instances.
[00176] The distribution of trigger symbols 818 across the persistent elements 804, 806, 808 may follow various allocation rules depending on the game configuration. In a uniform distribution configuration, the trigger symbols 818 are allocated equally or as equally as possible among all persistent elements, such that three trigger symbols would result in one symbol per persistent element. In a targeted distribution configuration, all trigger symbols 818 are allocated to a single persistent element, such as the persistent element that triggered the bonus game instance or a persistent element selected based on the characteristics of the unawarded symbols. In a weighted distribution configuration, the trigger symbols 818 are allocated according to predetermined weights associated with each persistent element, with higher-weighted persistent elements receiving a greater proportion of the carryover. In a random distribution configuration, each trigger symbol 818 is independently assigned to a randomly selected persistent element, potentially resulting in uneven allocation across instances.
[00177] In some embodiments, a bonus game element is associated with a plurality of persistent elements rather than a single persistent element. For example, a combo frame or combo symbol may be visually distinguished (e.g., by a multi-colored border, combined iconography, or other 2026203745 27 Aug 2026 visual treatment) and configured to contribute carryover to each of two or more persistent elements when the combo frame remains unoccupied or the combo symbol remains unpaired at bonus conclusion. The visual link indicator derived from such a multi-associated bonus game element may split into multiple visual link indicators directed to respective persistent elements, or may animate sequentially to impact each associated persistent element in turn, causing each to dynamically adjust its respective visual progression state.
[00178] In the example embodiment of FIG. 8D, the trigger symbols 818 are shown distributed to multiple persistent elements. A first subset of trigger symbols 818 is allocated to the first persistent element 804, a second subset is allocated to the second persistent element 806, and the third persistent element 808 does not receive any trigger symbols in this instance. The specific distribution shown is exemplary and would vary across different bonus game instances depending on the allocation rules configured for the game and the quantity of unawarded symbols present at the bonus game conclusion.
[00179] In some embodiments, the trigger symbol 818 distribution includes an animation sequence in which the trigger symbols 818 visually travel from an intermediate position to their respective target persistent elements. This animation may include the trigger symbols 818 accelerating toward their targets, following curved or arced paths, or triggering visual responses from the persistent elements upon arrival (such as the persistent element briefly enlarging, glowing, or displaying a "+1" increment indicator). The animation reinforces the connection between the unrealized bonus game elements and the persistent elements receiving the carryover contribution, providing clear visual feedback to the player regarding where the carryover value is being applied.
[00180] Referring to FIG. 8E, the graphical game interface 800 is presented in a base game post-transition state with the persistent elements reflecting elevated visual progression states following the carryover from the bonus game instance. The symbol array has returned to its base game configuration, which may be the same as or different from the bonus symbol array 802 configuration depending on the game design. The first persistent element 804 reflects an elevated visual progression state relative to the state shown prior to the bonus game instance, corresponding to the trigger symbols 818 allocated to that persistent element in FIG. 8D. Similarly, the second persistent element 806 reflects an elevated visual progression state corresponding to its allocated 2026203745 27 Aug 2026 trigger symbols 818. The third persistent element 808, not having received any trigger symbols 818 in this instance, remains at its prior visual progression state.
[00181] The elevation of visual progression states shown in FIG. 8E demonstrates that the carryover feature may result in differential progression across the plurality of persistent elements based on the distribution of visual link indicators. This differential progression creates varied visual states across the persistent elements, providing the player with a diverse presentation in which different persistent elements appear to be at different stages of approaching their respective trigger thresholds. In some embodiments, the differential progression is purely visual (perceived persistence), with each persistent element's actual trigger probability remaining determined by the random processes described in connection with FIG. 4A independent of the visual progression state. In other embodiments with true persistence, the visual progression state correlates with modified game parameters such that a persistent element in an advanced visual progression state has a statistically different trigger probability compared to a persistent element in an initial state. In certain embodiments, the plurality of persistent elements includes a community persistent element presented on a community display associated with a bank of gaming machines or across a linked network of gaming machines. Visual link indicators from bonus game instances occurring on any of the associated gaming machines may contribute to the community persistent element's visual progression state, and reaching a final visual progression state of the community persistent element may trigger a community bonus event or award distributed among players at the associated gaming machines.
[00182] The column-collection embodiment shown in FIGS. 8A-8E may be combined with other bonus game mechanics to create additional carryover variations. For example, a bonus game may include both frame-based collection (as in FIGS. 7A-7F) and column-based award conditions, with unrealized elements from both mechanics contributing to the visual link indicator generation. In such hybrid configurations, the game-logic circuitry may apply a priority ordering to determine which element type is used as the basis for carryover, may combine elements from multiple types into a unified set of visual link indicators, or may generate separate carryover streams directed to different persistent elements based on element type. These hybrid configurations provide flexibility in game design while maintaining the core carryover functionality described herein. 2026203745 27 Aug 2026
[00183] In some embodiments of the column-collection bonus game, the award condition may include multiple tiers with different thresholds and different award values. For example, a first tier may require three symbols in a column to qualify for a base award, while a second tier may require five symbols for an enhanced award, and a third tier may require a completely full column for a maximum award. Columns satisfying a lower tier but not a higher tier would receive the lower tier award but would also generate visual link indicators based on the symbols that could have contributed to the higher tier. This tiered configuration creates additional carryover opportunities by treating unrealized progression within an awarded column as a source of visual link indicators alongside completely unawarded columns.
[00184] In further embodiments, the column-collection bonus game may include columnspecific modifiers that affect either the award calculation or the carryover determination. For example, certain columns may be designated as multiplier columns in which any award from that column is multiplied by a specified factor, while other columns may be designated as carryover columns in which any unrealized elements generate enhanced visual link indicators (e.g., each symbol generating two indicators instead of one). Column modifiers may be assigned randomly at the start of the bonus game instance, may be determined based on the trigger symbols that initiated the bonus game, or may be influenced by player selections during the bonus game duration. These modifier configurations add variety to the bonus game presentation while maintaining compatibility with the visual link indicator carryover mechanics.
[00185] The bonus game features described herein may be implemented in various bonus game formats in addition to the hold and spin, column-completion, locked-row, and meter-accumulation formats illustrated in the figures. In some embodiments, the bonus game feature includes a selection game in which the player selects from among a plurality of selectable items presented in a pick panel or similar interface, and selectable items that remain unselected at the conclusion of the selection game constitute bonus game elements associated with untriggered game events. In other embodiments, the bonus game feature includes a wheel spin game presenting a rotatable wheel having a plurality of award segments, and wheel segments adjacent to an awarded segment but not themselves awarded may constitute bonus game elements associated with untriggered game events, with visual link indicators derived from the near-miss segments. In further embodiments, the bonus game feature includes a cascading or tumbling symbol mechanic, and 2026203745 27 Aug 2026 symbol positions that could have participated in additional cascade sequences but did not due to the random symbol outcomes constitute bonus game elements associated with untriggered game events.
