Gaming systems and methods with dynamic wheel activation configurations

AU2026203862B1Pending Publication Date: 2026-09-17LNW GAMING INC
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Patent Information

Application Number
AU2026203862
Authority / Receiving Office
AU · AU
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-05-19
Publication Date
2026-09-17

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Abstract

20 26 20 38 62 19 M ay 2 02 6 1 9 M a y 2 0 2 6 A B S T R A C T 2 0 2 6 2 0 3 8 6 2 1 9 M a y 2 0 2 6 A B S T R A C T 2 0 2 6 2 0 3 8 6 2
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Description

Copyright

[0001] A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2026, LNW Gaming, Inc. Technical Field

[0002] 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 animations in connection with one or more features of games executed by the systems and machines, such as for example dynamic activations of inactive wheels. 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. Generating and presenting a user with clear and engaging 2026203862   31 Aug 2026 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. Summary

[0005] 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 comprising one or more electronic display devices configured to present a graphical game interface including a plurality of symbol positions and a plurality of persistent wheels, each wheel of the plurality of persistent wheels associated with a respective game feature; and game-logic circuitry in communication with the presentation assembly, the value input device, the player input device and the value output device, the game-logic circuitry comprising one or more processors and one or more memory devices, the one or more memory devices storing random-number-generator programming, game-outcome logic, and game state data associated with game elements presented via the graphical game interface, 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; update the game state data to associate a first persistent wheel of the plurality of persistent wheels with an active state and a second persistent wheel of the plurality of persistent wheels with an inactive state, the respective game feature of the second persistent wheel being unavailable while the second persistent wheel is in the inactive state, the first persistent wheel including a plurality of wheel segments, and cause the presentation assembly to animate the graphical game interface to transition to a feature game state based on the updated game state data; cause the presentation 2026203862   31 Aug 2026 assembly to animate, with the graphical game interface in the feature game state, a plurality of feature game outcome sequences based on the game state data by populating the plurality of symbol positions with respective randomly selected symbols for each sequence of the plurality of feature game outcome sequences, wherein the game state data represents the second persistent wheel as remaining in the inactive state throughout at least a first feature game outcome sequence of the plurality of feature game outcome sequences; after the at least first feature game outcome sequence including a first trigger event for the first persistent wheel and during the plurality of feature game outcome sequences, update the game state data based on selection of an activation wheel segment from the plurality of wheel segments of the first persistent wheel, and cause the presentation assembly to animate a first segment selection sequence for the first persistent wheel selecting the activation wheel segment; in response to the first segment selection sequence selecting the activation wheel segment, update the game state data to transition the second persistent wheel from the inactive state to the active state such that the respective game feature of the second persistent wheel is available to be applied to a subsequent feature feature game outcome sequence of the feature game comprising a further population of the plurality of symbol positions with respective randomly selected symbols, and cause the presentation assembly to render the second persistent wheel in the active state based on the updated game state data; and in response to a second trigger event for the second persistent wheel presented during the subsequent feature game outcome sequence, cause the presentation assembly to animate a second segment selection sequence for the second persistent wheel, the subsequent feature game outcome sequence proceeding without a segment selection sequence for the first persistent wheel.

[0006] In some embodiments, a feature trigger event preceding the feature game state is exclusively associated with the first persistent wheel.

[0007] In some embodiments, the game-logic circuitry is further configured to, following the second persistent wheel transitioning to the active state, cause the presentation assembly to animate a plurality of subsequent feature game outcome sequences and to animate a respective segment selection sequence for the second persistent wheel during two or more of the plurality of subsequent feature game outcome sequences. 2026203862   31 Aug 2026

[0008] In some embodiments, the game-logic circuitry is further configured to, in response to the second persistent wheel transitioning to the active state and prior to the subsequent feature game outcome sequence, cause the presentation assembly to animate an initial segment selection sequence for the second persistent wheel.

[0009] In some embodiments, the second segment selection sequence is a single segment selection sequence for the second persistent wheel, and the game-logic circuitry is further configured to, following the single segment selection sequence, cause the presentation assembly to transition the second persistent wheel from the active state to the inactive state.

[0010] In some embodiments, the activation wheel segment is a first activation wheel segment associated with the second persistent wheel, the plurality of wheel segments further includes a second activation wheel segment associated with a third persistent wheel of the plurality of persistent wheels, and the game-logic circuitry is further configured to, in response to a subsequent segment selection sequence for the first persistent wheel selecting the second activation wheel segment, cause the presentation assembly to transition the third persistent wheel from an inactive state to an active state.

[0011] In some embodiments, the plurality of wheel segments further includes one or more prize wheel segments, and the first segment selection sequence is operable to select from both the activation wheel segment and the one or more prize wheel segments.

[0012] In some embodiments, the activation wheel segment is not present on the first persistent wheel at an initiation of the feature game state, and the game-logic circuitry is further configured to, in response to a prior segment selection sequence for the first persistent wheel selecting an initial wheel segment, cause the presentation assembly to reveal the activation wheel segment on the first persistent wheel in place of the initial wheel segment.

[0013] In some embodiments, in response to an update to the game state data, the game-logic circuitry generates rendering commands pertaining only to graphical elements changed between successive frames of the graphical game interface.

[0014] In some embodiments, the gaming machine further comprises: a game play mechanism configured for operation by a player to initiate the play of a base game, and the game-logic circuitry 2026203862   31 Aug 2026 is responsive to initiation of the play of the base game with the game play mechanism and is operable to control the presentation assembly.

[0015] There is provided a method of operating a graphical game interface using a gaming system, the gaming system 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 of a gaming machine comprising one or more electronic display devices and game-logic circuitry comprising one or more processors and one or more memory devices 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, game-outcome logic, and game state data associated with game elements presented via the graphical game interface, the method comprising: presenting, by the presentation assembly, the graphical game interface including a plurality of symbol positions and a plurality of persistent wheels, each wheel of the plurality of persistent wheels associated with a respective game feature; in response to receiving the electronic data signal indicative of the wager input, executing, by the game-logic circuitry, the random-numbergenerator 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; updating, by the game-logic circuitry, the game state data to associate a first persistent wheel of the plurality of persistent wheels with an active state and a second persistent wheel of the plurality of persistent wheels with an inactive state, the respective game feature of the second persistent wheel being unavailable while the second persistent wheel is in the inactive state, the first persistent wheel including a plurality of wheel segments, and causing the presentation assembly to animate the graphical game interface to transition to a feature game state based on the updated game state data; causing, by the game-logic circuitry, the presentation assembly to animate, with the graphical game interface in 2026203862   31 Aug 2026 the feature game state, a plurality of feature game outcome sequences based on the game state data by populating the plurality of symbol positions with respective randomly selected symbols for each sequence of the plurality of feature game outcome sequences, wherein the game state data represents the second persistent wheel as remaining in the inactive state throughout at least a first feature game outcome sequence of the plurality of feature game outcome sequences; after the at least first feature game outcome sequence including a first trigger event for the first persistent wheel and during the plurality of feature game outcome sequences, updating, by the game-logic circuitry, the game state data based on selection of an activation wheel segment from the plurality of wheel segments of the first persistent wheel, and causing the presentation assembly to animate a first segment selection sequence for the first persistent wheel selecting the activation wheel segment; in response to the first segment selection sequence selecting the activation wheel segment, updating, by the game-logic circuitry, the game state data to transition the second persistent wheel from the inactive state to the active state such that the respective game feature of the second persistent wheel is available to be applied to subsequent feature game outcome sequences of the feature game comprising a further population of the plurality of symbol positions with respective randomly selected symbols, and causing, by the game-logic circuitry, the presentation assembly to render the second persistent wheel in the active state based on the updated game state data; and in response to a second trigger event for the second persistent wheel presented during the subsequent feature game outcome sequence, causing, by the game-logic circuitry, the presentation assembly to animate a second segment selection sequence for the second persistent wheel, the subsequent feature game outcome sequence proceeding without a segment selection sequence for the first persistent wheel.

[0016] In some embodiments, a feature trigger event preceding the feature game state is exclusively associated with the first persistent wheel.

[0017] In some embodiments, the method further comprises following the second persistent wheel transitioning to the active state, causing, by the game-logic circuitry, the presentation assembly to animate a plurality of subsequent feature game outcome sequences and to animate a respective segment selection sequence for the second persistent wheel during two or more of the plurality of subsequent feature game outcome sequences. 2026203862   31 Aug 2026

[0018] In some embodiments, the method further comprises in response to the second persistent wheel transitioning to the active state and prior to the subsequent feature game outcome sequence, causing, by the game-logic circuitry, the presentation assembly to animate an initial segment selection sequence for the second persistent wheel.

[0019] In some embodiments, the second segment selection sequence is a single segment selection sequence for the second persistent wheel, the method further comprising, following the single segment selection sequence, causing, by the game-logic circuitry, the presentation assembly to transition the second persistent wheel from the active state to the inactive state.

[0020] In some embodiments, the activation wheel segment is a first activation wheel segment associated with the second persistent wheel, the plurality of wheel segments further includes a second activation wheel segment associated with a third persistent wheel of the plurality of persistent wheels, the method further comprising, in response to a subsequent segment selection sequence for the first persistent wheel selecting the second activation wheel segment, causing, by the game-logic circuitry, the presentation assembly to transition the third persistent wheel from an inactive state to an active state.

[0021] In some embodiments, the plurality of wheel segments further includes one or more prize wheel segments, and the first segment selection sequence is operable to select from both the activation wheel segment and the one or more prize wheel segments.

[0022] In some embodiments, the activation wheel segment is not present on the first persistent wheel at an initiation of the feature game state, and the method further comprises, in response to a prior segment selection sequence for the first persistent wheel selecting an initial wheel segment, cause the presentation assembly to reveal the activation wheel segment on the first persistent wheel in place of the initial wheel segment.

[0023] In some embodiments, the method further comprises, in response to an update to the game state data, generating, by the game-logic circuitry, rendering commands pertaining only to graphical elements changed between successive frames of the graphical game interface. 2026203862   31 Aug 2026

[0024] There is 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.

[0025] Other features and advantages will become apparent from the following detailed description, the drawings, and the claims. Brief Description of the Drawings

[0026] FIG. 1 is a perspective view of a free-standing gaming machine, according to one or more aspects of the present disclosure.

[0027] FIG. 2 is a block diagram of a gaming machine, according to one or more aspects of the present disclosure.

[0028] 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.

[0029] 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.

[0030] 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.

[0031] FIG. 6 is an example graphical game interface depicting a symbol array and a plurality of persistent wheels during a base game, according to one or more aspects of the present disclosure.

[0032] FIG. 7 is a flow diagram representing a data processing method for conducting a feature game with a jackpot wheel including progressive upgrade sequences, according to one or more aspects of the present disclosure.

[0033] FIG. 8A is an example graphical game interface depicting a jackpot wheel in an initial state during a feature game, according to one or more aspects of the present disclosure. 2026203862   31 Aug 2026

[0034] FIG. 8B is the graphical game interface of FIG. 8A in a second state depicting upgrade symbols on a symbol array during a feature game outcome sequence, according to one or more aspects of the present disclosure.

[0035] FIG. 8C is the graphical game interface of FIG. 8A in a third state depicting the jackpot wheel after a first upgrade sequence in which a multiplier has been added to jackpot indicia of a jackpot wheel segment, according to one or more aspects of the present disclosure.

[0036] FIG. 8D is the graphical game interface of FIG. 8A in a fourth state depicting the jackpot wheel after a second upgrade sequence in which jackpot indicia of a jackpot wheel segment has been changed to a higher prize tier and a second segment selector has been added, according to one or more aspects of the present disclosure.

[0037] FIG. 8E is the graphical game interface of FIG. 8A in a fifth state depicting the jackpot wheel in an accumulated upgraded state after a plurality of upgrade sequences, according to one or more aspects of the present disclosure.

[0038] FIG. 8F is the graphical game interface of FIG. 8A in a sixth state depicting a segment selection sequence and a first award sequence for the jackpot wheel at the conclusion of a plurality of feature game outcome sequences, according to one or more aspects of the present disclosure.

[0039] FIG. 8G is the graphical game interface of FIG. 8A in a seventh state depicting a second segment selector selecting a second jackpot wheel segment and a corresponding second award sequence, according to one or more aspects of the present disclosure.

[0040] FIG. 9 is a flow diagram representing a data processing method for conducting a feature game with an array wheel that dynamically reconfigures a symbol array, according to one or more aspects of the present disclosure.

[0041] FIG. 10A is an example graphical game interface depicting an initial symbol array configuration and an array wheel trigger event during a feature game, according to one or more aspects of the present disclosure.

[0042] FIG. 10B is the graphical game interface of FIG. 10A in a second state depicting a segment selection sequence for an array wheel selecting an array expansion wheel segment, according to one or more aspects of the present disclosure. 2026203862   31 Aug 2026

[0043] FIG. 10C is the graphical game interface of FIG. 10A in a third state depicting an expanded symbol array configuration comprising a plurality of parallel symbol arrays, according to one or more aspects of the present disclosure.

[0044] FIG. 10D is the graphical game interface of FIG. 10A in a fourth state depicting a subsequent array wheel trigger event during the expanded symbol array configuration, according to one or more aspects of the present disclosure.

[0045] FIG. 10E is the graphical game interface of FIG. 10A in a fifth state depicting crossfeature symbols in a common portion of the plurality of parallel symbol arrays, according to one or more aspects of the present disclosure.

[0046] FIG. 11 is an example graphical game interface depicting an alternative expanded symbol array configuration comprising an expanded number of symbol positions within a single symbol array, according to one or more aspects of the present disclosure.

[0047] FIG. 12A is an example graphical game interface depicting an award application wheel and a value selection by a segment selection sequence, according to one or more aspects of the present disclosure.

[0048] FIG. 12B is the graphical game interface of FIG. 12A in a second state depicting a value application to an award wheel symbol on a symbol array following the value selection, according to one or more aspects of the present disclosure.

[0049] FIG. 13 is a flow diagram representing a data processing method for activating an inactive persistent wheel during a feature game, according to one or more aspects of the present disclosure.

[0050] FIG. 14A is an example graphical game interface depicting a first persistent wheel in an active state and a second persistent wheel in an inactive state, the first persistent wheel including an activation wheel segment, according to one or more aspects of the present disclosure.

[0051] FIG. 14B is the graphical game interface of FIG. 14A in a second state depicting the second persistent wheel after transitioning from the inactive state to an active state, according to one or more aspects of the present disclosure. 2026203862   31 Aug 2026

[0052] FIG. 15 is an example graphical game interface depicting a persistent wheel before and after a transformation of an upgrade wheel segment into an activation wheel segment, according to one or more aspects of the present disclosure.

[0053] FIG. 16 is an example graphical game interface depicting a concentric wheel configuration comprising an outer wheel and an inner wheel, 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 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.

[0056] 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 2026203862   31 Aug 2026 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.

[0057] 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.

[0058] In EGMs that present bonus game interfaces on a presentation assembly, graphical elements associated with prize determination are typically rendered in a fixed configuration at the initiation of the bonus game. The game-logic circuitry establishes the graphical data for these prize-determination elements (including the visual indicia, spatial arrangement, and associated data values) at the time of bonus initiation, and the rendering pipeline reproduces this same graphical data across successive video frames throughout the bonus game without modification to the underlying data structures. Because the graphical data representing the prize-determination elements does not change in response to events occurring during the bonus game, the game-logic circuitry issues redundant rendering commands that reproduce an unchanged graphical configuration, and the data values resolvable by the game-logic circuitry at the conclusion of the bonus game are constrained to the initial data set. This approach underutilizes the capability of the rendering pipeline to perform targeted updates to specific regions of the frame buffer in response to game events. Improvements in dynamic management of graphical data associated with prizedetermination elements during a bonus game are desirable.

[0059] Further, in EGMs that present symbol arrays on a presentation assembly during a bonus game, the spatial layout of symbol positions (including the number of symbol positions and their 2026203862   31 Aug 2026 arrangement within the graphical game interface) is typically fixed at the initiation of the bonus game. The game-logic circuitry generates random outcomes for this fixed arrangement of symbol positions, and the rendering pipeline renders each frame according to the same symbol-position map that associates pixel coordinates with respective symbol positions. While the symbols populating those positions change from one outcome sequence to the next, the symbol-position map itself remains constant, and the game-logic circuitry allocates the same memory and rendering resources for each outcome sequence regardless of the events occurring during the bonus game. This fixed approach constrains the number of evaluable symbol positions (and therefore the number of potential winning combinations that the game-logic circuitry can resolve) to the initial array dimensions for the entire duration of the bonus game. Additionally, because the spatial layout does not vary between outcome sequences, the rendering pipeline cannot introduce structural variability in the graphical presentation of outcomes across sequences within the same bonus game. Improvements in dynamic reconfiguration of the symbol-position map during a bonus game are desirable.

[0060] Further, in EGMs that present graphical game interfaces with multiple configurable elements on a presentation assembly during a bonus game, the set of graphical elements that are active (that is, that participate in game event processing and are rendered in an interactive state by the rendering pipeline) is typically determined at the initiation of the bonus game and remains fixed for its duration. Graphical elements that are not activated at initiation are either absent from the interface or rendered in a non-interactive state, and the game-logic circuitry does not reevaluate their activation status in response to events occurring during the bonus game. Because the set of active graphical elements is locked at initiation, the rendering pipeline manages a fixed number of interactive interface components throughout the bonus game, and the game-logic circuitry cannot expand the set of elements available for event processing, outcome generation, or graphical state changes during the bonus game. This initiation-locked approach limits the number of distinct graphical states that the presentation assembly can present across bonus game sequences. Improvements in dynamic transition of previously inactive graphical elements to an active state during a bonus game are desirable. 2026203862   31 Aug 2026

[0061] Embodiments of the present disclosure provide an EGM and methods for operating an EGM that seek to at least partially ameliorate the above-described technical challenges. 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 persistent symbol wheels feature operates within the electronic gaming machine, interacting with and being dependent upon physical features of the player interface.

[0062] Game features in electronic gaming machines may provide multi-stage interactive sequences in which game state data, including persistent wheel states, wheel segment data, and graphical configuration data, is maintained in memory across game outcomes. The electronic gaming machine stores and updates game state data as each game outcome progresses, and uses the game state data to generate rendering commands for the presentation assembly.

[0063] A technical challenge exists in efficiently managing graphical and data transitions across multiple sequential game outcomes when persistent wheels and associated graphical elements transition between states (e.g., active and inactive, initial and expanded configurations) in response to events occurring during a bonus game. The game-logic circuitry maintains and renders persistent wheel states, tracks wheel segment data and graphical configuration data, and coordinates animations across feature game outcome sequences and state transition events. These operations place demands on processing and memory resources, and create coordination requirements between game-outcome logic and the rendering of corresponding animations.

[0064] In accordance with some embodiments, the game-logic circuitry maintains, in the one or more memory devices, game state data associating respective wheels of a plurality of persistent wheels with respective wheel states (active or inactive) and respective game features. In response to a segment selection sequence for an active first persistent wheel selecting an activation wheel 2026203862   31 Aug 2026 segment, the game-logic circuitry updates the game state data to transition a second persistent wheel from an inactive state to an active state, and the presentation assembly renders the second persistent wheel in the active state based on the updated game state data. Use of this configuration may reduce processing overhead compared to previously known electronic gaming machines by tracking wheel-state associations in memory and transitioning wheels efficiently at the activation event.

[0065] The game state data may be replicated in non-volatile storage following completion of updates associated with a single feature game 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 to associate the first persistent wheel with the active state; an update based on a segment selection sequence selecting the activation wheel segment; and an update to transition the second persistent wheel from the inactive state to the active state.

[0066] Electronic gaming machines operate in regulated environments with authenticated and verifiable components. Described electronic gaming machines may maintain wheel-state associations and wheel-segment data in a more verifiable and deterministic manner, making them more suitable for regulated operation. The game-logic circuitry may store the wheel-state associations and the wheel-segment data as memory-resident state data records that persist across game outcome sequences within the wagering-game instance.

[0067] Transforming the stored game state data into rendering commands that accurately present the evolving feature state to the player presents a technical challenge. Described embodiments transform the game state data into rendering commands that can be used to present visual indicators corresponding to stored states, and to present corresponding animations. For example, the EGM may separate the execution of the random-number-generation and gameoutcome logic functions from the rendering of animations on the display device(s), such that there is a reduced risk of inconsistency between displayed animations and the feature state maintained in memory. That is, the use of the game state data as described to generate the rendering commands may increase coordination between authenticated game-outcome logic and the animation system, making the animation display of described embodiments smoother with respect to the game 2026203862   31 Aug 2026 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.

[0068] The rendering pipeline may optimize frame generation when graphical data is maintained between frames. In response to an update to the game state data, the game-logic circuitry may identify only the wheel region(s) and symbol-array region(s) that changed between frames, and rendering commands may pertain only to the changed graphical elements. The rendering process may intelligently update only the necessary portions of the frame buffer for the changed graphical elements, preserving unchanged areas from a prior frame's buffer or frame data. These optimizations may reduce data bandwidth, lessen computational load on the CPU and GPU, and decrease latency on the specialized hardware of the gaming machine.

[0069] Referring to FIG. 1, there is shown a gaming machine 100 similar to those operated in gaming establishments, such as casinos. With regard to the present disclosure, the gaming machine 100 may be any type of gaming terminal or machine and may have varying structures and methods of operation. For example, in some aspects, the gaming machine 100 is an electromechanical gaming terminal configured to play mechanical slots, whereas in other aspects, the gaming machine is an electronic gaming terminal configured to play a video casino game, such as slots, keno, poker, blackjack, roulette, craps, etc. The gaming machine 100 may take any suitable form, such as floor-standing models as shown, 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 2026203862   31 Aug 2026 US Patent Nos. 6,517,433, 8,057,303, and 8,226,459, which are incorporated herein by reference in their entireties.

[0070] 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.

[0071] 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.

[0072] 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” 2026203862   31 Aug 2026 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.

[0073] 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.

[0074] The gaming machine 100 may include a touch screen(s) 124 mounted over the primary or secondary presentation devices, buttons 126 on a button panel, a bill / ticket acceptor 128, a card reader / writer 130, a ticket dispenser 132, and player-accessible ports (e.g., audio output jack for headphones, video headset jack, USB port, wireless transmitter / receiver, etc.). It should be 2026203862   31 Aug 2026 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.

[0075] 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.

[0076] 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, 2026203862   31 Aug 2026 a cashier or redemption station. Examples of value output devices include, but are not limited to, a coin hopper for dispensing coins or tokens, a bill dispenser, the card reader / writer 130, the ticket dispenser 132 for printing tickets redeemable for cash or credits, a wireless communication interface for transmitting cash or credit data to a nearby mobile device, and a network interface for depositing cash or credits to a remote account via an electronic funds transfer.

[0077] 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.

[0078] 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 2026203862   31 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).

[0079] In some implementations, the gaming machine 100 includes security monitoring circuitry configured to detect unauthorized access to the gaming machine 100. For example, the security monitoring circuitry may monitor one or more security switches coupled to one or more front doors of the gaming cabinet 112 (FIG. 1). In response to detecting an access condition indicative of unauthorized access, the security monitoring circuitry and / or the game-logic circuitry 240 may suspend game play and initiate one or more security operations to preserve a current state of game play, such as maintaining and / or protecting one or more memory-resident state data records stored in the main memory 244 and / or the storage unit 256. In some implementations, following detection of an opening of a front door of the gaming cabinet 112, the game-logic circuitry 240 maintains the suspended state until the security monitoring circuitry detects a closing of the front door. Following detection of the closing of the front door, the CPU 242 may load stored data associated with a state of the gaming machine 100 prior to detection of the opening of the front door to reconstitute the state of the gaming machine 100 and resume executing a wagering-game instance and / or a bonus feature from the reconstituted state. In some implementations, at least a portion of the security monitoring circuitry remains operable when primary power is off (e.g., via battery backup) to continue monitoring the one or more front doors of the gaming cabinet 112. When primary power is restored, the CPU 242 may determine whether any access condition occurred while power was off (e.g., by reading one or more status registers and / or other stored security status data maintained in the main memory 244 and / or the storage unit 256), and, in response, may cause generation of one or more event log entries (e.g., stored in the storage unit 256) and / or cause execution of a trusted authentication program stored in the main memory 244 to generate a live authentication code from memory contents and compare the live authentication code to a trusted code stored in the main memory 244.

[0080] 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 2026203862   31 Aug 2026 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.).

[0081] The gaming machine 100 optionally communicates with the external system 260 such that the gaming machine 100 operates as a thin, thick, or intermediate client. The game-logic circuitry 240—whether located within (“thick client”), external to (“thin client”), or distributed both within and external to (“intermediate client”) the gaming machine 100—is utilized to provide a wagering game on the gaming machine 100. In general, the main memory 244 stores programming for a random number generator (RNG), game-outcome logic, and game assets (e.g., art, sound, etc.)—all of which obtained regulatory approval from a gaming control board or commission and are verified by a trusted authentication program in the main memory 244 prior to game execution. The authentication program generates a live authentication code (e.g., digital signature or hash) from the memory contents and compare it to a trusted code stored in the main memory 244. If the codes match, authentication is deemed a success and the game is permitted to execute. If, however, the codes do not match, authentication is deemed a failure that must be corrected prior to game execution. Without this predictable and repeatable authentication, the gaming machine 100, external system 260, or both are not allowed to perform or execute the RNG programming or game-outcome logic in a regulatory-approved manner and are therefore unacceptable for commercial use. In other words, through the use of the authentication program, the game-logic circuitry facilitates operation of the game in a way that a person making calculations or computations could not.

[0082] When a wagering-game instance is executed, the CPU 242 (comprising one or more processors or controllers) executes the RNG programming to generate one or more pseudo-random numbers. The pseudo-random numbers are divided into different ranges, and each range is associated with a respective game outcome. Accordingly, the pseudo-random numbers are utilized by the CPU 242 when executing the game-outcome logic to determine a resultant outcome for that instance of the wagering game. The resultant outcome is then presented to a player of the gaming machine 100 by accessing the associated game assets, required for the resultant outcome, from the 2026203862   31 Aug 2026 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.

[0083] 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.

[0084] 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.

[0085] In accord with various methods of conducting a wagering game on a gaming system in accord with the present concepts, the wagering game includes a game sequence in which a player makes a wager and a wagering-game outcome is provided or displayed in response to the wager being received or detected. The wagering-game outcome, for that particular wagering-game instance, is then revealed to the player in due course following initiation of the wagering game. 2026203862   31 Aug 2026 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).

[0086] In the aforementioned method, for each data signal, the game-logic circuitry 240 is configured to process the electronic data signal, to interpret the data signal (e.g., data signals corresponding to a wager input), and to cause further actions associated with the interpretation of the signal in accord with stored instructions relating to such further actions executed by the controller. As one example, the CPU 242 causes the recording of a digital representation of the wager in one or more storage media (e.g., storage unit 256), the CPU 242, in accord with associated stored instructions, causes the changing of a state of the storage media from a first state to a second state. This change in state is, for example, effected by changing a magnetization pattern on a magnetically coated surface of a magnetic storage media or changing a magnetic state of a ferromagnetic surface of a magneto-optical disc storage media, a change in state of transistors or capacitors in a volatile or a non-volatile semiconductor memory (e.g., DRAM, etc.). The noted second state of the data storage media comprises storage in the storage media of data representing the electronic data signal from the CPU 242 (e.g., the wager in the present example). As another example, the CPU 242 further, in accord with the execution of the stored instructions relating to the wagering game, causes the primary presentation device 118, other presentation device, or other output device (e.g., speakers, lights, communication device, etc.) to change from a first state to at least a second state, wherein the second state of the primary presentation device comprises a visual representation of the physical player input (e.g., an acknowledgement to a player), information relating to the physical player input (e.g., an indication of the wager amount), a game sequence, 2026203862   31 Aug 2026 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.

[0087] 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.

[0088] For example, under Nevada Technical Standard 2, the 'theoretical payback percentage of a gaming device must not be capable of being changed without making a hardware or software change in the device', a restriction not inherent to general-purpose software. Furthermore, these 2026203862   31 Aug 2026 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).

[0089] 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.

[0090] 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 2026203862   31 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.

[0091] 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.

[0092] 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. 2026203862   31 Aug 2026

[0093] Once the necessary assets are loaded into the main memory 244 at step 306, the CPU 242, in combination with a Graphics Processing Unit (GPU) 362 of the game-logic circuitry 240 processes the loaded graphical assets. The GPU 362, which may be integrated with the CPU 242 or connected via the I / O bus 248 is configured with a hardware architecture adapted to primarily render graphical content, particularly graphical video content. That is, in comparison to the CPU 242, the GPU 362 may feature an architecture that favors parallel processing for the rendering tasks described herein. The CPU 242 executes stored rendering commands (e.g., draw calls) specific to the graphics API of the GPU 362 and the hardware capabilities of the gaming machine 100 at step 308. The rendering commands instruct the GPU 362 on how to manipulate the asset data (e.g., applying transformations, lighting, physics engine mechanics, shaders) according to the game state and animation sequences dictated by the wagering game unit 246.

[0094] 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.

[0095] 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 2026203862   31 Aug 2026 changes to hardware forming the presentation device to present different colors, light intensities, and / or other visual characteristics across different pixels that, when viewed by an observer, creates a unified game interface. For example, light-emitting devices of the presentation device may be adjusted to vary light outputs at different pixels, and / or a light-filtering layer, such as a liquid crystal layer, is adjusted to selectively block or pass through emitted light to a color filter, thereby generating a particular color at a given pixel location.

[0096] 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.

[0097] 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 2026203862   31 Aug 2026 and responsiveness during dynamic game events. The continuous, state-driven transformation of game logic outcomes and player interactions into specific graphical outputs via the defined hardware pathway constitutes a practical application of graphical processing technology specifically adapted to the technical demands and regulatory requirements of a wagering environment, improving the functioning and interactivity of the gaming machine 100 itself. Accordingly, the game and presentation functionality described herein may incorporate the graphical rendering process 300 to convert dynamic game states into specific, correspondingly dynamic game presentations.

[0098] 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).

[0099] 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 2026203862   31 Aug 2026 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).

[00100] 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.

[00101] 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 2026203862   31 Aug 2026 of the primary presentation device 118, as described elsewhere herein). In these scenarios, the mapping template facilitates the overlay of digital secondary game objects. These digital objects can then be rendered, for instance, on a transparent display (which could be the primary presentation device 118 or secondary presentation device 120) that is superimposed upon, and positioned relative to, the mapped coordinates of a physical feature of the first game type. Examples of such physical features include a specific mechanical reel column, a row of symbols, a particular payline symbol position, or the physical boundary of a game array comprising said mechanical features.

[00102] FIGS. 4A-4B depict a flow diagram representing one data processing method corresponding to at least some instructions stored and executed by the game-logic 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.

[00103] 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 2026203862   31 Aug 2026 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.

[00104] 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.

[00105] 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. 2026203862   31 Aug 2026

[00106] 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.

[00107] 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.

[00108] 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.

[00109] 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.

[00110] 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 game- 2026203862   31 Aug 2026 logic 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 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.

[00111] 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.

[00112] 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. 2026203862   31 Aug 2026

[00113] In some embodiments, a game feature simply awards a prize, for example a fixed or progressive jackpot amount.

[00114] 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 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.

[00115] 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.

[00116] 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. 2026203862   31 Aug 2026

[00117] 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.

[00118] 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.

[00119] 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.

[00120] 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 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.

[00121] 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.

[00122] 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. 2026203862   31 Aug 2026

[00123] 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.

[00124] 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.

[00125] Embodiments of the present disclosure realize benefits in increased computer processing efficiency with minimized processing overhead, fewer rules to be evaluated, fewer 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.

[00126] 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. 2026203862   31 Aug 2026 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.

[00127] The coin pots 512, 514, 516 described above with reference to FIGS. 4A-4B and FIG. 5 represent one embodiment of a persistent element associated with the feature-triggering mechanism of the wagering game. In other embodiments, the persistent element associated with each game feature takes the form of a persistent wheel. Each persistent wheel includes a plurality of wheel segments (also referred to herein as "wedges"), each wheel segment associated with one or more outcomes, values, or configurations. Rather than accumulating coins in a pot, the persistent wheel is displayed on the graphical game interface throughout one or more game states, and a segment selection sequence is performed on the wheel at an appropriate time to determine an outcome associated with the selected wheel segment. As used herein, the term "segment selection sequence" refers to any animated visual process by which a wheel segment is selected, including but not limited to a rotational spin that decelerates to rest on a segment, a sequential highlight that traverses segments before settling on one, or a random illumination of a segment.

[00128] In the embodiments described below with reference to FIGS. 6 through 16, the wagering game employs a plurality of persistent wheels 604, each persistent wheel of the plurality of persistent wheels 604 associated with a respective game feature. The plurality of persistent wheels 604 may include any number of persistent wheels, and each persistent wheel may be associated with a different game feature or, in some embodiments, two or more persistent wheels may be associated with the same game feature. Each game feature may comprise any of the game feature types described above with reference to FIGS. 4A-4B, including without limitation a prize award, a bonus game, an enhancement to the game, or any combination thereof. The following figures illustrate several example persistent wheel configurations and game features that may be implemented individually or in combination. Other persistent wheel configurations and game features not specifically illustrated are also contemplated.

[00129] FIG. 6 illustrates the graphical game interface 600 as presented by the presentation assembly during a base game state. The graphical game interface 600 includes a symbol array 602 2026203862   31 Aug 2026 and a plurality of persistent wheels 604 displayed above the symbol array 602. In the illustrated embodiment, the symbol array 602 has a three-by-five rectangular configuration consistent with the symbol array 510 described above with reference to FIG. 5. The symbol array 602 includes a plurality of symbol positions populated with randomly selected symbols from the reels. The plurality of symbols may include any of the symbol types described above, including royal symbols, wild symbols, and value-bearing symbols.

[00130] The plurality of symbols further includes a plurality of feature trigger symbols, each feature trigger symbol associated with a respective persistent wheel of the plurality of persistent wheels 604. In the illustrated embodiment, each feature trigger symbol shares one or more visual characteristics with its associated persistent wheel, such as a color, an icon, a shape, or a thematic motif, such that a player can visually identify which persistent wheel corresponds to which feature trigger symbol. For example, a first feature trigger symbol associated with the first persistent wheel 606 may share a color or icon with the first persistent wheel 606, a second feature trigger symbol associated with the second persistent wheel 608 may share a color or icon with the second persistent wheel 608, and a third feature trigger symbol associated with the third persistent wheel 610 may share a color or icon with the third persistent wheel 610. In the illustrated embodiment, the feature trigger symbols comprise key symbols, and each key symbol shares a visual characteristic (e.g., color) with its corresponding persistent wheel. In other embodiments, the feature trigger symbols may comprise coin symbols, scatter symbols, or any other symbol type distinguishable by its association with a respective persistent wheel. The feature trigger symbols serve the same functional role as the coin symbols C1, C2, C3 described above with reference to FIGS. 4A-4B. That is, the appearance of a feature trigger symbol on the symbol array 602 contributes to the determination at step 416 of whether a game feature associated with the corresponding persistent wheel will be triggered. In some embodiments, the feature trigger symbols also function as value-bearing symbols.

[00131] In the illustrated embodiment of FIG. 6, the plurality of persistent wheels 604 includes three persistent wheels: a first persistent wheel 606 (also referred to herein as an "award application wheel"), a second persistent wheel 608 (also referred to herein as a "jackpot wheel"), and a third persistent wheel 610 (also referred to herein as an "array wheel"). The first persistent wheel 606 is 2026203862   31 Aug 2026 positioned to the left of the second persistent wheel 608, and the third persistent wheel 610 is positioned to the right of the second persistent wheel 608. Each persistent wheel 606, 608, 610 includes a plurality of wheel segments visible on the face of the wheel. In other embodiments, the plurality of persistent wheels 604 may include fewer or more than three persistent wheels, and the persistent wheels may be positioned in any arrangement relative to the symbol array 602, including above, below, beside, or overlapping the symbol array 602.

[00132] The first persistent wheel 606 is associated with a first game feature comprising an award application operation in which an award selected from the wheel segments of the first persistent wheel 606 is applied to one or more symbol positions of the symbol array 602. The wheel segments of the first persistent wheel 606 include award value segments and, in some embodiments, an upgrade wheel segment. The operation of the first persistent wheel 606 is described in further detail below with reference to FIGS. 12A-12B.