[00186] The animation sequences shown in FIGS. 8B-8E may be accompanied by audio cues that reinforce the visual presentation. For example, the award collection in FIG. 8B may be accompanied by celebratory sounds such as coin cascades, chimes, or fanfares, while the carryover animation in FIGS. 8C-8D may be accompanied by distinct audio elements such as whooshing sounds, energy charging sounds, or pot-filling sounds that differentiate the carryover from the primary award. The arrival of trigger symbols 818 at the persistent elements may trigger impact sounds, level-up tones, or other audio feedback confirming the progression adjustment. These audio elements are synchronized with the visual animations to create a unified presentation that clearly communicates the bonus game conclusion and carryover mechanics to the player.
[00187] In certain embodiments, the carryover from unawarded columns may be subject to conversion factors that translate the unrealized symbol quantity or value to a corresponding carryover quantity for the persistent elements. For example, a conversion factor of 0.5 would result in two unawarded symbols generating one visual link indicator, while a conversion factor of 2.0 would result in one unawarded symbol generating two visual link indicators. The conversion factor may be fixed for all bonus game instances, may vary based on characteristics of the bonus game (such as the total bonus award received), or may be determined by a random process at the conclusion of the bonus game. Conversion factors greater than 1.0 create enhanced carryover opportunities that may be associated with lower probability events, while conversion factors less than 1.0 moderate the carryover to maintain game balance. The conversion factor may be displayed to the player prior to or during the bonus game or may operate transparently without explicit disclosure.
[00188] FIGS. 9A-9D illustrate an embodiment in which the bonus game elements include locked symbol rows that may be unlocked during the bonus game duration based on a trigger symbol collection mechanic. Unlike the frame-occupancy embodiment of FIGS. 7A-7F and the column-completion embodiment of FIGS. 8A-8E, the locked row embodiment presents bonus game elements as tiered progression stages that are revealed or activated when corresponding unlock conditions are satisfied. Locked symbol rows that remain locked at the conclusion of the 2026203745 27 Aug 2026 bonus game duration represent unrealized progression tiers that serve as the basis for visual link indicators during the transition to the base game state. This tier-based configuration demonstrates that the visual link indicator carryover feature may be applied to bonus game structures in which the unrealized elements represent structural progression opportunities rather than individual symbol positions or accumulated values.
[00189] Referring to FIG. 9A, a graphical game interface 900 is presented in a bonus game inprogress state following a bonus trigger event (e.g., as described with respect to FIG. 7B) associated with one of a plurality of persistent elements 904, 906, 908. The bonus game interface 900 includes a symbol array 902 having a plurality of symbol positions arranged in rows and columns. In this embodiment, the symbol array 902 is partitioned into active symbol positions 910 and locked symbol rows 912. The active symbol positions 910 represent symbol positions that are available for population with randomly selected symbols during bonus outcome sequences, while the locked symbol rows 912 represent symbol positions that are initially unavailable and may become available only upon satisfaction of respective unlock conditions. The distinction between active and locked positions creates a tiered progression structure within the bonus game in which advancing through the tiers expands the playable area of the symbol array 902.
[00190] In FIG. 9A, a plurality of trigger symbols 914 are shown held in various active symbol positions 910 of the symbol array 902. Each trigger symbol 914 may be designated by a letter, icon, or other indicia that distinguishes it from other symbols, such as blank symbols or non-trigger symbols that may appear during bonus outcome sequences. The trigger symbols 914 contribute toward the unlock conditions associated with the locked symbol rows 912. In this example, each locked symbol row 912 displays an unlock threshold indicator specifying a quantity of additional trigger symbols 914 required to unlock that row. As shown in FIG. 9A, three locked symbol rows 912 are presented, with respective unlock threshold indicators displaying "LOCK 12 MORE T SYMBOLS TO UNLOCK," "LOCK 6 MORE T SYMBOLS TO UNLOCK," and "LOCK 2 MORE T SYMBOLS TO UNLOCK." These threshold indicators communicate a progression distance remaining before each locked row becomes active.
[00191] The unlock thresholds shown in FIG. 9A illustrate a cumulative progression mechanic in which each locked row has a different threshold requirement, and rows with lower thresholds may be unlocked before rows with higher thresholds. In some embodiments, the unlock thresholds 2026203745 27 Aug 2026 are sequential such that a first locked row must be unlocked before a second locked row becomes eligible for unlocking. In other embodiments, the unlock thresholds are independent such that any locked row may be unlocked when its individual threshold is satisfied, regardless of the unlock status of other rows. The thresholds may be fixed values predetermined at the start of the bonus game instance, may be determined randomly based on an RNG invocation, or may be adjusted dynamically during the bonus game duration based on game events such as landing special modifier symbols. In certain embodiments, an unlock threshold decreases in response to each bonus outcome sequence independent of whether a trigger symbol lands, creating a time-based progression component alongside the symbol-based progression. Additionally or alternatively, an unlock condition may be satisfied based on other bonus events such as modifier symbols, meter fills, or accumulated outcomes.
[00192] A spin counter 901 is presented in FIG. 9A indicating a current spin number relative to a total number of spins for the bonus game duration. In this example, the spin counter 901 indicates "SPIN 4 OF 8," representing that four of eight total spins have been completed. The spin counter 901 functions similarly to the spin counters described in connection with FIGS. 7C-7D and FIGS. 8A-8B, providing an indication of remaining bonus game duration within which to collect additional trigger symbols 914 and satisfy unlock conditions for the locked symbol rows 912.
[00193] In some embodiments, when an unlock condition associated with a locked symbol row 912 is satisfied during the bonus game duration, the game-logic circuitry causes the presentation assembly to animate the row transitioning from a locked state to an active state. Upon unlock, the row is no longer a locked symbol row 912 and instead becomes part of the active symbol positions 910, available for population with randomly selected symbols in subsequent bonus outcome sequences. The game-logic circuitry may cause the presentation assembly to animate an unlock celebration sequence such as the row illuminating, barriers dissolving, or lock icons animating open. In certain embodiments, the game-logic circuitry causes the presentation assembly to prepopulate newly unlocked positions with symbols upon unlock, such as blank symbols, wild symbols, or randomly selected trigger symbols. In other embodiments, newly unlocked positions remain empty upon unlock and are populated only during subsequent bonus outcome sequences.
[00194] In some embodiments, different locked symbol rows 912 are associated with different award multipliers, feature enhancements, or prize tiers such that unlocking higher rows provides 2026203745 27 Aug 2026 greater value than unlocking lower rows. For example, a first locked row may be associated with a 2x multiplier applied to all trigger symbol values in that row, while a second locked row may be associated with a 5x multiplier, and a third locked row may be associated with a 10x multiplier or a progressive jackpot eligibility condition. This tiered value structure provides corresponding value differentiation for the carryover feature when locked rows remain as unrealized progression tiers at the bonus game conclusion. In other embodiments, all locked rows provide equivalent value upon unlock, with the carryover quantity being determined by the count of rows remaining locked.