[00133] The second persistent wheel 608 is associated with a second game feature comprising a jackpot award operation in which a jackpot prize is awarded based on the jackpot indicia of a selected wheel segment of the second persistent wheel 608. The wheel segments of the second persistent wheel 608 include one or more jackpot wheel segments, each jackpot wheel segment including jackpot indicia visually indicating an associated jackpot award. The jackpot awards may correspond to a plurality of jackpot prize tiers, such as a mini jackpot tier, a minor jackpot tier, a major jackpot tier, a mega jackpot tier, a maxi jackpot tier, and a grand jackpot tier. In the illustrated embodiment, the graphical game interface 600 includes jackpot prize tier displays positioned above the plurality of persistent wheels 604 indicating current jackpot values for each prize tier (e.g., "GRAND $10,000.01," "MAJOR $120," "MINOR $15," "MEGA $500.03," "MINI $7," "MAXI $50"). In some embodiments, one or more of the jackpot prize tiers are associated with progressive jackpot values that increment over time across multiple gaming machines. The operation of the second persistent wheel 608, including an upgrade mechanism that progressively modifies the jackpot indicia of the jackpot wheel segments during a feature game, is described in further detail below with reference to FIGS. 7 through 8G.

[00134] The third persistent wheel 610 is associated with a third game feature comprising a symbol array reconfiguration operation in which the symbol array 602 is dynamically reconfigured 2026203862   31 Aug 2026 from an initial symbol array configuration to an expanded symbol array configuration based on a selected wheel segment of the third persistent wheel 610. The wheel segments of the third persistent wheel 610 include one or more array expansion wheel segments, each array expansion wheel segment associated with a respective expanded symbol array configuration that includes more symbol positions than the initial symbol array configuration. In the illustrated embodiment, the array expansion wheel segments of the third persistent wheel 610 are associated with respective interface count values (e.g., 2, 3, or 4) representing the number of parallel symbol arrays to be presented in the expanded symbol array configuration. The wheel segments of the third persistent wheel 610 may also include an upgrade wheel segment. The operation of the third persistent wheel 610 is described in further detail below with reference to FIGS. 9 through 11.

[00135] In the base game state shown in FIG. 6, each persistent wheel 606, 608, 610 of the plurality of persistent wheels 604 is presented in an inactive state (also referred to herein as an “'inactive visual state”). In the inactive state, no segment selection sequence is being performed on the persistent wheel and the respective game feature associated with the persistent wheel is not currently available for application. However, the persistent wheels 604 are not visually hidden or minimized during the inactive state. Rather, in the illustrated embodiment, each persistent wheel 606, 608, 610 is displayed with its wheel segments visible, its associated label (e.g., "HOT TREASURE," "HOT JACKPOTS," "HOT REELS") presented, and one or more enhanced presentation characteristics such as subtle animation, shimmering effects, pulsing illumination, or periodic visual highlights applied to the wheel or its segments. These enhanced presentation characteristics create the perception that the persistent wheels 604 are approaching an active state in which the respective game features will become available, even though the determination of whether a feature trigger event occurs at step 416 is independent of any prior wagering game cycles. That is, the persistent wheels 604 function as perceived persistent elements in the same manner as the coin pots 512, 514, 516 described above. The visual presentation of the persistent wheels 604 suggests progressive advancement toward activation, while the underlying trigger determination remains random and independent of the displayed state of the wheels.

[00136] The persistent wheels 604 persist in the inactive state across multiple wagering game cycles of the base game. In some embodiments, the enhanced presentation characteristics of the 2026203862   31 Aug 2026 persistent wheels 604 during the inactive state change over time or in response to game events, such as the appearance of feature trigger symbols on the symbol array 602. For example, when a feature trigger symbol associated with a particular persistent wheel lands on the symbol array 602 and a coin is added to the corresponding pot at step 414, the presentation assembly may animate an interaction between the feature trigger symbol and the corresponding persistent wheel, such as a key symbol animating toward the persistent wheel and performing an unlocking animation on a lock element displayed on the wheel. In other embodiments, the inactive state may be indicated by a visually reduced presentation, such as a dimmed or desaturated color palette, a static lock icon, or an absence of animation.

[00137] In response to the identification of a feature trigger event (e.g., at step 416 of FIG. 4A), the game-logic circuitry causes the presentation assembly to animate the graphical game interface 600 to transition from the base game state to a feature game state. The feature game state may include one or more of the persistent wheels 604 transitioning from the inactive state to an active state. In the active state, the persistent wheel is available for a segment selection sequence to be performed, and the respective game feature associated with the persistent wheel is available for application. The specific persistent wheel or wheels that transition to the active state depend on which feature trigger symbols are present in the triggering symbol combination, as described above with reference to FIGS. 4A-4B. In some embodiments, only a single persistent wheel transitions to the active state in a given feature game state. In other embodiments, two or all three persistent wheels may transition to the active state simultaneously, enabling the respective game features of multiple persistent wheels to interact with one another during the feature game state. The interaction between persistent wheels in the active state is described in further detail in connection with the individual feature descriptions below.

[00138] FIG. 7 depicts a flow diagram representing a data processing method 700 for conducting a feature game with the second persistent wheel 608, referred to herein as the jackpot wheel. The data processing method 700 corresponds to at least some instructions stored and executed by the game-logic circuitry 240 in FIG. 2 and is described below in connection with the exemplary presentations in FIGS. 8A through 8G. The data processing method 700 commences 2026203862   31 Aug 2026 following the identification of a feature trigger event associated with the jackpot wheel (e.g., at step 416 of FIG. 4A) as described above with reference to FIG. 6.

[00139] At step 702, the game-logic circuitry causes the presentation assembly to animate the graphical game interface 600 to transition from the base game state to a feature game state. The feature game state includes the jackpot wheel in an active state. That is, the jackpot wheel transitions from the inactive state described above with reference to FIG. 6 to an active state in which the wheel segments of the jackpot wheel are prominently displayed and a segment selection sequence may be performed. In the illustrated embodiment, the feature game state comprises a predetermined number of feature game outcome sequences (e.g., a series of free games), and the jackpot wheel is displayed in the active state for the duration of the feature game state. In other embodiments, the feature game state may comprise a variable number of feature game outcome sequences determined by a game event, a player selection, or a random determination.

[00140] At step 704, the game-logic circuitry causes the presentation assembly to animate a feature game outcome sequence by populating the plurality of symbol positions with respective randomly selected symbols. Each feature game outcome sequence is performed in the same manner as a base game outcome sequence (e.g., using the RNG to spin and stop the reels), except that the graphical game interface is in the feature game state with the jackpot wheel in the active state and, in some embodiments, with one or more game enhancements applied (e.g., modified pay tables, additional wild symbols, or other enhancements as described above with reference to FIGS. 4A-4B).

[00141] At decision 706, the game-logic circuitry evaluates the outcome of the feature game outcome sequence to determine whether one or more upgrade symbols are present. An upgrade symbol is a symbol on the symbol array 602 that, when detected, triggers an upgrade to the jackpot indicia of at least one jackpot wheel segment on the jackpot wheel. In the illustrated embodiment, the upgrade symbol is visually distinctive from standard symbols on the reels (e.g., a red jackpot upgrade coin that is visually distinct from the feature trigger symbols and from standard valuebearing coin symbols). In some embodiments, the game-logic circuitry detects the upgrade symbol in response to the upgrade symbol being included in a winning symbol combination on the plurality of symbol positions. For example, the upgrade symbol may be a value-bearing coin symbol that 2026203862   31 Aug 2026 forms part of a coin feature pay on consecutive reels. In other embodiments, the game-logic circuitry detects the upgrade symbol regardless of whether it forms part of a winning symbol combination; in such embodiments, the mere presence of the upgrade symbol in the outcome is sufficient to trigger the upgrade sequence. If no upgrade symbol is detected, the method proceeds to decision 710. If one or more upgrade symbols are detected, the method proceeds to step 708.

[00142] At step 708, the game-logic circuitry causes the presentation assembly to animate one or more upgrade sequences to update the jackpot indicia of one or more jackpot wheel segments. Each upgrade sequence is performed in response to a respective upgrade symbol detected at decision 706. That is, if a single feature game outcome sequence includes two upgrade symbols, the game-logic circuitry animates two upgrade sequences, one for each upgrade symbol. Each upgrade sequence updates the jackpot indicia of a target jackpot wheel segment. In the illustrated embodiment, each upgrade sequence comprises an animation in which the upgrade symbol on the symbol array 602 is visually transported (e.g., flies) from its position in the array to the target jackpot wheel segment, and the jackpot indicia of the target jackpot wheel segment are then visually updated to reflect the upgrade. In some embodiments, different upgrade symbols within the same feature game outcome sequence target different jackpot wheel segments. In other embodiments, two or more upgrade symbols may target the same jackpot wheel segment, resulting in multiple successive upgrades to that segment within a single feature game outcome sequence.

[00143] The target jackpot wheel segment for a given upgrade sequence may be determined in a variety of ways. In the illustrated embodiment, the game-logic circuitry selects the target segment using the RNG. In some embodiments, the upgrade symbol itself determines which jackpot wheel segment is targeted. For example, the target segment may be determined based on a visual characteristic of the upgrade symbol (e.g., a color or icon matching a particular jackpot prize tier), the position of the upgrade symbol within the symbol array 602 (e.g., the column in which the upgrade symbol landed), or an indicia displayed on the upgrade symbol. In other embodiments, the target segment is determined by a predetermined upgrade path that specifies an ordered sequence of segments to be upgraded. In still other embodiments, the player may be presented with a selection interface to choose which jackpot wheel segment receives the upgrade. 2026203862   31 Aug 2026

[00144] The upgrade sequence to update the jackpot indicia of a jackpot wheel segment may comprise any of a variety of upgrade operations. In some embodiments, the upgrade operation comprises adding a multiplier to the jackpot indicia of the target jackpot wheel segment. For example, a Mini wedge with an initial value of "$7" may be updated to display "2X MINI," indicating that the jackpot award for that segment is now two times the Mini jackpot value. In certain embodiments, the upgrade operation comprises increasing an existing multiplier of the jackpot indicia. For example, a segment displaying "2X MINI" may be upgraded to "3X MINI." In one or more embodiments, the upgrade operation comprises changing the jackpot indicia from a first jackpot prize tier to a second jackpot prize tier that is higher than the first jackpot prize tier. For example, a Mini wedge may be upgraded to a Minor wedge, or a Minor wedge may be upgraded to a Major wedge. In other embodiments, the upgrade operation comprises increasing a credit value associated with the jackpot indicia of the target jackpot wheel segment. In still other embodiments, the upgrade operation comprises merging the target jackpot wheel segment with an adjacent wheel segment to form a wider jackpot wheel segment, thereby increasing the probability that the merged segment will be selected in a subsequent segment selection sequence. Any combination of the foregoing upgrade operations may be applied across different upgrade sequences within the same feature game, and different upgrade symbols may trigger different types of upgrade operations.

[00145] In some embodiments, the game-logic circuitry further causes the presentation assembly to present the jackpot wheel in a modified visual state that is visually distinctive from a prior visual state of the jackpot wheel in response to one or more upgrade sequences being performed. For example, the jackpot wheel may transition from an initial visual theme (e.g., "Hot Jackpots") to an upgraded visual theme (e.g., "Hotter Jackpots" or "Hottest Jackpots") as the number or magnitude of upgrades increases. The modified visual state may include changes to the color palette, center label, border treatment, animation intensity, or any combination thereof. The modified visual state provides a visual indication to the player that the jackpot wheel has been improved relative to its initial state at the beginning of the feature game.

[00146] In addition to or in place of the upgrade symbols described above, the plurality of wheel segments of the jackpot wheel may include an upgrade wheel segment. In such embodiments, 2026203862   31 Aug 2026 when a segment selection sequence for the jackpot wheel selects the upgrade wheel segment rather than a jackpot wheel segment, the game-logic circuitry causes the presentation assembly to animate an additional upgrade sequence to update the jackpot indicia of at least one jackpot wheel segment, and following the additional upgrade sequence, causes the presentation assembly to animate an additional segment selection sequence for selecting a wheel segment from the plurality of wheel segments. That is, selection of the upgrade wheel segment does not result in a jackpot award but instead improves the jackpot wheel and provides the player with another opportunity to select a segment. This process may repeat if the additional segment selection sequence also selects the upgrade wheel segment. The upgrade wheel segment may be present on the jackpot wheel in addition to upgrade symbols appearing on the reels, such that the jackpot wheel may be upgraded both during the feature game outcome sequences (via upgrade symbols at step 708) and during the segment selection sequence (via the upgrade wheel segment). In other embodiments, the upgrade wheel segment is the sole mechanism by which the jackpot wheel is upgraded, and upgrade symbols do not appear on the reels.

[00147] At decision 710, the game-logic circuitry determines whether a spin trigger has occurred. The spin trigger is a game event that causes the game-logic circuitry to initiate a segment selection sequence for the jackpot wheel. In the illustrated embodiment, the spin trigger is the conclusion of the plurality of feature game outcome sequences. That is, the expiration of a predetermined number of feature game outcome sequences (e.g., the final free game of a twelvegame series). When the spin trigger has not yet occurred, the method returns to step 704 and the game-logic circuitry animates a subsequent feature game outcome sequence. When the spin trigger has occurred, the method proceeds to step 712. In other embodiments, the spin trigger may comprise a specific symbol combination appearing in a feature game outcome sequence, a random event generated by the RNG, a player-initiated input, reaching a predetermined upgrade threshold on the jackpot wheel, or any other game event. In some embodiments, the spin trigger occurs at a predetermined point during the feature game (e.g., after every fifth feature game outcome sequence) rather than solely at the conclusion of all sequences.

[00148] At step 712, the game-logic circuitry causes the presentation assembly to animate a segment selection sequence for the jackpot wheel. The segment selection sequence selects a wheel 2026203862   31 Aug 2026 segment from the plurality of wheel segments. In the illustrated embodiment, the segment selection sequence comprises a rotational spin animation in which the jackpot wheel rotates and decelerates to rest with a segment selector (e.g., a pointer at a fixed position relative to the wheel) indicating the selected wheel segment. In other embodiments, the segment selection sequence may comprise any of the selection mechanisms described above with reference to FIG. 6.

[00149] In some embodiments, the jackpot wheel includes a plurality of segment selectors, and each segment selector of the plurality of segment selectors identifies a respective selected wheel segment from the plurality of wheel segments. In such embodiments, the segment selection sequence selects a respective wheel segment for each segment selector. The plurality of segment selectors may be present on the jackpot wheel from the beginning of the feature game state, or in some embodiments, at least one additional segment selector is added to the plurality of segment selectors during the feature game state, for example, as a consequence of an upgrade sequence at step 708. When additional segment selectors are added during the feature game, the number of jackpot awards available at the conclusion of the feature game increases accordingly.

[00150] At step 714, the game-logic circuitry causes the presentation assembly to animate an award sequence for the jackpot award visually indicated by the jackpot indicia of the selected wheel segment. Because the jackpot indicia of the selected segment may have been updated during one or more upgrade sequences at step 708, the jackpot award reflects the updated state of the jackpot indicia rather than the initial state. For example, if the selected segment was initially a Mini wedge and was upgraded during the feature game to display "5X MINOR," the award sequence presents a jackpot award equal to five times the Minor jackpot value. In embodiments where the jackpot wheel includes a plurality of segment selectors, a respective award sequence is animated for each selected wheel segment. Each respective award sequence is based on the jackpot indicia (including any updates applied during the feature game) of the respective selected wheel segment. Following the award sequence or sequences at step 714, the data processing method 700 concludes.

[00151] In some embodiments, rather than performing a single segment selection sequence at the conclusion of all feature game outcome sequences, the game-logic circuitry causes the presentation assembly to animate a segment selection sequence for the jackpot wheel during each 2026203862   31 Aug 2026 feature game outcome sequence, or during a plurality of feature game outcome sequences throughout the feature game. In such embodiments, certain jackpot wheel segments may require a plurality of selections before the jackpot award is granted (e.g., a higher-tier jackpot may require the segment to be selected a predetermined number of times across multiple sequences), with the game-logic circuitry tracking and displaying selection progress. Upgrade sequences at step 708 may reduce the required number of selections.

[00152] FIGS. 8A through 8G depict the graphical game interface 800 in a series of states during a feature game conducted in accordance with the data processing method 700 of FIG. 7. The graphical game interface 800 corresponds to the graphical game interface 600 of FIG. 6 in the feature game state. Common elements across FIGS. 8A through 8G include the graphical game interface 800, a symbol array 802, a feature game counter 804, the jackpot wheel 806 (corresponding to the second persistent wheel 608 of FIG. 6), and a segment selector 808. A first locked wheel 810 corresponds to the first persistent wheel 606 (the award application wheel) of FIG. 6 and is displayed in an inactive state during the feature game. A second locked wheel 812 corresponds to the third persistent wheel 610 (the array wheel) of FIG. 6 and is likewise displayed in an inactive state. In the illustrated embodiment, only the jackpot wheel 806 has transitioned to the active state; the first locked wheel 810 and the second locked wheel 812 remain in their respective inactive states because the feature trigger event was associated with the jackpot wheel 806 and not with the award application wheel or the array wheel. In other embodiments, one or both of the first locked wheel 810 and the second locked wheel 812 may also transition to the active state during the same feature game, as described in further detail below.

[00153] FIG. 8A depicts the graphical game interface 800 in a first state corresponding to the beginning of the feature game state at step 702 of FIG. 7. The jackpot wheel 806 is displayed in the active state, prominently positioned above the symbol array 802. In the illustrated embodiment, the jackpot wheel 806 includes a plurality of wheel segments, each wheel segment including jackpot indicia visually indicating an associated jackpot award. The jackpot indicia on the wheel segments in the first state of FIG. 8A represent the initial jackpot indicia. That is, the jackpot indicia prior to any upgrade sequences being performed. The initial jackpot indicia include jackpot prize tier labels (e.g., "GRAND," "MAJOR," "MINOR," "MINI," "MAXI") corresponding to 2026203862   31 Aug 2026 respective jackpot prize tiers. In the illustrated embodiment, the jackpot wheel 806 includes jackpot wheel segments associated with a plurality of jackpot prize tiers, the plurality of jackpot prize tiers including a mini jackpot tier, a minor jackpot tier, a major jackpot tier, a maxi jackpot tier, a mega jackpot tier, and a grand jackpot tier. In other embodiments, the jackpot wheel 806 may include fewer or more jackpot prize tiers, and the specific tier designations may vary.

[00154] The segment selector 808 is positioned at a fixed location relative to the jackpot wheel 806 (e.g., at the top of the wheel) and serves as a pointer that identifies the selected wheel segment when a segment selection sequence is performed. In the first state of FIG. 8A, no segment selection sequence has been performed, and the segment selector 808 is in a default position. In the illustrated embodiment, the jackpot wheel 806 includes a single segment selector 808 in the first state; additional segment selectors may be added during the feature game as described below with reference to FIG. 8D.

[00155] The symbol array 802 is displayed below the jackpot wheel 806 in the feature game state. In the first state of FIG. 8A, the symbol array 802 displays a notification indicating that the segment selection sequence for the jackpot wheel 806 will be performed at the conclusion of the feature game outcome sequences (e.g., "SPIN HOT JACKPOTS AT END OF FREE GAMES"). The feature game counter 804 indicates the current progress of the feature game (e.g., "FREE GAME 0 OF 8"), reflecting that zero of a predetermined number of feature game outcome sequences have been completed. In other embodiments, the feature game counter 804 may indicate a variable or dynamic number of total feature game outcome sequences, as described below with reference to FIG. 8E.

[00156] FIG. 8B depicts the graphical game interface 800 in a second state corresponding to step 704 of FIG. 7, in which the game-logic circuitry has populated the plurality of symbol positions of the symbol array 802 with randomly selected symbols for a feature game outcome sequence. The feature game counter 804 indicates "FREE GAME 2 OF 8," reflecting that the second feature game outcome sequence is in progress. The jackpot wheel 806 remains in the active state with the initial jackpot indicia from FIG. 8A, as no upgrade sequences have yet been performed. 2026203862   31 Aug 2026

[00157] In the second state, the feature game outcome sequence includes a first upgrade symbol 816 and a second upgrade symbol 818 on the symbol array 802. In the illustrated embodiment, each upgrade symbol 816, 818 is visually distinctive from the standard symbols on the reels and displays an "UPGRADE" or "JACKPOT UPGRADE" indicia. The first upgrade symbol 816 is located in the first column of the symbol array 802 and the second upgrade symbol 818 is located in the third column of the symbol array 802. A highlighted region 814 on the symbol array 802 indicates a winning symbol combination that includes the first upgrade symbol 816 and the second upgrade symbol 818. The highlighted region 814 may comprise a border, color change, background shading, animation effect, or other visual treatment applied to the symbol positions forming the winning symbol combination. That is, in the illustrated embodiment, the upgrade symbols 816, 818 are detected at decision 706 of FIG. 7 in response to the upgrade symbols being included in a winning symbol combination on the plurality of symbol positions, corresponding to the embodiment described in the data processing method 700 in which the upgrade symbol is part of a coin feature pay on consecutive reels. Because two upgrade symbols 816, 818 are present in the winning symbol combination, two upgrade sequences will be performed at step 708.

[00158] FIG. 8C depicts the graphical game interface 800 in a third state corresponding to step 708 of FIG. 7, in which the game-logic circuitry has animated a first upgrade sequence in response to one of the upgrade symbols (e.g., the first upgrade symbol 816) from FIG. 8B. The feature game counter 804 still indicates "FREE GAME 2 OF 8," as the upgrade sequence is performed within the same feature game outcome sequence as FIG. 8B.

[00159] An upgraded wheel segment 820 is now visible on the jackpot wheel 806. The upgraded wheel segment 820 includes multiplier indicia 822 (e.g., "x2") that have been added to the jackpot indicia of a jackpot wheel segment that was previously a Mini wedge in FIG. 8A. That is, the upgrade operation performed in the first upgrade sequence comprises adding a multiplier to the jackpot indicia of the target jackpot wheel segment, as described above with reference to step 708 of FIG. 7. The multiplier indicia 822 are a component of the updated jackpot indicia of the upgraded wheel segment 820. The upgraded wheel segment 820 now visually indicates an associated jackpot award equal to the multiplier value (e.g., two times) multiplied by the jackpot value of the Mini jackpot tier. The remaining wheel segments on the jackpot wheel 806 retain their 2026203862   31 Aug 2026 initial jackpot indicia from FIG. 8A. The upgraded wheel segment 820 is visually distinctive from the non-upgraded wheel segments (for example, by a modified color, border, size, or animation applied to the upgraded wheel segment 820), providing a visual indication that the jackpot indicia of the upgraded wheel segment 820 have been updated.

[00160] FIG. 8D depicts the graphical game interface 800 in a fourth state corresponding to a second iteration of step 708 of FIG. 7, in which the game-logic circuitry has animated a second upgrade sequence in response to the remaining upgrade symbol (e.g., the second upgrade symbol 818) from FIG. 8B. The feature game counter 804 still indicates "FREE GAME 2 OF 8."

[00161] In the fourth state, the upgraded wheel segment 820 has been further modified relative to FIG. 8C. The upgrade operation performed in the second upgrade sequence comprises changing the jackpot indicia from a first jackpot prize tier to a second jackpot prize tier that is higher than the first jackpot prize tier. Specifically, the previously upgraded Mini wedge (with multiplier indicia from FIG. 8C) has been changed to a Minor wedge. That is, the second upgrade sequence applied a tier change upgrade operation to the same jackpot wheel segment that received the multiplier upgrade in FIG. 8C. In other embodiments, the second upgrade sequence may target a different jackpot wheel segment than the first upgrade sequence, and the type of upgrade operation applied by each upgrade sequence may vary independently.

[00162] Additionally, a second segment selector 824 has been added to the jackpot wheel 806. The second segment selector 824 is positioned at a different location relative to the jackpot wheel 806 than the first segment selector 808 (e.g., on the left side of the wheel). The addition of the second segment selector 824 is a consequence of the upgrade sequences performed in FIGS. 8C-8D. In the illustrated embodiment, the game-logic circuitry adds at least one additional segment selector to the plurality of segment selectors during the feature game state as a result of one or more upgrade events. When the segment selection sequence is performed at the conclusion of the feature game (step 712 of FIG. 7), both the first segment selector 808 and the second segment selector 824 will each identify a respective selected wheel segment, enabling two jackpot awards to be granted. In other embodiments, additional segment selectors may be added in response to specific upgrade operations, specific upgrade thresholds, random events, or any other game event during the feature game state. The number of segment selectors that may be present on the jackpot 2026203862   31 Aug 2026 wheel 806 at the conclusion of the feature game is not limited to two; in some embodiments, three or more segment selectors may be added during the feature game.

[00163] FIG. 8E depicts the graphical game interface 800 in a fifth state representing the jackpot wheel 806 after multiple upgrade sequences have been performed across a plurality of feature game outcome sequences. In the illustrated embodiment, the feature game counter 804 indicates "FREE GAME 18 OF 18," reflecting that the feature game is at the conclusion of its final feature game outcome sequence. The total number of feature game outcome sequences in FIG. 8E (eighteen) differs from the number shown in FIGS. 8A through 8D (eight). In the illustrated embodiment, the feature game duration is dynamic. The game-logic circuitry may increase the total number of feature game outcome sequences during the feature game in response to game events such as additional free games being awarded by a symbol combination, a game enhancement, or a wheel selection from another persistent wheel. In other embodiments, the feature game duration may be fixed at a predetermined number of sequences.

[00164] In the fifth state, the jackpot wheel 806 is presented in a modified visual state that is visually distinctive from the initial visual state of FIG. 8A. The center label of the jackpot wheel 806 has changed from "HOT JACKPOTS" (FIG. 8A) to "HOTTEST JACKPOTS" (FIG. 8E), and the overall color palette, animation intensity, and visual treatment of the wheel have been modified to visually communicate that substantial upgrades have been accumulated. Multiple wheel segments display updated jackpot indicia including multiplier indicia (e.g., "5x," "3x," "10x," "7x," "8x") and upgraded tier labels. In the illustrated embodiment, the modified visual state transitions through a plurality of visual tiers as upgrades accumulate. For example, from "Hot Jackpots" to "Hotter Jackpots" to "Hottest Jackpots." In other embodiments, the modified visual state may be a continuous transition rather than discrete tiers, or may be indicated by changes to the border, background, segment coloring, or other graphical characteristics of the jackpot wheel 806.

[00165] The first segment selector 808 and the second segment selector 824 are both visible on the jackpot wheel 806. In the illustrated embodiment, the symbol array 802 is not visible in FIG. 8E because the jackpot wheel 806 has expanded to occupy a larger portion of the graphical game 2026203862   31 Aug 2026 interface 800 in preparation for the segment selection sequence. In other embodiments, the symbol array 802 may remain visible during the segment selection sequence.

[00166] FIG. 8F depicts the graphical game interface 800 in a sixth state corresponding to steps 712 and 714 of FIG. 7, in which the game-logic circuitry has animated a segment selection sequence for the jackpot wheel 806 and a first award sequence. The feature game counter 804 indicates "FREE GAME 18 OF 18," confirming that the segment selection sequence is performed at the conclusion of all feature game outcome sequences. That is, the spin trigger at decision 710 of FIG. 7 has been satisfied.

[00167] In the sixth state, the first segment selector 808 indicates a first selected wheel segment 826. The first selected wheel segment 826 displays updated jackpot indicia indicating "8x MINOR." That is, the first selected wheel segment 826 is a Minor-tier jackpot wheel segment with a multiplier of eight times, resulting from one or more upgrade sequences performed during the feature game. An award notification 828 is displayed on the graphical game interface 800 presenting the jackpot award for the first selected wheel segment 826. In the illustrated embodiment, the award notification 828 displays both the jackpot indicia of the selected segment (e.g., "8XMINOR") and the calculated credit value of the jackpot award (e.g., "12000"). The calculated credit value is determined by multiplying the multiplier value indicated by the multiplier indicia (eight) by the current value of the Minor jackpot tier (e.g., $15.00 X 100 credits per dollar = 1,500 credits X 8 = 12,000 credits). In some embodiments, the jackpot prize tier display corresponding to the selected segment is visually emphasized during the award sequence. For example, the Minor tier display may be highlighted, enlarged, or animated to draw the player's attention to the tier from which the award is derived.

[00168] The second segment selector 824 is visible on the jackpot wheel 806 but has not yet identified its selected wheel segment in FIG. 8F. That is, the segment selection sequence in the illustrated embodiment is performed sequentially: the first segment selector 808 identifies its selected segment and the corresponding award sequence is presented before the second segment selector 824 identifies its selected segment. In other embodiments, all segment selectors may identify their respective selected segments simultaneously, with the respective award sequences presented in sequence thereafter. 2026203862   31 Aug 2026

[00169] FIG. 8G depicts the graphical game interface 800 in a seventh state corresponding to a continuation of step 714 of FIG. 7, in which the game-logic circuitry has animated a second award sequence following the first award sequence of FIG. 8F. The second segment selector 824 now indicates a second selected wheel segment 830. The second selected wheel segment 830 displays updated jackpot indicia indicating "10* MINOR," a Minor-tier jackpot wheel segment with a multiplier of ten times. The second selected wheel segment 830 is a different wheel segment than the first selected wheel segment 826 of FIG. 8F.

[00170] The award notification 828 has been updated to display the jackpot award for the second selected wheel segment 830, showing "10*MINOR" and a calculated credit value of "15000" (ten times the Minor jackpot value of 1,500 credits). The win meter reflects the accumulated winnings from both award sequences and from the feature game outcome sequences. Following the second award sequence, the data processing method 700 concludes, and the graphical game interface transitions from the feature game state back to the base game state. In the illustrated embodiment, the jackpot wheel 806 transitions from the active state back to the inactive state, the jackpot indicia of the wheel segments are reset to the initial jackpot indicia for the next feature game, and any additional segment selectors added during the feature game (e.g., the second segment selector 824) are removed such that the jackpot wheel 806 returns to a single segment selector 808. In other embodiments, some or all of the upgrades applied during the feature game may persist into the next feature game or into the base game state.

[00171] In some embodiments, the upgrade operations described above with reference to FIGS. 8C and 8D further include modifications to the physical dimensions of the wheel segments on the jackpot wheel 806. For example, an upgrade operation may merge the target jackpot wheel segment with an adjacent wheel segment to form a wider jackpot wheel segment that occupies a larger angular portion of the jackpot wheel 806. Because the wider jackpot wheel segment subtends a greater arc of the wheel, the probability that the segment selector 808 will indicate the wider segment during the segment selection sequence at step 712 is increased relative to its probability prior to the merge. In other embodiments, an upgrade operation may reduce the angular size of one or more non-upgraded wheel segments while maintaining their jackpot indicia, thereby proportionally increasing the angular size of upgraded segments. 2026203862   31 Aug 2026

[00172] In certain embodiments, the jackpot wheel 806 includes one or more non-jackpot wheel segments in addition to the jackpot wheel segments. For example, the plurality of wheel segments may include credit value segments that award a fixed or variable credit amount rather than a jackpot prize tier, free game segments that award additional feature game outcome sequences (thereby extending the feature game duration and providing additional opportunities for upgrade sequences), or multiplier segments that apply a multiplier to the next jackpot award or to all remaining jackpot awards in the feature game. The non-jackpot wheel segments interact with the upgrade mechanism described above. For example, an upgrade sequence may convert a credit value segment to a jackpot wheel segment, or may increase the credit value associated with a credit value segment.

[00173] In one or more embodiments, the upgrade symbols on the symbol array 802 are not limited to a single visual type. For example, the reels may include a first type of upgrade symbol associated with a first upgrade operation (e.g., adding a multiplier) and a second type of upgrade symbol associated with a second upgrade operation (e.g., a tier change), each type visually distinctive from the other. In such embodiments, the game-logic circuitry determines which upgrade operation to perform at step 708 based on the type of upgrade symbol detected at decision 706. In other embodiments, a single upgrade symbol type triggers a randomly determined upgrade operation selected from the group of upgrade operations described above.

[00174] In other embodiments, the upgrade mechanism is not limited to individual upgrade symbols appearing on the symbol array 802. For example, the game-logic circuitry may trigger an upgrade sequence in response to a predetermined number of feature game outcome sequences being completed (e.g., an upgrade is performed automatically after every third sequence), in response to a cumulative win amount exceeding a threshold during the feature game, or in response to a specific symbol pattern appearing on the symbol array 802 regardless of whether the pattern includes a designated upgrade symbol. In such embodiments, the upgrade sequence at step 708 may be performed without any upgrade symbol being present on the symbol array 802.

[00175] In some embodiments, the jackpot wheel 806 at the beginning of the feature game state (FIG. 8A) does not display its wheel segments or jackpot indicia to the player. Instead, the wheel segments are revealed progressively as upgrade sequences are performed. For example, each 2026203862   31 Aug 2026 upgrade sequence may reveal one previously hidden wheel segment in addition to upgrading the target segment. In such embodiments, the player does not know the full composition of the jackpot wheel 806 until a threshold number of upgrades have been performed or until the segment selection sequence is initiated. This progressive reveal creates additional anticipation during the feature game state.

[00176] In certain embodiments, the game-logic circuitry stores a representation of the jackpot wheel 806 state (including the current jackpot indicia of each wheel segment, the number and positions of segment selectors, and the current visual state) in the main memory 244 and updates the stored representation in response to each upgrade sequence. The rendering pipeline described above with reference to FIG. 3 generates updated frame data reflecting the modified jackpot indicia by updating only the changed portions of the jackpot wheel 806 in the frame buffer, rather than redrawing the entire graphical game interface 800, thereby reducing the rendering bandwidth required during upgrade animations.

[00177] FIG. 9 shows a flow diagram representing a data processing method 900 for conducting a feature game with the third persistent wheel 610 of FIG. 6, referred to herein as the array wheel. The data processing method 900 corresponds to at least some instructions stored and executed by the game-logic circuitry 240 in FIG. 2 and is described below in connection with the exemplary presentations in FIGS. 10A through 10E. The data processing method 900 commences following the identification of a feature trigger event associated with the array wheel (e.g., at step 416 of FIG. 4A) as described above with reference to FIG. 6. As with the data processing method 700 of FIG. 7, the steps of the data processing method 900 may be interleaved with operations relating to other persistent wheels and termination conditions not separately illustrated in FIG. 9.

[00178] At step 902, the game-logic circuitry causes the presentation assembly to animate the graphical game interface 600 to transition from the base game state to a feature game state. The feature game state includes the array wheel in an active state and an initial symbol array configuration. That is, the array wheel transitions from the inactive state described above with reference to FIG. 6 to an active state in which the wheel segments of the array wheel are prominently displayed and a segment selection sequence may be performed. The initial symbol array configuration comprises a default spatial arrangement of the plurality of symbol positions 2026203862   31 Aug 2026 within the graphical game interface --- in the illustrated embodiment, a single symbol array having a plurality of reel columns (e.g., five reel columns) and a plurality of rows (e.g., three rows), yielding a standard number of visible symbol positions (e.g., fifteen symbol positions). In the illustrated embodiment, the feature game state comprises a predetermined number of feature game outcome sequences (e.g., a series of free games), and the array wheel is displayed in the active state for the duration of the feature game state. In other embodiments, the feature game state may comprise a variable number of feature game outcome sequences determined by a game event, a player selection, or a random determination.

[00179] At step 904, the game-logic circuitry causes the presentation assembly to animate a feature game outcome sequence by populating the plurality of symbol positions with respective randomly selected symbols. Each feature game outcome sequence is performed in the same manner as a base game outcome sequence (e.g., using the RNG to spin and stop the reels), except that the graphical game interface is in the feature game state with the array wheel in the active state and, in some embodiments, with one or more game enhancements applied (e.g., modified pay tables, additional wild symbols, or other enhancements as described above with reference to FIGS. 4A--4B). In the illustrated embodiment, the game-logic circuitry uses the same reel strip data regardless of the symbol array configuration currently in effect --- that is, the reel strip data defines the population of symbols available for selection, and the symbol array configuration defines the number and spatial arrangement of symbol positions to which those symbols are assigned. In other embodiments, different symbol array configurations may be associated with different reel strip data. In some embodiments, each feature game outcome sequence includes a respective array wheel trigger event, such that the evaluation at decision 906 occurs on every feature game outcome sequence during the feature game state.

[00180] At decision 906, the game-logic circuitry evaluates the feature game outcome sequence to determine whether an array wheel trigger event has been presented. An array wheel trigger event is a game event occurring during the feature game outcome sequence that triggers a segment selection sequence for the array wheel. In the illustrated embodiment, the array wheel trigger event comprises a partial outcome of the feature game outcome sequence including a winning symbol combination on the plurality of symbol positions --- for example, coin symbols appearing on 2026203862   31 Aug 2026 consecutive reel columns from a leftmost position (e.g., a coin feature pay on reels 1 and 2) constituting a winning symbol combination that is detected before the full outcome of the feature game outcome sequence has resolved. That is, the trigger event is identified during the sequence based on a partial result, and the segment selection sequence for the array wheel is initiated in response to the partial result without waiting for the remaining reel columns to stop. In other embodiments, the array wheel trigger event may comprise the appearance of a designated trigger symbol in any position on the symbol array regardless of whether the trigger symbol forms part of a winning combination, a random event generated by the RNG, or the initiation of the feature game outcome sequence itself. If no array wheel trigger event is presented during the feature game outcome sequence, the game-logic circuitry completes the evaluation of the feature game outcome sequence on the current symbol array configuration (e.g., evaluating winning combinations and animating any award sequences), and the method returns to step 904 for the next feature game outcome sequence. If an array wheel trigger event is presented, the method proceeds to step 908.