[00195] Referring to FIG. 9B, the graphical game interface 900 is presented in a bonus game conclusion state. The spin counter 901 indicates "SPIN 8 OF 8," representing that all eight spins of the bonus game duration have been exhausted. Comparing FIG. 9B to FIG. 9A, additional trigger symbols 914 have been collected in the active symbol positions 910 during the intervening bonus outcome sequences. The accumulation of trigger symbols 914 has satisfied the unlock condition for the lowest locked symbol row (which in FIG. 9A required "2 MORE T SYMBOLS TO UNLOCK"), causing that row to transition to the active symbol positions 910. However, two locked symbol rows 912 remain locked at the conclusion of the bonus game duration, with updated threshold indicators displaying "LOCK 7 MORE T SYMBOLS TO UNLOCK" and "LOCK 1 MORE T SYMBOLS TO UNLOCK." The threshold reductions from FIG. 9A to FIG. 9B reflect trigger symbols collected during the bonus game duration that contributed toward but did not fully satisfy the respective unlock conditions.
[00196] The two locked symbol rows 912 remaining in FIG. 9B represent unrealized progression tiers that could have been unlocked during the bonus game duration but were not unlocked due to insufficient trigger symbol collection. Each remaining locked row constitutes an unrealized bonus game element associated with one or more untriggered game events— specifically, an unlock event that would have occurred during the bonus game duration, transitioning the row from a locked state to an active state and enabling symbol population of that row. The game-logic circuitry identifies these unrealized progression tiers at the bonus game conclusion as the basis for generating visual link indicators that connect the locked rows to persistent elements in the subsequent base game state.
[00197] In this worked example, the two remaining locked symbol rows 912 each represent a respective carryover contribution. In certain embodiments, the carryover quantity associated with 2026203745 27 Aug 2026 each locked row may be weighted based on characteristics of the row, such as the row's position within the tier structure, the remaining unlock threshold, or the value tier associated with the row. For example, an embodiment may assign higher carryover weights to locked rows that were closer to unlocking (i.e., had smaller remaining thresholds) relative to rows that were farther from unlocking.
[00198] In some embodiments, the game-logic circuitry causes the presentation assembly to highlight the locked symbol rows 912 at the bonus game conclusion to visually distinguish them as unrealized bonus game elements that will contribute to the carryover feature. The highlighting may include a color change, pulsing animation, border treatment, or overlay graphic applied to the locked rows. In certain embodiments, the game-logic circuitry causes the presentation assembly to display a text message or numerical indicator proximate to the locked rows indicating the carryover quantity or progression contribution associated with the unrealized tiers.
[00199] Referring to FIG. 9C, the graphical game interface 900 is presented in a transition state as the game-logic circuitry causes the presentation assembly to animate the interface from the bonus game state toward the base game state. The locked symbol rows 912 from FIG. 9B are shown converting to visual link indicators that graphically connect the unrealized progression tiers to one or more persistent elements 904, 906, 908. In this embodiment, the game-logic circuitry causes the presentation assembly to derive the visual link indicators from the locked rows themselves, with each locked row transforming into a graphical representation that animates toward a target persistent element. The visual link indicators may adopt an appearance that matches or corresponds to the appearance of the target persistent elements, providing clear visual association during the transition animation.
[00200] The conversion of locked symbol rows 912 to visual link indicators may occur through various animation sequences. In one configuration, the game-logic circuitry causes the presentation assembly to animate each locked row contracting or dissolving into a concentrated graphical element (e.g., an energy orb, coin symbol, or row-shaped indicator) that then animates along a path toward the target persistent element. In another configuration, the locked row barrier or lock icon separates from the row and animates toward the persistent element while the underlying row positions fade. Additionally or alternatively, the visual link indicators may retain 2026203745 27 Aug 2026 row-shaped appearances throughout the transition or may emit particles that flow toward the persistent elements.
[00201] In some embodiments, the visual link indicators derived from different locked symbol rows 912 are directed to different persistent elements based on predetermined mapping rules, characteristics of the locked rows, or random selection. For example, locked rows in different positions within the tier structure may be mapped to different persistent elements. In other embodiments, all visual link indicators from the locked rows are directed to a single persistent element, such as the persistent element that triggered the bonus game instance or a persistent element selected based on the current visual progression states of all persistent elements. The game-logic circuitry applies the carryover contribution associated with a given locked row to the persistent element that is the target of the corresponding visual link indicator.
[00202] Referring to FIG. 9D, the graphical game interface 900 is presented in a base game post-transition state following completion of the carryover animation sequence. The symbol array 902 has returned to its base game configuration, and the persistent elements 904, 906, 908 are presented in their standard positions external to the symbol array. Each persistent element that received visual link indicators in FIG. 9C now reflects an elevated visual progression state relative to its state prior to the bonus game instance. Following arrival, the visual link indicators may be removed from display, leaving the persistent elements in the adjusted visual progression states. In this example, the two locked symbol rows 912 from FIG. 9B have been converted to carryover contributions applied to one or more of the persistent elements 904, 906, 908, causing the respective state indicators to advance.
[00203] In some embodiments, the game-logic circuitry is configured to, in response to the adjusted visual progression state reaching a final visual progression state of the respective plurality of progression states, cause the presentation assembly to animate a bonus retrigger sequence initiating a subsequent bonus game instance associated with the visually linked persistent element. This retrigger capability creates potential for consecutive bonus game presentations linked by the carryover feature.
[00204] The elevation of visual progression states shown in FIG. 9D demonstrates that the carryover feature operates consistently across different bonus game element types. Whether the unrealized bonus game elements are unoccupied frames (FIGS. 7A-7F), unawarded value-bearing 2026203745 27 Aug 2026 symbols (FIGS. 8A-8E), or locked progression tiers (FIGS. 9A-9D), the visual link indicator mechanism provides a unified approach for carrying unrealized elements from the bonus game conclusion into visual progression adjustments for the persistent elements in the base game state.
[00205] In some embodiments, the carryover from unrealized progression tiers affects not only the visual progression states of the persistent elements but also one or more characteristics of subsequent bonus game instances associated with those persistent elements. For example, if a subsequent bonus game instance is triggered for a persistent element that received tier-based carryover, that bonus game instance may begin with one or more locked rows already unlocked, reflecting the progression contribution from the prior carryover. This embodiment implements a form of functional persistence in which the carryover provides a tangible gameplay modification rather than merely a visual progression indication. In other embodiments corresponding to the perceived persistence implementation described elsewhere herein, the carryover affects only the visual presentation without modifying subsequent bonus game parameters.
[00206] The locked row embodiment shown in FIGS. 9A-9D may be combined with other bonus game mechanics described herein. For example, a bonus game may include both framebased collection within the active symbol positions 910 and row-based unlock mechanics for the locked symbol rows 912, with unrealized elements from both mechanics contributing to the visual link indicator generation. The game-logic circuitry may apply a priority ordering, weighting scheme, or combination rule to determine how multiple element types contribute to the overall carryover quantity and distribution.
[00207] In some embodiments, the locked structure may comprise locked symbol columns rather than locked symbol rows, with columns unlocking based on trigger symbol collection in active columns. Additionally or alternatively, the locked structure may comprise individual locked symbol positions, locked regions having irregular shapes (e.g., corner regions, center clusters, diagonal bands), or locked overlay elements that obscure portions of an otherwise complete symbol array. Each of these structural variations may implement the tier-based carryover mechanic in which unrealized unlock conditions generate visual link indicators for the transition to the base game state.
[00208] In some embodiments, the unlock thresholds associated with locked symbol rows 912 may be displayed using visual representations other than numerical text. For example, each locked 2026203745 27 Aug 2026 row may include a progress meter or fill bar that advances toward a full state as trigger symbols are collected. Additionally or alternatively, each locked row may display a sequence of lock icons that individually unlock as partial thresholds are satisfied. These representations may include animated elements such as growing crystals, filling vessels, or charging batteries that provide continuous visual feedback regarding progress toward the unlock condition.
[00209] The animation timing and sequencing shown in FIGS. 9C-9D may be varied across different embodiments. In some embodiments, the visual link indicators begin animating toward the persistent elements before the bonus game interface has fully transitioned back to the base game interface, creating an overlapping presentation. Audio cues may accompany the conversion and flight phases, with the arrival of visual link indicators at the persistent elements triggering impact sounds or level-up tones confirming the progression adjustment.
[00210] FIGS. 10A-10E illustrate an embodiment in which the bonus game elements include an award meter 1020 that accumulates values from value-bearing symbols during the bonus game duration. Unlike the frame-occupancy embodiment of FIGS. 7A-7F, the column-completion embodiment of FIGS. 8A-8E, and the locked-row embodiment of FIGS. 9A-9D, the meter-based embodiment presents a cumulative value indicator that aggregates bonus game outcomes and serves as the basis for (i) immediate visual progression state adjustment of one or more persistent elements, (ii) deferred collection in response to a subsequent trigger event during base game play, or (iii) a combination of immediate adjustment and deferred availability.
[00211] Referring to FIG. 10A, a graphical game interface 1000 is presented in a bonus game in-progress state following a bonus trigger event associated with one of a plurality of persistent elements 1004, 1006, 1008. The bonus game interface 1000 includes a symbol array 1002 having a plurality of symbol positions arranged in rows and columns, with each symbol position capable of being populated with randomly selected symbols during bonus outcome sequences. A plurality of value-bearing symbols 1010 are shown held in various symbol positions of the symbol array 1002. Each value-bearing symbol 1010 displays a credit value or other award indicator that contributes to a bonus award during the bonus game duration.
[00212] An award meter 1020 is presented external to the symbol array 1002, configured to accumulate values from value-bearing symbols 1010 that land during the bonus outcome sequences. In this example, the award meter 1020 is presented as a vertical fill meter positioned 2026203745 27 Aug 2026 adjacent to the symbol array 1002, though in some embodiments the award meter may be presented as a horizontal progress bar, a numerical counter, a radial gauge, an animated container that fills with graphical representations of collected values, or other visual representations capable of conveying accumulated value progression. The award meter 1020 displays an accumulated award value of 3000, representing the aggregate value collected from value-bearing symbols 1010 during the bonus game duration thus far.
[00213] A spin counter 1001 is presented indicating "SPIN 4 OF 10," representing that four of ten total spins have been completed. The spin counter 1001 provides an indication of remaining bonus game duration within which to collect additional value-bearing symbols 1010 and advance the award meter 1020.
[00214] In some embodiments, the award meter 1020 includes one or more threshold indicators that demarcate value thresholds associated with enhanced award tiers, feature enhancements, or other award conditions such as prize categories or retrigger conditions. Reaching a threshold during the bonus game duration may trigger an immediate presentation event such as an award increment, a multiplier application, or a celebratory animation sequence.
[00215] In some embodiments, the value contribution from each value-bearing symbol 1010 to the award meter 1020 is determined by a displayed credit value on the symbol itself. In some embodiments, the value contribution may be modified by positional multipliers associated with specific symbol positions or by combination bonuses when multiple value-bearing symbols 1010 land in the same bonus outcome sequence.
[00216] Referring to FIG. 10B, the graphical game interface 1000 is presented in a bonus game conclusion state. The spin counter 1001 indicates "SPIN 10 OF 10," representing that all ten spins of the bonus game duration have been exhausted. Additional value-bearing symbols 1012 have landed during the intervening bonus outcome sequences, contributing to the accumulated award value. The award meter 1020 displays an accumulated award value of 4900, representing the final aggregate value collected throughout the bonus game duration. The persistent elements 1004, 1006, 1008 remain visible in their positions external to the symbol array 1002.
[00217] At the bonus game conclusion shown in FIG. 10B, the accumulated award value indicated by the award meter 1020 is used to determine a progression contribution applied to one or more persistent elements during the transition to the base game state. The award meter 1020, as 2026203745 27 Aug 2026 a bonus game element presenting an accumulated value derived from the bonus outcome sequences, serves as the basis for visual link indicators that connect the bonus game state to the persistent elements in the base game state. In some embodiments, the accumulated award value is converted into a discrete quantity of visual link indicators; in some embodiments, the award meter value directly maps to a magnitude of progression state adjustment without discretizing into individual indicators.
[00218] FIGS. 10C-10E illustrate different meter transition applications for the accumulated award value indicated by the award meter 1020.
[00219] Referring to FIG. 10C, the graphical game interface 1000 is presented in a base game state at spin 8 following a transition from the bonus game state. In this meter transition application, the accumulated award value from the award meter 1020 is applied immediately to adjust one or more persistent elements' visual progression states. The game-logic circuitry causes the presentation assembly to animate one or more visual link indicators from a source location associated with the award meter 1020 toward the persistent elements 1004, 1006, 1008. Upon arrival, each target persistent element is animated to dynamically adjust its respective visual progression state based on the applied value.
[00220] The visual link indicators may be presented as trigger symbols corresponding to the respective persistent elements, as energy orbs or value tokens, or as numerical increment indicators displaying the specific progression contribution. The animation presents the application of the accumulated award value to the persistent elements, with the underlying adjustment incrementing a counter or state associated with each persistent element. The award meter 1020 may remain displayed while the accumulated award value is applied, or in some embodiments may be reset to an empty state after the application is determined and presented.
[00221] The distribution of the accumulated award value across the persistent elements 1004, 1006, 1008 may be uniform, targeted to a single persistent element (such as the persistent element that triggered the bonus game instance), weighted based on current visual progression states, or randomly allocated. In some configurations, all of the accumulated award value is directed to one persistent element, while in some configurations the value is divided among multiple persistent elements. 2026203745 27 Aug 2026
[00222] Referring to FIG. 10D, the graphical game interface 1000 is presented in a base game state at spin 15, illustrating a meter transition application in which the award meter 1020 persists into the base game for deferred collection. In this configuration, the accumulated award value from the bonus game instance remains available and is not immediately applied to the persistent elements. The award meter 1020 is displayed alongside the symbol array 1002 and persistent elements 1004, 1006, 1008, with a deferred collection indicator signifying that the accumulated value awaits a collection trigger event.