[00181] At step 908, the game-logic circuitry causes the presentation assembly to animate a segment selection sequence for the array wheel. The segment selection sequence selects a wheel segment from the plurality of wheel segments of the array wheel. In the illustrated embodiment, the segment selection sequence comprises a rotational animation in which the array wheel rotates and decelerates to rest with a segment selector (e.g., a pointer at a fixed position relative to the wheel) indicating the selected wheel segment. In other embodiments, the segment selection sequence may comprise any of the selection mechanisms described above with reference to FIG. 6. The plurality of wheel segments of the array wheel includes one or more array expansion wheel segments, each array expansion wheel segment associated with a respective expanded symbol array configuration. In the illustrated embodiment, the array wheel includes array expansion wheel segments associated with different expanded symbol array configurations --- for example, a first array expansion wheel segment associated with a two-array configuration, a second array expansion wheel segment associated with a three-array configuration, and a third array expansion wheel segment associated with a four-array configuration. The plurality of wheel segments may further include an upgrade wheel segment, as described below. Following the segment selection sequence, the method branches depending on the type of wheel segment selected: if an array 2026203862   31 Aug 2026 expansion wheel segment is selected, the method proceeds to step 910; if the upgrade wheel segment is selected, the method proceeds to step 916.

[00182] At step 910, the game-logic circuitry causes the presentation assembly to transition from the initial symbol array configuration to an expanded symbol array configuration associated with the selected array expansion wheel segment. The expanded symbol array configuration includes more symbol positions than the initial symbol array configuration. The game-logic circuitry generates a modified symbol-position map that defines additional symbol positions and their corresponding pixel-coordinate associations within the graphical game interface, and the rendering pipeline described above with reference to FIG. 3 processes the modified symbolposition map to render the expanded configuration. Following the transition, the game-logic circuitry populates the symbol positions of the expanded symbol array configuration with randomly selected symbols.

[00183] In the illustrated embodiment, the expanded symbol array configuration comprises a plurality of symbol arrays arranged in parallel within the graphical game interface. Each symbol array of the plurality of symbol arrays includes the same number of reel columns and rows as the initial symbol array configuration. The number of symbol arrays in the expanded configuration corresponds to the array expansion wheel segment selected at step 908 --- for example, if the selected segment is associated with a three-array configuration, the game-logic circuitry generates three symbol arrays. Each symbol array of the plurality of symbol arrays includes a common portion and a unique portion. The common portion comprises one or more reel columns (e.g., reels 1 and 2) that display matching symbols across each symbol array of the plurality of symbol arrays. That is, the game-logic circuitry populates the common portion with a single set of randomly selected symbols and replicates those symbols identically in the corresponding reel columns of each symbol array. The unique portion comprises the remaining reel columns (e.g., reels 3, 4, and 5) that are independently populated with respective randomly selected symbols for each symbol array of the plurality of symbol arrays. That is, the game-logic circuitry performs a separate random determination (e.g., a separate RNG call) for each unique-portion reel column of each symbol array, such that the unique portions of different symbol arrays may display different symbols. Because the common portion is replicated across all symbol arrays, each symbol array is 2026203862   31 Aug 2026 guaranteed to include at least the symbols from the triggering coin feature pay, and the unique portions provide independent opportunities for additional winning combinations.

[00184] In some embodiments, one or more symbols of the common portion include a symbol associated with a game feature of a second persistent wheel of the plurality of persistent wheels. For example, the common portion may include a jackpot upgrade coin (associated with the jackpot wheel described above with reference to FIG. 7) or a award wheel coin (associated with the award application wheel described below with reference to FIGS. 12A and 12B). Because the common portion is replicated across each symbol array of the plurality of symbol arrays, these cross-feature symbols are present in the common portion of each symbol array. That is, a single jackpot upgrade coin appearing on a common-portion reel column is duplicated across all symbol arrays in the expanded configuration, potentially triggering a respective upgrade sequence or award application wheel event for each symbol array. This cross-feature interaction increases the number of events associated with the second persistent wheel without requiring additional cross-feature symbols to appear independently in each symbol array.

[00185] In other embodiments, the expanded symbol array configuration comprises an expanded number of symbol positions within a single symbol array rather than a plurality of parallel symbol arrays. In such embodiments, the game-logic circuitry increases the number of rows displayed for the reel columns of the single symbol array --- for example, adding two rows to each reel column such that each column is displayed at an increased height. The total number of visible symbol positions in the expanded configuration exceeds the number in the initial symbol array configuration, and each additional symbol position is independently populated with a randomly selected symbol. In some embodiments, the expansion is applied to only a subset of the reel columns (e.g., reels 3, 4, and 5) while the remaining reel columns (e.g., reels 1 and 2) remain at the standard height. This embodiment is described in further detail below with reference to FIG. 11.

[00186] At step 912, the game-logic circuitry evaluates the outcome of the expanded symbol array configuration. Together, the population of symbol positions at step 910 and the evaluation at step 912 correspond to a feature game outcome sequence of the plurality of feature game outcome sequences conducted on the expanded symbol array configuration. In the plurality-of-arrays 2026203862   31 Aug 2026 embodiment, each symbol array of the plurality of symbol arrays is independently evaluated for winning symbol combinations. That is, the game-logic circuitry processes each symbol array as a separate outcome determination, applying the pay table to the symbols displayed in each array to identify any winning combinations and calculate any associated awards. Because each symbol array includes the common portion (which may already constitute a partial winning combination), each array is evaluated with at least the minimum win established by the common-portion symbols, and the independently populated unique portions provide separate opportunities for additional or higher-value winning combinations. In the single-array alternative embodiment, the expanded number of symbol positions is evaluated as a single outcome with additional paylines or ways corresponding to the additional rows. In both embodiments, the game-logic circuitry causes the presentation assembly to animate any winning combinations and award sequences identified during the evaluation.

[00187] In some embodiments, the transition to the expanded symbol array configuration at step 910 occurs after the feature game outcome sequence resolves on the initial symbol array configuration rather than before. In such embodiments, the game-logic circuitry populates and evaluates the initial symbol array configuration, identifies the winning outcome, and then transitions to the expanded symbol array configuration at step 910 with the winning outcome from the initial configuration replicated across the expanded arrays. The evaluation at step 912 then awards the replicated winning outcome for each symbol array of the expanded configuration. In certain embodiments, the unique portions of the expanded arrays are independently re-populated following the transition, providing additional winning combinations beyond the replicated result.

[00188] In certain embodiments, different symbol arrays of the plurality of symbol arrays are associated with different reel strip data, such that the unique portion of each symbol array draws from a distinct population of symbols. For example, a first symbol array may use a standard reel strip while a second symbol array uses a reel strip with a higher frequency of wild symbols or value-bearing symbols. In one or more embodiments, a respective multiplier is applied to the awards generated from each symbol array of the plurality of symbol arrays, and different symbol arrays may have different respective multipliers. The multiplier values may be predetermined, may 2026203862   31 Aug 2026 be determined by the selected array expansion wheel segment, or may be independently randomly determined for each symbol array at the time of the transition at step 910.

[00189] At step 914, the game-logic circuitry causes the presentation assembly to transition from the expanded symbol array configuration back to the initial symbol array configuration. That is, following the evaluation at step 912, the rendering pipeline generates updated frame data to render the initial symbol array configuration (e.g., the single symbol array in the standard layout), and the additional symbol arrays or additional symbol positions of the expanded configuration are removed from the graphical game interface. The method then returns to step 904, and the next feature game outcome sequence begins from the initial symbol array configuration. Because each array wheel trigger event at decision 906 may result in the selection of a different array expansion wheel segment at step 908, successive feature game outcome sequences within the same feature game may be conducted on different expanded symbol array configurations, introducing structural variability in the spatial layout of the graphical game interface across sequences.

[00190] In some embodiments, the expanded symbol array configuration persists for a plurality of consecutive feature game outcome sequences before the game-logic circuitry causes the presentation assembly to transition back to the initial symbol array configuration. In such embodiments, the expanded configuration established at step 910 remains in effect for a predetermined number of sequences, a number determined by the selected array expansion wheel segment, or until a game event triggers the reversion. During the period of persistence, each feature game outcome sequence is evaluated at step 912 on the expanded configuration, and the method loops from step 912 directly to step 904 without reverting at step 914 until the persistence period expires.

[00191] At step 916, the game-logic circuitry modifies one or more array expansion wheel segments of the array wheel to associate each modified array expansion wheel segment with an expanded symbol array configuration that includes a greater number of symbol positions than prior to the modification. Step 916 is reached when the segment selection sequence at step 908 selects the upgrade wheel segment rather than an array expansion wheel segment. That is, when the upgrade wheel segment is selected, no array reconfiguration occurs for the current feature game outcome sequence; instead, the game-logic circuitry updates the data stored in association with 2026203862   31 Aug 2026 one or more of the array expansion wheel segments on the array wheel to increase the scope of the expanded configuration that will be applied when that array expansion wheel segment is selected in a future segment selection sequence. The feature game outcome sequence during which the array wheel trigger event was detected continues on the current symbol array configuration, and any winning combinations from that sequence are evaluated and awarded without array reconfiguration. For example, an array expansion wheel segment initially associated with a two-array expanded configuration may be modified to associate with a three-array expanded configuration, such that the next time that segment is selected at step 908, the game-logic circuitry transitions to a three-array configuration at step 910 rather than a two-array configuration. In the alternative single-array embodiment, the modification may increase the number of expanded rows associated with the array expansion wheel segment (e.g., from five expanded rows to eight expanded rows). Following the modification at step 916, the method returns to step 904 for the next feature game outcome sequence, and the upgrade takes effect the next time the modified array expansion wheel segment is selected at step 908.

[00192] In some embodiments, the modification at step 916 applies to all array expansion wheel segments on the array wheel, such that every array expansion wheel segment is upgraded simultaneously. In other embodiments, a specific array expansion wheel segment is targeted for modification (e.g., the array expansion wheel segment associated with the smallest expanded configuration, or a randomly selected array expansion wheel segment). In still other embodiments, the modification may change the type of expanded symbol array configuration associated with an array expansion wheel segment. For example, converting an array expansion wheel segment from a parallel-arrays configuration to a single-array expanded-rows configuration, or vice versa. In certain embodiments, there is a maximum number of symbol positions that may be associated with any given array expansion wheel segment, and once the maximum is reached, subsequent selections of the upgrade wheel segment may have no additional effect on that segment or may trigger an alternative outcome (e.g., a credit award or additional feature game outcome sequences).

[00193] In some embodiments, the game-logic circuitry stores a representation of the array wheel state (including the current expanded symbol array configuration associated with each array expansion wheel segment, the presence or absence of an upgrade wheel segment, and the current 2026203862   31 Aug 2026 state of any modifications applied at step 916) in the main memory 244 and updates the stored representation in response to each segment selection sequence at step 908 and each modification at step 916. As with the jackpot wheel (described above), the rendering pipeline of FIG. 3 updates only the changed portions of the frame buffer (e.g., updating the numeric label on an array expansion wheel segment from "2" to "3"), thereby providing a visual indication that the modification has been applied.

[00194] In one or more embodiments, the array wheel may comprise an outer wheel and a concentric inner wheel. In such embodiments, the outer wheel includes the array expansion wheel segments and any upgrade wheel segments, while the inner wheel includes multiplier values (e.g., 1X, 2X, 3X, 5X). During the segment selection sequence at step 908, both the outer wheel and the inner wheel rotate and decelerate to rest, and the final outcome is determined by the combination of the selected outer wheel segment and the selected inner wheel multiplier. For example, if the outer wheel selects a three-array expansion segment and the inner wheel selects a 2X multiplier, the multiplier may be applied to the awards generated at step 912 for each symbol array of the expanded configuration. This concentric wheel configuration is described in further detail below with reference to FIG. 16.

[00195] FIGS. 10A through 10E depict the graphical game interface 1000 in a series of states during a feature game conducted in accordance with the data processing method 900 of FIG. 9. The graphical game interface 1000 corresponds to the graphical game interface 600 of FIG. 6 and is likewise displayed in an active feature game state. The series illustrates successive states of the array wheel 1004 and the symbol array 1002 across a plurality of feature game outcome sequences, including an array wheel trigger event (FIG. 10A), a segment selection sequence (FIG. 10B), an expanded two-array configuration (FIG. 10C), a subsequent trigger event and three-array configuration (FIG. 10D), and cross-feature symbols in the common portion (FIG. 10E). Reference numerals for expanded symbol arrays vary across panels because each expansion generates a distinct instance at step 910 of FIG. 9.

[00196] Referring first to FIG. 10A, there is shown the graphical game interface 1000 in a first state during the feature game. The graphical game interface 1000 includes the symbol array 1002, which is displayed in the initial symbol array configuration (e.g., five reel columns and three rows, 2026203862   31 Aug 2026 corresponding to step 902 of FIG. 9). The array wheel 1004 is displayed in an active state above the symbol array 1002. A first inactive wheel 1006 (the award application wheel) and a second inactive wheel 1008 (the jackpot wheel) are also displayed in the graphical game interface 1000 in a reduced or desaturated visual state, as described above with reference to FIG. 8A.

[00197] The symbol array 1002 displays the outcome of a feature game outcome sequence corresponding to step 904 of FIG. 9. Value-bearing symbols 1010, 1012 are displayed on the first and second reel columns (e.g., reels 1 and 2) of the symbol array 1002. In the illustrated embodiment, the value-bearing symbols 1010, 1012 are coin symbols displaying respective credit values (e.g., "15" and "12"). The presence of the value-bearing symbols 1010, 1012 on consecutive reel columns from a leftmost position constitutes a winning symbol combination --- specifically, a coin feature pay --- that is detected by the game-logic circuitry as an array wheel trigger event at decision 906 of FIG. 9. That is, the value-bearing symbols 1010, 1012 establish the partial outcome that triggers the segment selection sequence for the array wheel 1004. In the illustrated embodiment, the feature game counter displays "FREE GAME 3 OF 8," indicating that the current feature game outcome sequence is the third of a predetermined series of eight feature game outcome sequences.

[00198] In other embodiments, the array wheel trigger event may comprise any of the alternative trigger events described above with reference to decision 906 of FIG. 9, including but not limited to a designated trigger symbol appearing at any position on the symbol array 1002, a predetermined number of a specific symbol type (e.g., three or more coin symbols), a random event generated by the RNG, or the initiation of the feature game outcome sequence itself. In certain embodiments, the array wheel trigger event may be conditioned on a cumulative threshold being reached during the feature game (e.g., a cumulative win amount exceeding a predetermined value, or a predetermined number of feature game outcome sequences having been completed since the last array wheel trigger event).

[00199] In FIG. 10B, the graphical game interface 1000 is shown in a second state following the first state of FIG. 10A. In response to the array wheel trigger event identified in FIG. 10A, the game-logic circuitry has caused the presentation assembly to animate a segment selection sequence for the array wheel 1004, corresponding to step 908 of FIG. 9. The array wheel 1004 is displayed 2026203862   31 Aug 2026 in an enlarged presentation occupying a prominent portion of the graphical game interface 1000, with the wheel segments of the array wheel 1004 visible. A wheel segment selector 1014 (e.g., a pointer at a fixed position above the array wheel 1004) indicates the wheel segment that will be selected when the rotational animation concludes. The wheel segments of the array wheel 1004 include a plurality of array expansion wheel segments, each displaying a respective numeric value corresponding to the number of symbol arrays in the associated expanded symbol array configuration (e.g., segments labeled "2," "3," and "4"). The wheel segments further include an upgrade wheel segment 1015, which is visually distinctive from the array expansion wheel segments. Selection of the upgrade wheel segment 1015 would cause the game-logic circuitry to modify one or more array expansion wheel segments at step 916 of FIG. 9 rather than transitioning to an expanded symbol array configuration.

[00200] A locked array subset 1016 is displayed on the symbol array 1002 below the array wheel 1004. The locked array subset 1016 comprises the first and second reel columns of the symbol array 1002 --- that is, the reel columns on which the value-bearing symbols 1010, 1012 from FIG. 10A appeared. The locked array subset 1016 is presented in a visually distinctive state (e.g., highlighted, framed, or frozen) indicating that the symbols displayed on those reel columns have been fixed prior to the transition to the expanded symbol array configuration. In the illustrated embodiment, the locked array subset 1016 corresponds to the common portion that will be replicated across each symbol array of the expanded configuration at step 910 of FIG. 9 --- that is, the symbols on the locked reel columns are the symbols that will appear identically in the common portion of each symbol array following the expansion. In other embodiments, the locked array subset 1016 may comprise all reel columns of the symbol array 1002, such that the entire symbol array is replicated across each symbol array of the expanded configuration. In still other embodiments, no locked array subset is displayed, and each symbol array of the expanded configuration is independently populated with entirely new randomly selected symbols across all reel columns --- that is, the symbol arrays of the expanded configuration do not share a common portion and are entirely unique from each other.

[00201] FIG. 10C depicts the graphical game interface 1000 in a third state following the second state of FIG. 10B. The segment selection sequence for the array wheel 1004 has concluded, and 2026203862   31 Aug 2026 the wheel segment selector 1014 indicates a selected array expansion wheel segment 1018. In the illustrated embodiment, the selected array expansion wheel segment 1018 displays the value "2," indicating that the associated expanded symbol array configuration comprises two symbol arrays. Corresponding to steps 910 and 912 of FIG. 9, the game-logic circuitry has caused the presentation assembly to transition from the initial symbol array configuration to the expanded symbol array configuration and to populate the symbol positions of the expanded configuration with randomly selected symbols.