[00223] The deferred collection indicator may be presented as a lock icon, a "PENDING" text label, a pulsing animation effect, or other visual treatment that distinguishes the deferred state from an active accumulation state. In some embodiments, the deferred collection indicator includes a countdown or expiration display indicating a number of base game spins remaining before the deferred value expires or is automatically collected.
[00224] Collection of the deferred meter value is conditioned upon landing one or more award trigger symbols 1022 in the symbol array 1002 during a subsequent base game spin. The award trigger symbol 1022 may be a dedicated symbol type that appears on the base game reels to trigger deferred collections, or may be a multi-purpose symbol that triggers both deferred collection and other game events.
[00225] In some embodiments, the deferred meter value remains stable until either collected or expired. In some embodiments, the deferred meter value may increment during the deferred period based on subsequent base game outcomes, such as landing additional value-bearing symbols during base game spins. In some embodiments, the deferred meter value may decay over successive base game spins, creating urgency for the collection trigger.
[00226] Referring to FIG. 10E, the graphical game interface 1000 is presented in a base game state at spin 15 following an award trigger event in which one or more award trigger symbols 1022 have landed in the symbol array 1002. In response to the award trigger event, the deferred meter value from the award meter 1020 is collected and processed. In one configuration, the collection results in a direct credit award added to a win meter or credit balance. In another configuration, the collection results in conversion of the deferred meter value to visual link indicators that animate from the award meter 1020 toward the persistent elements 1004, 1006, 1008, with each target persistent element animated to dynamically adjust its respective visual progression state. 2026203745 27 Aug 2026
[00227] In some embodiments, the award trigger event may result in a combination of direct award and visual link indicator conversion, with a first portion of the deferred meter value paid as a credit award while a second portion is converted for persistent element progression. Landing multiple award trigger symbols 1022 in a single base game spin may enhance the collection outcome, such as by applying a multiplier to the deferred meter value before conversion or by triggering additional bonus features.
[00228] In some configurations, the game-logic circuitry may determine whether to apply an immediate adjustment (as in FIG. 10C) or deferred availability (as in FIGS. 10D-10E) based on a random determination at the bonus game conclusion. In some configurations, the game-logic circuitry may apply both immediate adjustment and deferred availability, such that a first portion of the accumulated award value immediately adjusts the persistent elements' visual progression states while a second portion persists into the base game as a deferred meter awaiting collection via award trigger symbol 1022. This combined application provides both immediate visual feedback at the bonus game conclusion and ongoing engagement opportunity during subsequent base game play.
[00229] The meter-based embodiment shown in FIGS. 10A-10E may be combined with other bonus game mechanics described herein. For example, a bonus game may include both framebased collection (as in FIGS. 7A-7F) and meter-based accumulation, with unrealized frames generating visual link indicators according to the frame-based mechanics while the accumulated meter value generates additional visual link indicators or progression adjustments during the transition to the base game state according to the meter-based mechanics.
[00230] Referring now to FIG. 11, there is shown a flow diagram representing a data processing method 1100 corresponding to at least some instructions stored and executed by the game-logic circuitry 240 to perform operations associated with accumulated element carryover from a bonus game feature. Unlike the method 600 of FIG. 6, which addresses carryover of discrete unrealized bonus game elements (e.g., unoccupied frames, unpaired catalyst symbols, or locked rows), the method 1100 addresses carryover scenarios in which an accumulation indicator aggregates values or quantities during a bonus game duration and the accumulated total serves as the basis for a carryover allocation distributed in response to a distribution trigger event. The method 1100 may be performed in connection with the meter-based bonus game mechanics described above with 2026203745 27 Aug 2026 respect to FIGS. 10A-10E, or may be performed in connection with other bonus game configurations that include value or quantity accumulation mechanics.
[00231] At step 1102, the game-logic circuitry 240 causes the presentation assembly to present a bonus game feature including an accumulation indicator. The accumulation indicator is a graphical element configured to visually represent an accumulated value, quantity, or progression measure that changes during the bonus game duration based on bonus game events. In some embodiments, the accumulation indicator includes the award meter 1020 described in connection with FIGS. 10A-10E, configured to accumulate credit values from value-bearing symbols 1010 that land during bonus outcome sequences. In other embodiments, the accumulation indicator may include a symbol counter that tallies a quantity of specific symbol types landed during the bonus game duration, a multiplier meter that accumulates multiplier increments, a progress bar that advances toward threshold markers, or other visual representations capable of conveying cumulative progression. The accumulation indicator may be initialized to a zero or empty state upon presentation of the bonus game feature, or may be initialized to a non-zero state based on characteristics of a bonus trigger event, a prior game state, or a random determination.
[00232] At step 1104, the game-logic circuitry 240 detects an accumulation trigger event during the bonus game feature. The accumulation trigger event is a game event that causes the accumulation indicator to increment, advance, or otherwise change state. In some embodiments, the accumulation trigger event includes landing a value-bearing symbol (e.g., value-bearing symbol 1010) in a game field including a plurality of symbol positions (e.g., the symbol array 1002 in FIGS. 10A-10E), with the symbol's displayed credit value contributing to the accumulated total. In other embodiments, the accumulation trigger event may include landing a designated accumulation symbol type, completing a winning combination, satisfying a position-based condition, reaching a spin milestone, or other bonus game events defined by the bonus game feature's rules. Multiple accumulation trigger events may occur during a single bonus outcome sequence, and the game-logic circuitry 240 processes each detected accumulation trigger event to update the accumulation indicator accordingly.
[00233] At step 1106, the game-logic circuitry 240 causes the presentation assembly to update the accumulation indicator based on the accumulation trigger event detected at step 1104. The update may include incrementing a numerical value displayed by the accumulation indicator, 2026203745 27 Aug 2026 advancing a fill level or progress position, adding graphical elements to a collection display, or otherwise modifying the visual representation to reflect the contribution from the accumulation trigger event. In some embodiments, the update includes animating a value transfer from the source of the accumulation trigger event to the accumulation indicator, providing visual feedback that connects the triggering event to the accumulation. The magnitude of the update may correspond directly to a value associated with the accumulation trigger event, may be modified by multipliers or modifiers active during the bonus game feature, or may be determined by a lookup table or formula applied to characteristics of the triggering event.
[00234] At step 1108, the game-logic circuitry 240 determines whether the bonus game feature has concluded. The bonus game conclusion may be determined based on a bonus game duration being exhausted, such as a spin counter reaching zero, a time limit expiring, a termination symbol landing, or other termination conditions being satisfied. If the bonus game feature has not concluded, the method returns to step 1104 to detect additional accumulation trigger events during subsequent bonus outcome sequences. The loop between steps 1104, 1106, and 1108 continues for the bonus game duration, with the accumulation indicator progressively updating as accumulation trigger events are detected and processed. If the bonus game feature has concluded, the method proceeds to step 1110.
[00235] At step 1110, the game-logic circuitry 240 determines a carryover allocation based on the accumulation indicator. The carryover allocation represents a value, quantity, or distribution parameter derived from the accumulated total indicated by the accumulation indicator at the conclusion of the bonus game feature. In some embodiments, the carryover allocation equals the accumulated total, such that the entire accumulated value is available for distribution. In other embodiments, the carryover allocation is a function of the accumulated total, such as a scaled value, a discretized quantity (e.g., one allocation unit per specified credit increment), a thresholdbased output (e.g., different allocation tiers for different accumulated value ranges), or a value selected via a random process. The carryover allocation may also be determined based on characteristics of the bonus game feature other than the accumulation indicator, such as a count of accumulation trigger events detected, a ratio between the accumulated value and a theoretical maximum, or a comparison between the accumulated value and one or more threshold markers displayed on the accumulation indicator. 2026203745 27 Aug 2026
[00236] At step 1112, the game-logic circuitry 240 detects a distribution trigger event. The distribution trigger event is a game event that initiates distribution of the carryover allocation determined at step 1110. In some embodiments, the game-logic circuitry 240 detects, at conclusion of the bonus game feature, a distribution trigger event that causes immediate distribution as part of a transition sequence from the bonus game state to a base game state. In other embodiments, the distribution trigger event occurs during a subsequently presented game state, such as landing one or more award trigger symbols (e.g., award trigger symbol 1022) in a base game symbol array as described in connection with FIGS. 10D-10E. In further embodiments, the distribution trigger event may be a player input, a time-based trigger, a subsequent bonus trigger event, or other game event defined by the game configuration. The method may wait at step 1112 for a distribution trigger event to occur, processing intervening game events while the carryover allocation remains pending.
[00237] At step 1114, the game-logic circuitry 240 causes the presentation assembly to distribute the carryover allocation based on the distribution trigger event detected at step 1112. The distribution may take various forms depending on the game configuration. In some embodiments, the distribution includes generating one or more visual link indicators that animate toward one or more persistent elements, with each target persistent element animated to dynamically adjust a respective visual progression state based on the applied carryover allocation, as described in connection with FIGS. 10C and 10E. In other embodiments, the distribution includes awarding a credit value to a win meter or credit balance, applying a game enhancement to a subsequent game feature, storing a value for application to a future bonus game instance, or presenting a selection interface allowing the player to allocate the carryover among available distribution targets. The distribution may be uniform across multiple targets, weighted based on target characteristics, allocated via a random process, or directed to a single target.
[00238] At step 1116, the game-logic circuitry 240 causes the presentation assembly to update the accumulation indicator based on the distribution. The update reflects that the carryover allocation has been distributed, which may include decrementing the accumulated value by the distributed amount, resetting the accumulation indicator to an empty or initial state, transitioning the accumulation indicator to a "collected" or "applied" visual state, or removing the accumulation indicator from the display. In embodiments where the distribution occurs during a base game state 2026203745 27 Aug 2026 following the bonus game conclusion, the accumulation indicator may have persisted into the base game state in a deferred collection state, and the update at step 1116 reflects the completion of the deferred collection. In embodiments where the distribution is partial, the update reflects the remaining accumulated value available for subsequent distribution events.
[00239] Following step 1116, the method 1100 concludes, and the game-logic circuitry 240 continues processing subsequent game states according to the applicable game logic. In some embodiments, steps 1112-1116 may repeat for multiple distribution events when the carryover allocation supports partial distributions.
[00240] In some embodiments, the carryover allocation distributed at step 1114 affects visual progression states of persistent elements without affecting underlying game parameters for determining subsequent bonus trigger events, corresponding to a perceived persistence implementation. In other embodiments implementing true persistence, the carryover allocation affects one or more game mathematics parameters. In response to a distribution causing a persistent element's visual progression state to reach a final progression state, the game-logic circuitry 240 may cause the presentation assembly to animate a bonus retrigger sequence. The method 1100 may also be performed in combination with the method 600 of FIG. 6, such that a bonus game instance generates both discrete element carryover (per method 600) and accumulated element carryover (per method 1100), with contributions combined, processed sequentially, or directed to different targets.
[00241] In some embodiments, the bonus game feature presented at step 1102 includes multiple accumulation indicators, each configured to accumulate values or quantities based on different accumulation trigger event types. For example, a first accumulation indicator may accumulate credit values from value-bearing symbols while a second accumulation indicator accumulates a count of special symbol landings. At step 1110, the game-logic circuitry 240 determines respective carryover allocations for each accumulation indicator, and at step 1114, the respective carryover allocations may be distributed to different targets or combined into a unified distribution. In other embodiments, the accumulation indicator may both increment and decrement during the bonus game duration based on different event types, with positive accumulation trigger events increasing the accumulated total and negative accumulation trigger events decreasing the accumulated total, such that the carryover allocation at step 1110 reflects a net accumulated value. In further 2026203745 27 Aug 2026 embodiments, the distribution at step 1114 may target game elements other than persistent elements, such as parameters of a subsequently triggered bonus game instance (e.g., initial spin count, array size, multiplier level, or unlock state), thereby carrying the accumulated value forward into enhanced subsequent gameplay rather than into base game visual progression states.
[00242] The embodiments described herein provide a technical solution to the problem of inefficient and visually discontinuous transitions between a bonus game state and a base game state in an electronic gaming system, including regulated gaming systems such as the gaming machine 100. In conventional implementations, bonus game presentation elements that do not produce an award or triggered event are discarded at bonus game conclusion, and the base game interface is reinitialized without leveraging presentation and state data associated with those unrealized elements, increasing processing overhead and producing abrupt interface discontinuities. In contrast, the game-logic circuitry 240 maintains the unrealized bonus game elements as defined data objects at the conclusion of the bonus game duration, identifies one or more of those elements as satisfying (or partially satisfying) a condition for an untriggered game event, and generates corresponding visual link indicators that are carried through the same graphical transition sequence used to return to the base game state. By animating those visual link indicators into the base game state and using them as inputs to dynamically adjust the visual progression state of one or more persistent elements, the system coordinates bonus conclusion presentation and persistent-element progression updates within a single, coherent state transition sequence rather than via separate, decoupled routines. The carryover contribution is derived from the final bonus interface state—whether expressed as a count of unrealized elements, a shortfall relative to a threshold, or an accumulated value—and that contribution is then rendered as visual link indicators that animate through the transition, thereby unifying the data path and the rendering path within the same state transition.