[00202] The graphical game interface 1000 now displays the symbol array 1002 and a second symbol array 1020 arranged in parallel within the graphical game interface 1000. Each of the symbol array 1002 and the second symbol array 1020 includes the same number of reel columns and rows as the initial symbol array configuration. The locked array subset 1016 remains visible in the first and second reel columns of each symbol array, displaying matching symbols across the symbol array 1002 and the second symbol array 1020. That is, the common portion of each symbol array displays the same symbols --- including the value-bearing symbols from the triggering coin feature pay --- as established by the locked array subset 1016 in FIG. 10B. Dynamic array subsets 1022 are displayed in the remaining reel columns (e.g., reels 3, 4, and 5) of each symbol array, constituting the unique portion of each symbol array. The dynamic array subsets 1022 of the symbol array 1002 and the second symbol array 1020 display different symbols from each other, reflecting the independent random determinations performed by the game-logic circuitry for each unique portion as described above with reference to step 910 of FIG. 9. Together, the symbol array 1002 and the second symbol array 1020 constitute the expanded symbol array configuration associated with the selected array expansion wheel segment 1018. The feature game counter continues to display "FREE GAME 3 OF 8," indicating that the expanded configuration of FIG. 10C is part of the same feature game outcome sequence initiated in FIG. 10A.

[00203] Turning to FIG. 10D, the graphical game interface 1000 is shown in a fourth state depicting a subsequent feature game outcome sequence later in the feature game. The feature game counter displays "FREE GAME 8 OF 8," indicating that a plurality of feature game outcome sequences have occurred between the state of FIG. 10C and the state of FIG. 10D, and that the current sequence is the final sequence of the original series. Following the evaluation at step 912 2026203862   31 Aug 2026 and the reversion to the initial symbol array configuration at step 914 of FIG. 9, the game-logic circuitry has animated one or more intervening feature game outcome sequences in accordance with the data processing method 900, one or more of which included a respective array wheel trigger event (decision 906) and a corresponding segment selection sequence (step 908).

[00204] In FIG. 10D, a subsequent array wheel trigger event has been detected, and the segment selection sequence has selected a selected array expansion wheel segment 1024. The selected array expansion wheel segment 1024 displays the value "3," indicating that the associated expanded symbol array configuration comprises three symbol arrays. Accordingly, the game-logic circuitry has caused the presentation assembly to transition to a three-array expanded symbol array configuration at step 910 of FIG. 9. The graphical game interface 1000 now displays the symbol array 1002, a second symbol array 1026, and a third symbol array 1028 arranged in parallel. Each of the three symbol arrays includes the common portion (displaying matching symbols on the first and second reel columns) and the unique portion (displaying independently populated symbols on the remaining reel columns). The three-array configuration of FIG. 10D is different from the two-array configuration of FIG. 10C, illustrating that different array expansion wheel segments on the array wheel 1004 are associated with different expanded symbol array configurations and that successive feature game outcome sequences within the same feature game may be conducted on different expanded configurations. The wheel segment selector 1014 remains displayed, indicating the selected array expansion wheel segment 1024.

[00205] As shown in FIG. 10E, the graphical game interface 1000 is in a fifth state depicting a feature game outcome sequence later in the feature game. The feature game counter displays "FREE GAME 11 OF 12," indicating that the total number of feature game outcome sequences has increased from the original eight to twelve. In the illustrated embodiment, the increase results from a game event during an intervening feature game outcome sequence --- for example, a special symbol awarding additional feature game outcome sequences (e.g., the "+2 GAMES" symbol visible in FIG. 10C), thereby extending the duration of the feature game state.

[00206] In FIG. 10E, the array wheel 1004 is displayed in the active state with the segment selection sequence having selected a two-array expansion segment. The graphical game interface 1000 displays the symbol array 1002 and a second symbol array 1030 in a two-array expanded 2026203862   31 Aug 2026 configuration. Wheel trigger symbols 1032, 1034 are displayed in the common portion of the symbol array 1002 and the second symbol array 1030, respectively. In the illustrated embodiment, the wheel trigger symbols 1032, 1034 display the text "TREASURE," indicating that each wheel trigger symbol 1032, 1034 is associated with a game feature of the first inactive wheel 1006 (the award application wheel, described below with reference to FIGS. 12A and 12B). Because the wheel trigger symbols 1032, 1034 appear in the common portion of each symbol array, they are present in both the symbol array 1002 and the second symbol array 1030 as a result of the commonportion replication mechanism described above with reference to step 910 of FIG. 9. That is, a single TREASURE symbol appearing on a common-portion reel column of the initial symbol array is replicated to the corresponding reel column of the second symbol array 1030, such that the wheel trigger symbol 1032 in the symbol array 1002 and the wheel trigger symbol 1034 in the second symbol array 1030 are matching symbols occupying the same relative position within their respective common portions. This duplication may cause the game-logic circuitry to trigger a respective award application wheel event for each symbol array in which the wheel trigger symbol appears, thereby increasing the number of award application wheel events generated from a single feature game outcome sequence relative to the number that would be generated on the initial symbol array configuration alone.

[00207] In some embodiments, the cross-feature interaction illustrated in FIG. 10E extends to symbols associated with other persistent wheels. For example, a jackpot upgrade coin associated with the second inactive wheel 1008 (the jackpot wheel described above with reference to FIG. 7) may appear in the common portion and be replicated across each symbol array, triggering a respective upgrade sequence at step 708 of FIG. 7 for each symbol array. In such embodiments, a single cross-feature symbol in the common portion may generate multiple events for the associated persistent wheel, with the number of events corresponding to the number of symbol arrays in the expanded configuration.

[00208] FIG. 11 depicts a graphical game interface 1100 depicting an alternative expanded symbol array configuration in accordance with the alternative embodiment described above with reference to step 910 of FIG. 9. In contrast to the expanded symbol array configuration of FIGS. 10C through 10E, in which the expansion comprises a plurality of parallel symbol arrays, the 2026203862   31 Aug 2026 expanded symbol array configuration of FIG. 11 comprises an expanded number of symbol positions within a single symbol array. That is, rather than generating additional symbol arrays arranged in parallel, the game-logic circuitry increases the number of rows displayed for one or more reel columns of the symbol array to create additional symbol positions within the existing array structure.

[00209] The graphical game interface 1100 includes an initial symbol array 1102 and an array wheel 1104. A segment selector 1106 on the array wheel 1104 indicates a selected array expansion wheel segment 1108. In the illustrated embodiment, the selected array expansion wheel segment 1108 displays the label "+2 ROWS," indicating that the associated expanded symbol array configuration adds two rows of symbol positions to the initial symbol array 1102. Expanded symbol positions 1110 are displayed below the initial symbol array 1102, extending the height of the reel columns by the number of rows indicated by the selected array expansion wheel segment 1108. In the illustrated embodiment, the expanded symbol positions 1110 extend all reel columns of the initial symbol array 1102, such that each reel column is displayed at the increased height. Together, the initial symbol array 1102 and the expanded symbol positions 1110 form the expanded symbol array configuration, which includes more symbol positions than the initial symbol array configuration. Each expanded symbol position of the expanded symbol positions 1110 is independently populated with a randomly selected symbol by the game-logic circuitry, and the expanded symbol array configuration is evaluated as a single outcome with additional paylines or ways corresponding to the additional rows. In other embodiments, the expanded symbol positions 1110 extend only a subset of the reel columns of the initial symbol array 1102 (e.g., reels 3, 4, and 5) while the remaining reel columns (e.g., reels 1 and 2) remain at the standard height, such that the expansion is applied selectively to certain reel columns.

[00210] In some embodiments, the array wheel 1104 includes array expansion wheel segments associated with different row increments (e.g., a first segment labeled "+1 ROW," a second segment labeled "+2 ROWS," a third segment labeled "+3 ROWS," and a fourth segment labeled "+4 ROWS"), such that the number of expanded rows varies depending on which array expansion wheel segment is selected at step 908 of FIG. 9. When the upgrade wheel segment is selected at step 916, the game-logic circuitry may modify one or more array expansion wheel segments to 2026203862   31 Aug 2026 increase the row increment associated with those segments (e.g., upgrading a "+1 ROW" segment to a "+2 ROWS" segment), such that subsequent selections of the modified segment result in a greater number of expanded symbol positions 1110. In other embodiments, the expansion increases the number of reel columns rather than the number of rows (e.g., adding a sixth reel column to a five-column symbol array), and the expanded symbol positions 1110 comprise the symbol positions of the additional reel column or columns. In still other embodiments, the expansion increases both the number of rows and the number of reel columns simultaneously. In certain embodiments, the expansion is expressed as an absolute configuration rather than an increment (e.g., a segment labeled "5 ROWS" indicating that each expanded reel column is displayed at five rows total, regardless of the standard row count of the initial symbol array configuration).

[00211] The foregoing description of FIGS. 7 through 11 illustrates two types of respective game features that persistent wheels of the plurality of persistent wheels may provide: a jackpot wheel configured to award a jackpot prize following a progressive upgrade sequence (FIGS. 7 through 8G), and an array wheel configured to dynamically reconfigure a symbol array (FIGS. 9 through 11). As described above with reference to FIG. 6, the plurality of persistent wheels may include additional wheels, each associated with a different respective game feature. FIGS. 12A and 12B, described below, illustrate a third type of respective game feature in which a persistent wheel is configured to apply a wheel-selected award value to one or more designated symbols on the symbol array. This type of persistent wheel is referred to herein as an award application wheel.

[00212] FIGS. 12A and 12B depict the graphical game interface 1200 in a series of states during a feature game, illustrating the operation of an award application wheel 1204. The graphical game interface 1200 corresponds to the graphical game interface 600 of FIG. 6 and is displayed in the feature game state. The series illustrates a segment selection sequence for the award application wheel 1204 (FIG. 12A) and the resulting application of a wheel-selected credit value to one or more award wheel symbols 1206 on the symbol array 1202 (FIG. 12B).

[00213] Referring first to FIG. 12A, there is shown the graphical game interface 1200 in a first state during the feature game. The graphical game interface 1200 includes the symbol array 1202, which is displayed in the initial symbol array configuration as described above with reference to 2026203862   31 Aug 2026 FIG. 10A (e.g., five reel columns and three rows). The award application wheel 1204 is displayed in an active state above the symbol array 1202. In the illustrated embodiment, the award application wheel 1204 corresponds to the first persistent wheel 606 of FIG. 6 (referred to herein as the award application wheel). The remaining persistent wheels (the jackpot wheel (corresponding to the second persistent wheel 608 of FIG. 6) and the array wheel (corresponding to the third persistent wheel 604 of FIG. 6)) are also displayed in the graphical game interface 1200.

[00214] The award application wheel 1204 includes a plurality of wheel segments, each wheel segment displaying respective credit value indicia (e.g., credit values such as 100, 200, 300, 500, and 1000). In the illustrated embodiment, the plurality of wheel segments further includes an upgrade wheel segment, which is visually distinctive from the credit value segments and is described in further detail below.

[00215] The symbol array 1202 displays the outcome of a feature game outcome sequence. One or more symbol positions of the symbol array 1202 are occupied by award wheel symbols 1206. Each award wheel symbol 1206 is a designated symbol type associated with the award application wheel 1204 (e.g., an award application coin symbol). In the illustrated embodiment, the award wheel symbols 1206 are displayed at a plurality of symbol positions across the symbol array 1202 and are visually distinctive from standard symbols (e.g., displayed with a coin-shaped graphical asset and a respective credit value label). The presence of one or more award wheel symbols 1206 in the outcome of the feature game outcome sequence constitutes a trigger event for the award application wheel 1204. That is, in response to detecting one or more award wheel symbols 1206 on the symbol array 1202 during the feature game outcome sequence, the game-logic circuitry causes the presentation assembly to animate a segment selection sequence for the award application wheel 1204.

[00216] In some embodiments, the trigger event for the award application wheel 1204 requires the award wheel symbols 1206 to satisfy additional conditions beyond mere presence on the symbol array 1202. For example, the trigger event may require the award wheel symbols 1206 to appear on consecutive reel columns beginning from a first reel column (e.g., reel 1), to form a winning symbol combination, or to appear in a minimum quantity (e.g., at least three award wheel 2026203862   31 Aug 2026 symbols 1206). In other embodiments, the appearance of any award wheel symbol 1206 at any symbol position on the symbol array 1202 is sufficient to trigger the segment selection sequence, regardless of the positions or quantity of award wheel symbols 1206 displayed.

[00217] FIG. 12B shows the graphical game interface 1200 in a second state following the first state of FIG. 12A. The segment selection sequence for the award application wheel 1204 has concluded, and a selected wheel segment 1208 is indicated on the award application wheel 1204. In the illustrated embodiment, the selected wheel segment 1208 displays a credit value of 500 credits.

[00218] Following the segment selection sequence, the game-logic circuitry causes the presentation assembly to apply the credit value associated with the selected wheel segment 1208 to one or more of the award wheel symbols 1206 on the symbol array 1202. That is, the presentation assembly updates the graphical rendering of the award wheel symbols 1206 to display the wheel-selected credit value in place of, or in addition to, the prior graphical content of each award wheel symbol 1206. In the illustrated embodiment, an award wheel symbol 1206 that previously displayed the text "TREASURE" in FIG. 12A now displays the credit value "500" in FIG. 12B, corresponding to the credit value of the selected wheel segment 1208.

[00219] In the example embodiment, the trigger event causes the game-logic circuitry to animate a single segment selection sequence for the award application wheel 1204, and the credit value selected by that single segment selection sequence is applied uniformly to all award wheel symbols 1206 currently displayed on the symbol array 1202. That is, if five award wheel symbols 1206 are displayed on the symbol array 1202 and the selected wheel segment 1208 indicates 500 credits, each of the five award wheel symbols 1206 is updated to display 500 credits. Award wheel symbols 1206 occupying winning positions (e.g., positions that form part of a winning symbol combination evaluated from left to right across consecutive reel columns) contribute the wheel-selected credit value to the award for the feature game outcome sequence. Award wheel symbols 1206 occupying non-winning positions display the same wheel-selected credit value but do not contribute to the award. The presentation assembly renders these non-winning award wheel symbols 1206 in a visually distinctive state (e.g., a reduced-opacity rendering, a different border treatment, or a near-miss animation) to differentiate them from the winning award wheel symbols 2026203862   31 Aug 2026 1206 while still displaying the credit value. In some embodiments, the wheel-selected credit value is applied only to award wheel symbols 1206 that occupy winning positions on the symbol array 1202, and non-winning award wheel symbols 1206 retain their prior graphical content or are not updated.

[00220] In other embodiments, the game-logic circuitry animates a respective segment selection sequence for each award wheel symbol 1206 on the symbol array 1202, rather than a single segment selection sequence that applies uniformly. That is, if five award wheel symbols 1206 are displayed on the symbol array 1202, the game-logic circuitry causes the presentation assembly to animate five segment selection sequences for the award application wheel 1204, and each segment selection sequence independently selects a respective wheel segment from the plurality of wheel segments. The credit value of each respective selected wheel segment is applied to the corresponding award wheel symbol 1206. In such embodiments, different award wheel symbols 1206 on the symbol array 1202 may display different credit values following the respective segment selection sequences. The respective segment selection sequences may be animated sequentially (e.g., one at a time in reel-column order) or simultaneously (e.g., using a plurality of segment selectors on the award application wheel 1204, each segment selector corresponding to a respective award wheel symbol 1206). In certain embodiments, the game-logic circuitry animates a respective segment selection sequence only for award wheel symbols 1206 that occupy winning positions, such that the number of segment selection sequences corresponds to the number of winning award wheel symbols 1206.

[00221] In still other embodiments, the number of segment selection sequences is based on the number of reel columns containing award wheel symbols 1206, or a plurality of segment selectors on the award application wheel 1204 simultaneously resolve a respective credit value for each award wheel symbol 1206 in a single segment selection sequence.

[00222] In some embodiments, the plurality of wheel segments of the award application wheel 1204 includes an upgrade wheel segment. When the segment selection sequence selects the upgrade wheel segment rather than a credit value segment, the game-logic circuitry modifies the credit value indicia of one or more wheel segments of the award application wheel 1204 to reflect increased credit values. For example, a wheel segment displaying a credit value of 100 may be 2026203862   31 Aug 2026 modified to display a credit value of 400, and a wheel segment displaying 500 may be modified to display 2,000, thereby increasing the potential credit values available for subsequent segment selection sequences. In the example embodiment, the upgrade applies to all credit value segments of the award application wheel 1204 simultaneously, such that the award application wheel 1204 transitions from an initial value state to an upgraded value state for the remainder of the feature game. In other embodiments, the upgrade applies to a subset of the wheel segments (e.g., only the lowest-value segments, or a randomly selected subset), and remaining wheel segments retain their prior credit values.

[00223] Following the selection of the upgrade wheel segment, the game-logic circuitry causes the presentation assembly to animate an immediate respin of the award application wheel 1204. That is, the game-logic circuitry causes the presentation assembly to animate a second segment selection sequence for the award application wheel 1204 using the upgraded credit values, and the credit value selected by the second segment selection sequence is applied to the award wheel symbols 1206 on the symbol array 1202 as described above with reference to FIG. 12B. In other embodiments, the upgrade does not trigger an immediate respin; instead, the upgraded credit values take effect beginning with the next trigger event for the award application wheel 1204 in a subsequent feature game outcome sequence. In still other embodiments, a plurality of upgrade tiers is available (e.g., a first upgrade tier, a second upgrade tier, and so on), and each subsequent selection of the upgrade wheel segment advances the credit values to the next tier. In certain embodiments, once all available upgrade tiers have been applied, the upgrade wheel segment is replaced with a different wheel segment (e.g., a high-value credit segment or an activation wheel segment as described below with reference to FIG. 13).

[00224] In some embodiments, the segment selection sequence for the award application wheel 1204 generates a multiplier value rather than, or in addition to, a credit value. In such embodiments, the game-logic circuitry applies the multiplier value to the standard credit values of the award wheel symbols 1206 (e.g., a 5X multiplier applied to a 100-credit award wheel symbol yields a 500-credit award for that symbol position). In other embodiments, the award application wheel 1204 includes one or more segments that award additional feature game outcome sequences (e.g., extra free games), which are added to the remaining count of feature game outcome sequences in 2026203862   31 Aug 2026 the feature game. In certain embodiments, the credit value of a selected wheel segment is removed from the award application wheel 1204 following the segment selection sequence, such that subsequent segment selection sequences cannot select the same credit value. In other embodiments, the credit value of the selected wheel segment is replaced with a higher credit value following selection, such that the credit value distribution of the award application wheel 1204 improves over the course of the feature game.