[00243] This technical solution is reflected across the representative embodiments described above. Unrealized bonus game elements that may serve as carryover sources include, for example, unoccupied frame positions that remain unoccupied at the bonus game conclusion and are converted into visual link indicators that animate toward a target persistent element, thereby transforming unrealized bonus opportunities into a carryover contribution that is visually and temporally linked to the state transition (FIGS. 7A-7F). Similarly, unrealized structural 2026203745 27 Aug 2026 progression such as locked symbol rows that remain locked (FIGS. 9A-9D) or unrealized collection outcomes such as symbols in unawarded columns (FIGS. 8A-8E) may serve as carryover sources that are converted into visual link indicators and animated during the transition. In further embodiments, an accumulation indicator aggregates values or quantities during the bonus game duration and is used to determine a carryover allocation that is distributed in response to a distribution trigger event, including distributions that affect persistent-element progression states and distributions that are deferred for collection via a subsequent trigger symbol (FIGS. 10A-10E, FIG. 11).
[00244] The presentation and animation sequences described herein are implemented through the hardware rendering pipeline described with respect to FIG. 3. During operation, the game-logic circuitry 240 repeatedly generates and presents sequential video frames via one or more processors (e.g., CPU 242 and / or GPU 362) and associated graphics subsystem components. When a change in game state occurs—such as concluding a bonus game instance, initiating a transition animation, animating visual link indicators along respective paths, or updating a persistent element progression state—the rendering process may return to step 302 to determine required graphical elements for the updated state, and subsequent steps generate updated frame data reflecting the changed state. In at least some embodiments, the system may improve efficiency by maintaining graphical data and assets between frames so that updated frames may be generated by retrieving and rendering only changed graphical elements (e.g., a visual link indicator object moving along a path, or a persistent element animating from a first progression state to a second progression state), while preserving unchanged regions of the frame buffer and reusing previously loaded assets resident in memory (e.g., main memory 244). Accordingly, the transition sequence operates as a state-driven transformation pipeline that preserves and repurposes bonus-state presentation objects into base-state progression updates, reducing redundant interface reinitialization and improving continuity of graphical state transitions on the specialized gaming hardware.
[00245] The embodiments and figures described herein are provided to illustrate representative configurations, and features from different embodiments may be combined in various suitable arrangements. With respect to mechanic combinations, a single wagering game may employ discrete-element carryover based on unrealized bonus game elements (e.g., unoccupied frames, unpaired catalyst conditions, locked progression tiers) together with accumulated-element 2026203745 27 Aug 2026 carryover based on an accumulation indicator, with the respective carryover contributions combined, processed sequentially, or directed to different distribution targets. With respect to timing combinations, carryover may be applied immediately at bonus conclusion, deferred until a distribution trigger event during subsequent base game play, or applied in a combined manner that provides both immediate progression adjustment and deferred availability. With respect to state combinations, the dynamic adjustment of the respective initial visual progression state may affect only presentation (perceived persistence) or may additionally affect underlying game parameters (true persistence); the element type of the unrealized bonus game elements may be selectively adjusted for each bonus game instance based on the final bonus outcome sequence; and the carryover may cause a bonus retrigger sequence when the adjusted visual progression state reaches a final progression state, or may instead award a prize, activate a game enhancement, or store overflow progression for future application.
[00246] 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.
[00247] Any discussion of documents, acts, materials, devices, articles or the like which has been included in the present specification is not to be taken as an admission that any or all of these matters form part of the prior art base or were common general knowledge in the field relevant to the present disclosure as it existed before the priority date of each of the appended claims.
Claims
1. An electronic gaming machine comprising:a value input device configured to detect a physical item associated with a monetary value and establish a credit balance;a player input device configured to receive a wager input covered by the credit balance and transform the wager input into an electronic data signal;a value output device configured to initiate a payout from the credit balance in response to a cashout input;a presentation assembly configured to present a graphical game interface in a base game state including a plurality of symbol positions and a plurality of persistent elements external to the plurality of symbol positions, wherein each persistent element has a respective visual progression state from a respective plurality of progression states and is associated with a respective bonus game feature; andgame-logic circuitry comprising one or more processors and one or more memory devices, the game-logic circuitry in communication with the presentation assembly, the value input device, the player input device and the value output device, the one or more memory devices storing random-number-generator programming and game-outcome logic, the game-logic circuitry configured to:in response to receiving the electronic data signal indicative of the wager input, execute the random-number-generator programming to generate one or more random numbers, execute the game-outcome logic using the one or more random numbers to determine randomly selected symbols and one or more game outcomes, and cause the presentation assembly to animate a plurality of symbol-bearing reels to spin and stop to present the randomly selected symbols at the plurality of symbol positions;cause the presentation assembly to present a bonus trigger event associated with a first persistent element of the plurality of persistent elements;2026203745 27 Aug 2026cause the presentation assembly to animate the graphical game interface to transition to a bonus game state for the bonus trigger event for a bonus game instance having a bonus game duration, the bonus game instance including the bonus game feature associated with the first persistent element, wherein the graphical game interface in the bonus game state presents a plurality of bonus game elements including a plurality of bonus symbol positions;cause the presentation assembly to animate bonus outcome sequences for the bonus game duration, each bonus outcome sequence including animating population of the plurality of bonus symbol positions with randomly selected symbols and visually indicating any game events associated with the randomly selected symbols;at the conclusion of the bonus game duration, identify, from a final state of the graphical game interface in the bonus game state, at least one bonus game element of the plurality of bonus game elements that is associated with one or more untriggered game events, and maintain the identified at least one bonus game element as a data object in the one or more memory devices;cause the presentation assembly to present one or more visual link indicators generated from the maintained data object representing the identified at least one bonus game element;cause the presentation assembly to animate the graphical game interface from the bonus game state to the base game state after the conclusion of the bonus game duration, the base game state following the transition including the one or more visual link indicators, wherein the gamelogic circuitry maintains the data object representing the identified at least one bonus game element across the transition from the bonus game state to the base game state;cause the presentation assembly to animate the one or more visual link indicators to visually link with one or more persistent elements of the plurality of persistent elements;generate, from the maintained data object, a carryover contribution of the one or more visual link indicators;update, in the one or more memory devices, progression state data for each visually linked persistent element from a respective initial visual progression state selected from the respective2026203745 27 Aug 2026plurality of progression states to an adjusted visual progression state based on the carryover contribution; andcause the presentation assembly to animate each of the visually linked one or more persistent elements to dynamically adjust from the respective initial visual progression state to the adjusted visual progression state in accordance with the updated progression state data,wherein animating the one or more visual link indicators comprises the game-logic circuitry generating updated frame data by rendering only changed graphical elements using graphical data maintained in the one or more memory devices while preserving unchanged graphical data between successive frames, and causing the presentation assembly to present the successive frames.
2. The electronic gaming machine of claim 1, wherein the at least one bonus game element includes at least one frame applied to a respective bonus symbol position of the plurality of bonus symbol positions, the at least one frame being unoccupied by a trigger symbol at the conclusion of the bonus game duration.
3. The electronic gaming machine of any of claims 1 to 2, wherein the at least one bonus game element includes at least one catalyst symbol without any paired trigger symbol at the conclusion of the bonus game duration.