[00225] Although the foregoing description illustrates three types of persistent wheels (a jackpot wheel configured to award a jackpot prize following a progressive upgrade sequence (FIGS. 7 through 8G), an array wheel configured to dynamically reconfigure a symbol array (FIGS. 9 through 11), and an award application wheel configured to apply wheel-selected credit values to designated symbols (FIGS. 12A and 12B)), the plurality of persistent wheels is not limited to these specific game features. In other embodiments, one or more persistent wheels of the plurality of persistent wheels may be associated with other respective game features, including but not limited to: a multiplier wheel that applies a multiplier to all awards during a feature game outcome sequence, a free game wheel that determines a number of additional feature game outcome sequences, a symbol transformation wheel that transforms one or more symbol types on the symbol array to a different symbol type, a reel modifier wheel that modifies the reel strips used by one or more reel columns for subsequent feature game outcome sequences, or any combination thereof. Each such persistent wheel operates within the same persistent wheel architecture described above. That is, each wheel is displayed in the graphical game interface, transitions between an active state and an inactive state, and includes a plurality of wheel segments from which a segment selection sequence selects a segment to determine the effect of the respective game feature. The game-logic circuitry coordinates the operation of each persistent wheel of the plurality of persistent wheels according to the methods described herein, and the presentation assembly renders the graphical state of each wheel in accordance with the rendering pipeline of FIG. 3.

[00226] FIG. 13 presents a flow diagram representing a data processing method 1300 for activating an inactive persistent wheel during a feature game. The data processing method 1300 corresponds to at least some instructions stored and executed by the game-logic circuitry 240 in 2026203862   31 Aug 2026 communication with the presentation assembly of FIG. 2. As described in further detail below with reference to FIGS. 14A and 14B, the data processing method 1300 illustrates the operation of a first persistent wheel and a second persistent wheel of the plurality of persistent wheels during a single feature game outcome sequence. As with the data processing methods 700 and 900 of FIGS. 7 and 9 respectively, the steps of the data processing method 1300 may be interleaved with operations relating to other persistent wheels and termination conditions. In some embodiments, the activation mechanics described herein are performed as part of the segment selection sequences of those methods.

[00227] At step 1302, the game-logic circuitry causes the presentation assembly to transition the graphical game interface to a feature game state. The feature game state includes a first persistent wheel of the plurality of persistent wheels in an active state and a second persistent wheel of the plurality of persistent wheels in an inactive state. The respective game feature of the second persistent wheel is unavailable during the feature game state while the second persistent wheel is in the inactive state. That is, the game-logic circuitry does not apply the game feature of the second persistent wheel to any feature game outcome sequences while the second persistent wheel remains in the inactive state. In the illustrated embodiment, the first persistent wheel includes a plurality of wheel segments including an activation wheel segment associated with the second persistent wheel. The activation wheel segment is visually distinctive from the other wheel segments of the first persistent wheel (e.g., displaying an icon or label associated with the second persistent wheel's respective game feature).

[00228] In some embodiments, a feature trigger event preceding the feature game state is exclusively associated with the first persistent wheel. That is, the triggering condition that caused the transition to the feature game state at step 1302 was associated with the first persistent wheel but not the second persistent wheel, and the second persistent wheel begins the feature game in the inactive state as a result. In other embodiments, the second persistent wheel begins in the inactive state for other reasons. For example, the second persistent wheel may begin inactive in all feature games by default and may only be activated through the mechanism described at step 1312 below, regardless of the triggering condition. 2026203862   31 Aug 2026

[00229] At step 1304, the game-logic circuitry causes the presentation assembly to animate a feature game outcome sequence by populating the plurality of symbol positions with randomly selected symbols.

[00230] At decision 1306, the game-logic circuitry determines whether a trigger event for the first persistent wheel has been presented during the feature game outcome sequence. The trigger event for the first persistent wheel depends on the type of game feature associated with the first persistent wheel, corresponding to the trigger events described above with reference to step 710 of FIG. 7 (jackpot wheel), step 906 of FIG. 9 (array wheel), or FIGS. 12A and 12B (award application wheel), respectively. In other embodiments, the trigger event is independent of the first persistent wheel's game feature type. For example, the trigger event may be a random event generated by the game-logic circuitry, or the trigger event may occur on every feature game outcome sequence such that the first persistent wheel undergoes a segment selection sequence for each outcome.

[00231] If no trigger event is presented (the NO path at decision 1306), the feature game outcome sequence proceeds without a segment selection sequence for the first persistent wheel, and the data processing method 1300 completes for the current feature game outcome sequence. The game-logic circuitry evaluates the outcome of the feature game outcome sequence and, unless a termination condition has been detected to conclude the feature game, proceeds to the next feature game outcome sequence beginning at step 1304.

[00232] If a trigger event is presented (the YES path at decision 1306), the data processing method 1300 proceeds to step 1308.

[00233] At step 1308, the game-logic circuitry causes the presentation assembly to animate a segment selection sequence for the first persistent wheel. The segment selection sequence selects a wheel segment from the plurality of wheel segments of the first persistent wheel.

[00234] At decision 1310, the game-logic circuitry evaluates whether the selected wheel segment is the activation wheel segment. In the illustrated embodiment, the plurality of wheel segments of the first persistent wheel includes the activation wheel segment and one or more other wheel segments (e.g., prize wheel segments, upgrade wheel segments, or other segment types associated with the first persistent wheel's own game feature). The segment selection sequence is operable to select from both the activation wheel segment and the one or more other wheel 2026203862   31 Aug 2026 segments. That is, the activation wheel segment competes with the other wheel segments during the segment selection sequence, and the outcome of the segment selection sequence determines which type of segment is selected.

[00235] If the activation wheel segment is not selected (the NO path at decision 1310), the data processing method 1300 proceeds to step 1314, where the game-logic circuitry applies the effect of the selected wheel segment in accordance with the first persistent wheel's game feature. For example, if the first persistent wheel is a jackpot wheel and the selected segment is a jackpot wheel segment, the game-logic circuitry animates an award sequence as described above with reference to step 714 of FIG. 7. If the selected segment is an upgrade wheel segment, the game-logic circuitry animates an upgrade sequence as described above with reference to step 708 of FIG. 7, or step 916 of FIG. 9, depending on the type of first persistent wheel. Following step 1314, the data processing method 1300 completes for the current feature game outcome sequence, and the game-logic circuitry proceeds to the next feature game outcome sequence at step 1304 unless a termination condition has been detected.

[00236] If the activation wheel segment is selected (the YES path at decision 1310), the data processing method 1300 proceeds to step 1312.

[00237] At step 1312, the game-logic circuitry causes the presentation assembly to transition the second persistent wheel from the inactive state to the active state. The respective game feature of the second persistent wheel is now available to be applied to one or more remaining feature game outcome sequences of the plurality of feature game outcome sequences. In the illustrated embodiment, the presentation assembly animates a transition effect for the second persistent wheel (e.g., illuminating the second persistent wheel, revealing its wheel segments, adding a segment selector, and removing any inactive-state overlay such as a lock icon or dimmed rendering), as described in further detail below with reference to FIGS. 14A and 14B. Following step 1312, the game-logic circuitry proceeds to the next feature game outcome sequence at step 1304 unless a termination condition has been detected. Subsequent feature game outcome sequences may now trigger the game feature of the second persistent wheel in addition to the game feature of the first persistent wheel. 2026203862   31 Aug 2026

[00238] In some embodiments, the second persistent wheel is associated with a game feature selected from a group comprising at least one of a jackpot feature (as described above with reference to FIGS. 7 through 8G), an array expansion feature (as described above with reference to FIGS. 9 through 11), and an award application feature (as described above with reference to FIGS. 12A and 12B). In other embodiments, the second persistent wheel is associated with a game feature not specifically described above, such as a multiplier feature, a free game feature, a symbol transformation feature, or any other game feature compatible with the persistent wheel architecture.

[00239] In certain embodiments, the game-logic circuitry causes the presentation assembly to animate a second segment selection sequence for the second persistent wheel following the transition at step 1312. That is, rather than waiting for a subsequent trigger event in a later feature game outcome sequence, the second persistent wheel immediately undergoes a segment selection sequence upon activation, and the effect of the selected segment is applied to the current or next feature game outcome sequence. In one or more of these embodiments, the second segment selection sequence is a single segment selection sequence for the second persistent wheel. The game-logic circuitry causes the presentation assembly to transition the second persistent wheel from the active state back to the inactive state following the single segment selection sequence, such that the second persistent wheel provides its respective game feature for only one segment selection sequence per activation event.

[00240] In some embodiments, the activation wheel segment is a first activation wheel segment associated with the second persistent wheel, and the plurality of wheel segments of the first persistent wheel further includes a second activation wheel segment associated with a third persistent wheel of the plurality of persistent wheels. In such embodiments, the game-logic circuitry is configured to, in response to a subsequent segment selection sequence for the first persistent wheel selecting the second activation wheel segment, cause the presentation assembly to transition the third persistent wheel from an inactive state to an active state. That is, the first persistent wheel may include a respective activation wheel segment for each of the other persistent wheels, and each activation wheel segment is capable of activating its associated persistent wheel when selected. 2026203862   31 Aug 2026

[00241] In other embodiments, the game-logic circuitry replaces the activation wheel segment with a different wheel segment on the first persistent wheel following the segment selection sequence at step 1308 that selected the activation wheel segment. That is, once the activation wheel segment has been selected and the second persistent wheel has been activated, the activation wheel segment is no longer present on the first persistent wheel, and subsequent segment selection sequences for the first persistent wheel select from the remaining wheel segments. In certain embodiments, the activation wheel segment is replaced with a prize wheel segment, an upgrade wheel segment, or another activation wheel segment associated with a different persistent wheel.

[00242] In some embodiments, the activation wheel segment is not present on the first persistent wheel at the initiation of the feature game state at step 1302. Instead, the activation wheel segment is revealed during the course of the feature game. In one such embodiment, the game-logic circuitry is configured to, in response to a prior segment selection sequence for the first persistent wheel selecting an initial wheel segment (e.g., an upgrade wheel segment), cause the presentation assembly to reveal the activation wheel segment on the first persistent wheel in place of the initial wheel segment. For example, after all available upgrade tiers have been applied to the first persistent wheel (i.e., the maximum upgrade level has been reached), the game-logic circuitry replaces the upgrade wheel segment with the activation wheel segment, making the activation wheel segment available for subsequent segment selection sequences. This transformation is described in further detail below with reference to FIG. 15. In other embodiments, the activation wheel segment is revealed in response to a reel-array event (e.g., a designated symbol appearing on the symbol array), a random event generated by the game-logic circuitry, or the passage of a predetermined number of feature game outcome sequences.

[00243] FIGS. 14A and 14B depict the graphical game interface 1400 in a series of states during a feature game, illustrating the activation of an inactive persistent wheel in accordance with the data processing method 1300 of FIG. 13. The graphical game interface 1400 includes the symbol array 1402, a first persistent wheel 1404, and a second persistent wheel 1406. In the illustrated embodiment, the first persistent wheel 1404 is an array wheel (corresponding to the third persistent wheel 604 of FIG. 6) and the second persistent wheel 1406 is a jackpot wheel (corresponding to the second persistent wheel 608 of FIG. 6). In other embodiments, the first persistent wheel 1404 2026203862   31 Aug 2026 and the second persistent wheel 1406 may be any combination of persistent wheel types, including any of the wheel types described above with reference to FIGS. 7 through 12B. In other embodiments, additional or alternative persistent wheels may be present in the graphical game interface 1400.

[00244] Referring first to FIG. 14A, there is shown the graphical game interface 1400 in a first state corresponding to the feature game state at step 1302 of FIG. 13. The first persistent wheel 1404 is displayed in an active state. The wheel segments of the first persistent wheel 1404 are visible, and a segment selector 1410 is displayed on the first persistent wheel 1404. The second persistent wheel 1406 is displayed in an inactive state as described above with reference to FIG. 8A (e.g., dimmed or desaturated rendering, obscured segments, no segment selector). The respective game feature of the second persistent wheel 1406 is unavailable while it remains in the inactive state.

[00245] The first persistent wheel 1404 includes an activation wheel segment 1412 among its plurality of wheel segments. The activation wheel segment 1412 is associated with the second persistent wheel 1406 and is visually distinctive from the other wheel segments of the first persistent wheel 1404 (e.g., displaying an icon representing the second persistent wheel 1406 or its respective game feature). In the illustrated embodiment, the remaining wheel segments of the first persistent wheel 1404 are associated with the first persistent wheel's own game feature (e.g., array expansion wheel segments as described above with reference to FIG. 9).

[00246] The symbol array 1402 displays the outcome of a feature game outcome sequence. A wheel trigger symbol 1408 is displayed on the symbol array 1402, indicating that a trigger event for the first persistent wheel 1404 has been presented during the feature game outcome sequence, corresponding to the YES path at decision 1306 of FIG. 13.

[00247] Turning to FIG. 14B, the graphical game interface 1400 is shown in a second state following the first state of FIG. 14A. The game-logic circuitry has caused the presentation assembly to animate a segment selection sequence for the first persistent wheel 1404 at step 1308 of FIG. 13, and the segment selector 1410 indicates the activation wheel segment 1412 as the selected wheel segment, corresponding to the YES path at decision 1310 of FIG. 13. 2026203862   31 Aug 2026

[00248] In response to the segment selection sequence selecting the activation wheel segment 1412, the game-logic circuitry has caused the presentation assembly to transition the second persistent wheel 1406 from the inactive state to the active state at step 1312 of FIG. 13. The second persistent wheel 1406 is now displayed in an active state. The wheel segments of the second persistent wheel 1406 are visible and individually distinguishable, a segment selector is displayed on the second persistent wheel 1406, and any inactive-state indicators (e.g., a lock icon or dimmed rendering) have been removed. The respective game feature of the second persistent wheel 1406 is now available to be applied to one or more remaining feature game outcome sequences.

[00249] In the illustrated embodiment, the activation wheel segment 1412 remains present on the first persistent wheel 1404 following the activation of the second persistent wheel 1406. That is, subsequent segment selection sequences for the first persistent wheel 1404 may again select the activation wheel segment 1412. In some embodiments, the activation wheel segment 1412 remains on the first persistent wheel 1404 until all persistent wheels of the plurality of persistent wheels have transitioned to the active state, at which point the game-logic circuitry replaces the activation wheel segment 1412 with a different wheel segment (e.g., a prize wheel segment or an additional array expansion wheel segment). In other embodiments, the activation wheel segment 1412 is replaced immediately following the segment selection sequence that selected it, such that the activation wheel segment 1412 is available for only a single selection event. In still other embodiments, the activation wheel segment 1412 is a first activation wheel segment associated with the second persistent wheel 1406, and the first persistent wheel 1404 further includes a second activation wheel segment associated with a third persistent wheel (e.g., the award application wheel corresponding to the first persistent wheel 606 of FIG. 6). In such embodiments, each activation wheel segment is independently selectable and activates its associated persistent wheel when selected.

[00250] In some embodiments, the game-logic circuitry causes the presentation assembly to animate a segment selection sequence for the second persistent wheel 1406 immediately following the transition to the active state at step 1312, rather than waiting for a trigger event in a subsequent feature game outcome sequence. In certain of these embodiments, the segment selection sequence for the second persistent wheel 1406 is a single segment selection sequence. The game-logic 2026203862   31 Aug 2026 circuitry causes the presentation assembly to transition the second persistent wheel 1406 from the active state back to the inactive state following the single segment selection sequence, such that the second persistent wheel 1406 provides its respective game feature for only one segment selection before returning to the inactive state. In other embodiments, the second persistent wheel 1406 remains in the active state for the duration of the feature game following activation, and the respective game feature of the second persistent wheel 1406 is applied whenever a trigger event for the second persistent wheel 1406 is presented during subsequent feature game outcome sequences.

[00251] FIG. 15 shows a persistent wheel 1502 in two states illustrating the transformation of an upgrade wheel segment 1504 into an activation wheel segment 1506. In the first state (top), the persistent wheel 1502 includes the upgrade wheel segment 1504 among its plurality of wheel segments. The upgrade wheel segment 1504 is associated with the persistent wheel's own game feature. For example, if the persistent wheel 1502 is a jackpot wheel, selection of the upgrade wheel segment 1504 causes the game-logic circuitry to animate an upgrade sequence that modifies the jackpot indicia of one or more jackpot wheel segments. The persistent wheel 1502 has not yet reached its maximum upgrade level, and the upgrade wheel segment 1504 remains available for selection during segment selection sequences.

[00252] In the second state (bottom), the persistent wheel 1502 has reached the maximum upgrade level. That is, all available upgrade tiers have been applied to the persistent wheel 1502, and no further upgrades are available. In response to a prior segment selection sequence selecting the upgrade wheel segment 1504 that resulted in the maximum upgrade level being reached, the game-logic circuitry has caused the presentation assembly to replace the upgrade wheel segment 1504 with the activation wheel segment 1506 on the persistent wheel 1502. The activation wheel segment 1506 is visually distinctive from the former upgrade wheel segment 1504 (e.g., displaying an icon associated with the second persistent wheel that the activation wheel segment 1506 is capable of activating). Subsequent segment selection sequences for the persistent wheel 1502 may now select the activation wheel segment 1506, causing the game-logic circuitry to transition the associated inactive persistent wheel to the active state as described above with reference to step 1312 of FIG. 13. 2026203862   31 Aug 2026

[00253] In some embodiments, the replacement occurs immediately upon reaching the maximum upgrade level. That is, within the same segment selection sequence that applied the final upgrade. In other embodiments, the replacement is deferred to a subsequent segment selection sequence, such that the upgrade wheel segment 1504 is selected one additional time after the maximum upgrade level is reached and the result of that selection causes the replacement rather than a further upgrade. In still other embodiments, the activation wheel segment 1506 is revealed in response to an event other than reaching the maximum upgrade level. For example, in response to a designated symbol appearing on the symbol array, a random event generated by the gamelogic circuitry, or the passage of a predetermined number of feature game outcome sequences.

[00254] The foregoing description of FIGS. 13 through 15 illustrates a first mechanism for activating an inactive persistent wheel during a feature game, in which a segment selection sequence for an active persistent wheel selects an activation wheel segment that causes the transition. In other embodiments, the transition of an inactive persistent wheel from the inactive state to the active state is conditioned on a state of the symbol array rather than, or in addition to, the selection of an activation wheel segment on another persistent wheel.