4. The electronic gaming machine of any of claims 1 to 3, wherein an element type of the at least one bonus game element is selectively adjusted for each bonus game instance based on a final bonus outcome sequence of the bonus outcome sequences.
5. The electronic gaming machine of any of claims 1 to 4, wherein the one or more visual link indicators are the at least one bonus game element, and wherein the transition to the base game state includes preserving the at least one bonus game element into the base game state.
6. The electronic gaming machine of any of claims 1 to 5, wherein the one or more visual link indicators are converted into feature trigger symbols associated with the one or more persistent elements.2026203745 27 Aug 20267. The electronic gaming machine of any of claims 1 to 6, wherein the one or more visual link indicators include a graphical avatar animated to collect the at least one bonus game element and interact with the one or more persistent elements based on the collected at least one bonus game element.
8. The electronic gaming machine of any of claims 1 to 7, wherein the dynamic adjustment of the respective initial visual progression state does not affect underlying game parameters for determining subsequent bonus trigger events associated with the visually linked one or more persistent elements.
9. The electronic gaming machine of any of claims 1 to 8, wherein the one or more visual link indicators are distributed across at least two persistent elements of the plurality of persistent elements, and wherein the presentation assembly is configured to animate each of the at least two persistent elements to dynamically adjust respective initial visual progression states.
10. The electronic gaming machine of any of claims 1 to 9, wherein the game-logic circuitry is further configured to, in response to the dynamic adjustment of the respective initial visual progression state reaching a final visual progression state of the respective plurality of progression states, cause the presentation assembly to animate a bonus retrigger sequence initiating a subsequent bonus game instance associated with the visually linked persistent element.
11. The electronic gaming machine of any of claims 1 to 10, wherein the game-logic circuitry is further configured to replicate, in non-volatile storage, game state data including the progression state data for each visually linked persistent element, following completion of the updating of the progression state data at the conclusion of the bonus game duration.
12. A method of operating a graphical game interface of a gaming system, the gaming system including a presentation assembly, a value input device configured to detect a physical item associated with a monetary value and establish a credit balance, a player input device configured to receive a wager input covered by the credit balance and transform the wager input into an electronic data signal, a value output device configured to initiate a payout from the credit balance in response to a cashout input, and game-logic circuitry comprising one or more processors and one or more memory devices storing random-number-generator programming and game-outcome2026203745 27 Aug 2026logic, the game-logic circuitry in communication with the presentation assembly, the value input device, the player input device and the value output device, the method comprising:presenting, by the presentation assembly, the graphical game interface in a base game state including a plurality of symbol positions and a plurality of persistent elements external to the plurality of symbol positions, wherein each persistent element has a respective visual progression state from a respective plurality of progression states and is associated with a respective bonus game feature;in response to receiving the electronic data signal indicative of the wager input, executing, by the game-logic circuitry, the random-number-generator programming to generate one or more random numbers, executing, by the game-logic circuitry, the game-outcome logic using the one or more random numbers to determine randomly selected symbols and one or more game outcomes, and causing, by the game-logic circuitry, the presentation assembly to animate a plurality of symbol-bearing reels to spin and stop to present the randomly selected symbols at the plurality of symbol positions;presenting, by the presentation assembly, a bonus trigger event associated with a first persistent element of the plurality of persistent elements;animating, by the presentation assembly, the graphical game interface to transition to a bonus game state for the bonus trigger event for a bonus game instance having a bonus game duration, the bonus game instance including the bonus game feature associated with the first persistent element, wherein the graphical game interface in the bonus game state presents a plurality of bonus game elements including a plurality of bonus symbol positions;animating, by the presentation assembly, bonus outcome sequences for the bonus game duration, each bonus outcome sequence including animating population of the plurality of bonus symbol positions with randomly selected symbols and visually indicating any game events associated with the randomly selected symbols;at the conclusion of the bonus game duration, identifying, by the game-logic circuitry, from a final state of the graphical game interface in the bonus game state, at least one bonus game2026203745 27 Aug 2026element of the plurality of bonus game elements that is associated with one or more untriggered game events, and maintaining, by the game-logic circuitry, the identified at least one bonus game element as a data object in the one or more memory devices;presenting, by the presentation assembly, one or more visual link indicators generated from the maintained data object representing the identified at least one bonus game element;animating, by the presentation assembly, the graphical game interface from the bonus game state to the base game state after the conclusion of the bonus game duration, the base game state following the transition including the one or more visual link indicators, wherein the game-logic circuitry maintains the data object representing the identified at least one bonus game element across the transition from the bonus game state to the base game state;animating, by the presentation assembly, the one or more visual link indicators to visually link with one or more persistent elements of the plurality of persistent elements;generating, by the game-logic circuitry from the maintained data object, a carryover contribution of the one or more visual link indicators;updating, by the game-logic circuitry and in the one or more memory devices, progression state data for each visually linked persistent element from a respective initial visual progression state selected from the respective plurality of progression states to an adjusted visual progression state based on the carryover contribution; andanimating, by the presentation assembly, each of the visually linked one or more persistent elements to dynamically adjust from the respective initial visual progression state to the adjusted visual progression state in accordance with the updated progression state data, wherein animating the one or more visual link indicators comprises the game-logic circuitry generating updated frame data by rendering only changed graphical elements using graphical data maintained in the one or more memory devices while preserving unchanged graphical data between successive frames, and causing the presentation assembly to present the successive frames.2026203745 27 Aug 202613. The method of claim 12, wherein the at least one bonus game element includes at least one catalyst symbol without any paired trigger symbol at the conclusion of the bonus game duration.
14. The method of any of claims 12 to 13, wherein an element type of the at least one bonus game element is selectively adjusted for each bonus game instance based on a final bonus outcome sequence of the bonus outcome sequences.
15. The method of any of claims 12 to 14, wherein the one or more visual link indicators are the at least one bonus game element, and wherein animating the graphical game interface from the bonus game state to the base game state includes preserving the at least one bonus game element into the base game state.
16. The method of any of claims 12 to 15, wherein the one or more visual link indicators are converted into feature trigger symbols associated with the one or more persistent elements.
17. The method of any of claims 12 to 16, wherein the dynamic adjustment of the respective initial visual progression state does not affect underlying game parameters for determining subsequent bonus trigger events associated with the visually linked one or more persistent elements.
18. The method of any of claims 12 to 17, wherein the one or more visual link indicators are distributed across at least two persistent elements of the plurality of persistent elements, and wherein animating the one or more visual link indicators includes animating each of the at least two persistent elements to dynamically adjust respective initial visual progression states.
19. The method of any of claims 12 to 18, wherein the method further comprises, in response to the dynamic adjustment of the respective initial visual progression state reaching a final visual progression state of the respective plurality of progression states, animating, by the presentation assembly, a bonus retrigger sequence initiating a subsequent bonus game instance associated with the visually linked persistent element.2026203745 27 Aug 202620. A computer program comprising instructions 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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