[00255] In one such embodiment, the game-logic circuitry conditions the availability of trigger symbols associated with a second persistent wheel on the current symbol array configuration. That is, while the symbol array is in the initial symbol array configuration, the reel strips used by the game-logic circuitry to populate the symbol positions do not include trigger symbols associated with the second persistent wheel (or include such trigger symbols at a zero or negligible probability) such that the second persistent wheel's trigger event cannot be presented during the initial symbol array configuration. In response to the array wheel transitioning the symbol array to the expanded symbol array configuration, the game-logic circuitry populates the additional symbol positions of the expanded configuration using reel strips that include trigger symbols associated with the second persistent wheel. That is, the trigger symbols for the second persistent wheel are present on the reel strips associated with the expanded reel columns (e.g., the unique portion reel columns of the expanded symbol arrays) but are absent from the reel strips associated with the initial reel columns (e.g., the common portion reel columns). Because the expanded reel columns are only rendered when the symbol array is in the expanded symbol array configuration, the trigger 2026203862   31 Aug 2026 symbols for the second persistent wheel can only appear on the symbol array (and thus the second persistent wheel's trigger event can only be presented) when the array wheel has selected an array expansion wheel segment and the symbol array has transitioned to the expanded configuration.

[00256] In this embodiment, the second persistent wheel transitions from the inactive state to the active state in response to the trigger symbols appearing on the expanded symbol array configuration, rather than in response to a wheel segment selection on the first persistent wheel. The game-logic circuitry detects the trigger symbols for the second persistent wheel on the expanded symbol array configuration and, in response, causes the presentation assembly to transition the second persistent wheel from the inactive state to the active state and to animate a segment selection sequence for the second persistent wheel. The respective game feature of the second persistent wheel is thereby gated by the array configuration. The second persistent wheel's game feature is effectively unavailable until the array wheel produces an expanded configuration that exposes the necessary trigger symbols.

[00257] In some embodiments, when the symbol array transitions back to the initial symbol array configuration following the expanded configuration (e.g., at the conclusion of the feature game outcome sequence in which the expansion occurred), the second persistent wheel returns to the inactive state. That is, the second persistent wheel is active only for the duration of the expanded symbol array configuration and reverts to inactive when the expansion concludes, creating a cycle of activation and deactivation that is tied to the array wheel's segment selection outcomes across successive feature game outcome sequences. In other embodiments, the second persistent wheel remains in the active state for the remainder of the feature game once activated, regardless of whether the symbol array subsequently reverts to the initial configuration.

[00258] In some embodiments, the gating condition is based on a threshold number of symbol arrays in the expanded symbol array configuration rather than the mere presence of the expanded configuration. For example, the reel strips associated with the trigger symbols for the second persistent wheel may be present only on the third, fourth, or fifth parallel symbol array, such that the trigger symbols can only appear when the expanded configuration includes at least three symbol arrays. In such embodiments, the probability of presenting the second persistent wheel's trigger event increases with the number of symbol arrays in the expanded configuration, creating 2026203862   31 Aug 2026 a relationship between the array wheel's selected expansion level and the likelihood of activating the second persistent wheel.

[00259] In other embodiments, the gating condition is based on the expanded number of symbol positions within a single symbol array rather than the number of parallel symbol arrays. For example, the trigger symbols for the second persistent wheel may be assigned to symbol positions that exist only when the reel columns are displayed at an increased height (e.g., rows four through eight of a reel column that is normally displayed at three rows), such that the trigger symbols are only available when the array wheel has expanded the reel column height beyond the initial configuration.

[00260] In certain embodiments, the gating mechanism operates in the reverse direction. That is, the expanded symbol array configuration suppresses trigger symbols associated with a third persistent wheel rather than enabling them. For example, the reel strips associated with the expanded reel columns may exclude trigger symbols for the third persistent wheel that are present on the initial-configuration reel strips, such that transitioning to the expanded configuration reduces or eliminates the probability of presenting the third persistent wheel's trigger event. In such embodiments, the array wheel configuration serves as both an enabling gate for the second persistent wheel and a suppressing gate for the third persistent wheel, creating a dynamic interplay between the active persistent wheels' game features.

[00261] In still other embodiments, the gating condition is not based on the symbol array configuration but on other characteristics of the feature game state. For example, the game-logic circuitry may condition the availability of trigger symbols for the second persistent wheel on the number of feature game outcome sequences that have been completed, on the accumulated award total during the feature game, on the number of upgrade sequences that have been applied to the first persistent wheel, or on a combination of these factors. In each case, the game-logic circuitry modifies the reel strip data or the symbol selection probabilities used to populate the symbol positions, such that trigger symbols for the second persistent wheel become available (or become more probable) when the gating condition is satisfied.

[00262] In some embodiments, the gating mechanism is combined with the activation wheel segment mechanism described above. For example, the first persistent wheel may include an 2026203862   31 Aug 2026 activation wheel segment that transitions the second persistent wheel from the inactive state to the active state, but the second persistent wheel's trigger event may still require the symbol array to be in the expanded configuration before the trigger symbols can appear. In such embodiments, the activation wheel segment enables the second persistent wheel's game feature at the wheel level, while the array configuration enables the trigger symbols at the symbol array level. Both conditions must be satisfied for the second persistent wheel to undergo a segment selection sequence.

[00263] In other embodiments, the plurality of persistent wheels is presented alongside a different feature architecture rather than replacing it. For example, the graphical game interface may include one or more persistent wheels in combination with one or more coin pots, accumulator meters, pick-style bonus features, or other feature mechanisms. In such embodiments, the persistent wheels operate as supplemental activation or enhancement mechanisms rather than serving as the primary feature containers. A persistent wheel may include wheel segments that modify the behavior of an associated coin pot (e.g., increasing the coin pot's prize values, adding symbols to the coin pot's trigger set, or awarding an immediate collection of the coin pot's accumulated value), while the coin pot retains its own independent accumulation and trigger mechanics. In another example, a persistent wheel may include wheel segments that modify the parameters of a pick-style bonus feature (e.g., increasing the number of picks available, adding higher-value options to the pick pool, or revealing hidden prizes), and the pick-style bonus feature is triggered independently of the persistent wheel's segment selection sequence.

[00264] The activation mechanism described above may also be applied in these combined-architecture embodiments. For example, a segment selection sequence selecting an activation wheel segment may activate a coin pot or pick feature rather than activating another persistent wheel, transitioning the associated feature from an unavailable state to an available state for the remaining feature game outcome sequences. In such embodiments, the activation wheel segment is associated with the non-wheel feature mechanism rather than a second persistent wheel, and the game-logic circuitry causes the presentation assembly to render the activated feature in a visually distinctive active state following the selection.

[00265] FIG. 16 depicts a concentric persistent wheel 1600 comprising an outer wheel 1602 and an inner wheel 1604. The concentric persistent wheel 1600 represents a variation embodiment 2026203862   31 Aug 2026 of any of the persistent wheels described above, in which a single persistent wheel includes two concentric wheel components that resolve together during a segment selection sequence.

[00266] The outer wheel 1602 includes a plurality of outer wheel segments 1606 and an outer segment selector 1610. Each outer wheel segment 1606 is associated with a respective outcome of the persistent wheel's game feature. For example, if the concentric persistent wheel 1600 is a jackpot wheel, the outer wheel segments 1606 may correspond to jackpot prize tiers (e.g., MINI, MINOR, MAJOR, GRAND). If the concentric persistent wheel 1600 is an array wheel, the outer wheel segments 1606 may correspond to array expansion configurations (e.g., 2 arrays, 3 arrays, 4 arrays). If the concentric persistent wheel 1600 is an award application wheel, the outer wheel segments 1606 may correspond to credit values.

[00267] The inner wheel 1604 includes a plurality of inner wheel segments 1608 and an inner segment selector 1612. Each inner wheel segment 1608 is associated with a respective modifier value, for example, a multiplier value (e.g., 1x, 2x, 3x, 5x, 10x). During a segment selection sequence, the game-logic circuitry causes the presentation assembly to animate both the outer segment selector 1610 and the inner segment selector 1612 to rotate and select respective wheel segments on the outer wheel 1602 and the inner wheel 1604. In the illustrated embodiment, both the outer segment selector 1610 and the inner segment selector 1612 are animated as pointers that rotate to select respective wheel segments. In other embodiments, one or both of the outer wheel 1602 and the inner wheel 1604 rotate relative to a fixed pointer, rather than the pointer rotating relative to a fixed wheel. In still other embodiments, both the wheel and the pointer rotate simultaneously, and the final selection is determined by the relative positions of the pointer and the wheel segments when the animation concludes.

[00268] The outcome of the segment selection sequence is determined by the combination of the outer wheel segment selected by the outer segment selector 1610 and the inner wheel segment selected by the inner segment selector 1612. For example, if the outer segment selector 1610 selects a MINOR jackpot tier and the inner segment selector 1612 selects a 3X multiplier, the resulting award is three times the MINOR jackpot prize value. In another example, if the outer segment selector 1610 selects a credit value of 500 and the inner segment selector 1612 selects a 5X multiplier, the resulting award is 2,500 credits. The outer wheel 1602 and the inner wheel 1604 2026203862   31 Aug 2026 may resolve independently of each other (e.g., each driven by a separate random number) or dependently (e.g., the inner wheel result is constrained based on the outer wheel result to maintain a target payout distribution). In some embodiments, an upgrade sequence as described above with reference to FIGS. 7 and 9 modifies the inner wheel segments 1608, the outer wheel segments 1606, or both. For example, the game-logic circuitry may modify the inner wheel segments 1608 to increase the multiplier values (e.g., from 1x, 2x, and 3X to 2x, 3x, and 5X) while the outer wheel segments 1606 remain unchanged, or may modify the outer wheel segments 1606 (e.g., upgrading a jackpot tier from MINI to MINOR) while the inner wheel segments 1608 remain unchanged.

[00269] In some embodiments, the inner wheel segments 1608 are associated with values other than multipliers. For example, the inner wheel segments 1608 may include additional feature game outcome sequences (e.g., extra free games added to the remaining count), additional segment selectors (e.g., an extra pointer added to the outer wheel 1602 for subsequent segment selection sequences), or activation values (e.g., an activation indicator that causes an inactive persistent wheel to transition to the active state, in accordance with the data processing method 1300 of FIG. 13). In other embodiments, the concentric persistent wheel 1600 includes more than two concentric wheel components (e.g., an outer wheel, a middle wheel, and an inner wheel), each associated with a respective dimension of the outcome.

[00270] The present disclosure addresses the above-identified technical challenges through several interrelated improvements to the operation of gaming apparatus, the management of graphical data by the game-logic circuitry, and the rendering of game interfaces by the presentation assembly.

[00271] With respect to the static graphical data associated with prize-determination elements during bonus games, the present disclosure provides gaming apparatus in which the game-logic circuitry dynamically updates the data structures representing individual graphical elements of a persistent wheel during the course of a feature game in response to symbols generated on the symbol positions. Rather than maintaining the same graphical data from the initiation of the feature game through its conclusion, the game-logic circuitry detects upgrade symbols within feature game outcome sequences and, in response, modifies the data values and visual indicia associated with specific wheel segments. These modifications include adding multiplier values, changing prize tier 2026203862   31 Aug 2026 associations, increasing credit values, and merging adjacent segments into wider regions. Each modification is written to the data structure representing the affected wheel segment, and the rendering pipeline issues a targeted update to the corresponding region of the frame buffer, enabling efficient partial redraws of the wheel's graphical representation without requiring a fullframe redraw of the interface. The progressive modification of wheel segment data across multiple feature game outcome sequences creates a computational dependency between each outcome sequence and the final segment selection, expanding the range of resolvable prize outcomes beyond the initial wheel configuration and enabling the game-logic circuitry to resolve a final prize that reflects the cumulative effect of events occurring throughout the feature game.

[00272] With respect to the fixed symbol-position map during bonus games, the present disclosure provides gaming apparatus in which the game-logic circuitry dynamically reconfigures the symbol-position map that associates pixel coordinates with respective symbol positions, enabling transitions between an initial symbol array configuration and one or more expanded symbol array configurations during the course of a feature game. In response to a segment selection sequence selecting an array expansion wheel segment, the game-logic circuitry generates a modified symbol-position map that defines additional symbol positions and their corresponding pixel-coordinate associations within the graphical game interface. For example, by defining symbol positions for a plurality of parallel symbol arrays or by expanding the number of rows within a single symbol array. The rendering pipeline processes the modified symbol-position map to render the expanded configuration, allocating rendering resources for the additional symbol positions and generating independent random outcomes for each newly defined position. Because the symbol-position map may be reconfigured on each feature game outcome sequence based on the result of a respective segment selection sequence, the game-logic circuitry introduces structural variability in the spatial layout of the graphical game interface across sequences within the same feature game, dynamically expanding the number of evaluable symbol positions and potential winning combinations without modifying the underlying reel strip data or random number generation logic.

[00273] With respect to the initiation-locked activation of graphical elements during bonus games, the present disclosure provides gaming apparatus in which the game-logic circuitry 2026203862   31 Aug 2026 transitions persistent wheels from an inactive state to an active state during the course of a feature game, in response to a segment selection sequence on an already-active persistent wheel selecting an activation wheel segment. This event-driven activation enables the game-logic circuitry to expand the set of interactive graphical elements managed by the rendering pipeline after the initiation of the feature game, introducing additional wheel configurations, segment data structures, and associated rendering resources into the active graphical state. The activation is mediated by the existing segment selection mechanism of the active wheel, requiring no additional input events, triggering logic, or game-logic evaluation pathways beyond the established segment selection process. The game-logic circuitry reuses the same selection and rendering infrastructure that manages the active wheel to initiate the state transition of the inactive wheel. Following activation, the rendering pipeline allocates resources for the newly active wheel and renders it alongside the previously active wheel, enabling the game-logic circuitry to process events associated with each wheel's respective game feature and to generate outcomes that depend on computational interactions between the respective game-logic processes associated with each wheel for the remaining feature game outcome sequences.

[00274] Collectively, the disclosed improvements enable the game-logic circuitry to manage a broader range of graphical states within the presentation assembly during a single feature game, including dynamically modified data structures for wheel segment configurations, variable symbol-position maps defining different spatial layouts of symbol positions, and mid-feature activation of additional interactive graphical elements with associated rendering resources. These capabilities improve the efficiency of the rendering pipeline by enabling the game-logic circuitry to issue targeted rendering commands that update specific interface regions (such as individual wheel segment graphics, additional symbol array instances, or newly activated wheel presentations) in response to game events, rather than maintaining and repeatedly rendering a static interface configuration throughout the feature game. The resulting increase in graphical state variability across feature game outcome sequences expands the set of distinct video frames that the presentation assembly may present, reduces redundant rendering of unchanged graphical data, and enables the game-logic circuitry to generate outcomes that reflect computational dependencies between dynamically modified and dynamically activated interface elements. 2026203862   31 Aug 2026

[00275] 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.

[00276] 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 comprising one or more electronic display devices configured to present a graphical game interface including a plurality of symbol positions and a plurality of persistent wheels, each wheel of the plurality of persistent wheels associated with a respective game feature; andgame-logic circuitry in communication with the presentation assembly, the value input device, the player input device and the value output device, the game-logic circuitry comprising one or more processors and one or more memory devices, the one or more memory devices storing random-number-generator programming, game-outcome logic, and game state data associated with game elements presented via the graphical game interface, 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;2026203862   31 Aug 2026update the game state data to associate a first persistent wheel of the plurality of persistent wheels with an active state and a second persistent wheel of the plurality of persistent wheels with an inactive state, the respective game feature of the second persistent wheel being unavailable while the second persistent wheel is in the inactive state, the first persistent wheel including a plurality of wheel segments, and cause the presentation assembly to animate the graphical game interface to transition to a feature game state based on the updated game state data;cause the presentation assembly to animate, with the graphical game interface in the feature game state, a plurality of feature game outcome sequences based on the game state data by populating the plurality of symbol positions with respective randomly selected symbols for each sequence of the plurality of feature game outcome sequences, wherein the game state data represents the second persistent wheel as remaining in the inactive state throughout at least a first feature game outcome sequence of the plurality of feature game outcome sequences;after the at least first feature game outcome sequence including a first trigger event for the first persistent wheel and during the plurality of feature game outcome sequences, update the game state data based on selection of an activation wheel segment from the plurality of wheel segments of the first persistent wheel, and cause the presentation assembly to animate a first segment selection sequence for the first persistent wheel selecting the activation wheel segment;in response to the first segment selection sequence selecting the activation wheel segment, update the game state data to transition the second persistent wheel from the inactive state to the active state such that the respective game feature of the second persistent wheel is available to be applied to a subsequent feature game outcome sequence of the feature game comprising a further population of the plurality of symbol positions with respective randomly selected symbols, and cause the presentation assembly to render the second persistent wheel in the active state based on the updated game state data; and2026203862   31 Aug 2026in response to a second trigger event for the second persistent wheel presented during the subsequent feature game outcome sequence, cause the presentation assembly to animate a second segment selection sequence for the second persistent wheel, the subsequent feature game outcome sequence proceeding without a segment selection sequence for the first persistent wheel.

2. The gaming machine of claim 1, wherein a feature trigger event preceding the feature game state is exclusively associated with the first persistent wheel.

3. The gaming machine of any of claims 1 to 2, wherein the game-logic circuitry is further configured to, following the second persistent wheel transitioning to the active state, cause the presentation assembly to animate a plurality of subsequent feature game outcome sequences and to animate a respective segment selection sequence for the second persistent wheel during two or more of the plurality of subsequent feature game outcome sequences.

4. The gaming machine of any of claims 1 to 3, wherein the game-logic circuitry is further configured to, in response to the second persistent wheel transitioning to the active state and prior to the subsequent feature game outcome sequence, cause the presentation assembly to animate an initial segment selection sequence for the second persistent wheel.

5. The gaming machine of claim 4, wherein the second segment selection sequence is a single segment selection sequence for the second persistent wheel, and the game-logic circuitry is further configured to, following the single segment selection sequence, cause the presentation assembly to transition the second persistent wheel from the active state to the inactive state.

6. The gaming machine of any of claims 1 to 5, wherein the activation wheel segment is a first activation wheel segment associated with the second persistent wheel, the plurality of wheel segments further includes a second activation wheel segment associated with a third persistent wheel of the plurality of persistent wheels, and the game-logic circuitry is further configured to, in response to a subsequent segment selection sequence for the first persistent wheel2026203862   31 Aug 2026selecting the second activation wheel segment, cause the presentation assembly to transition the third persistent wheel from an inactive state to an active state.

7. The gaming machine of any of claims 1 to 6, wherein the plurality of wheel segments further includes one or more prize wheel segments, and the first segment selection sequence is operable to select from both the activation wheel segment and the one or more prize wheel segments.

8. The gaming machine of any of claims 1 to 7, wherein the activation wheel segment is not present on the first persistent wheel at an initiation of the feature game state, and the gamelogic circuitry is further configured to, in response to a prior segment selection sequence for the first persistent wheel selecting an initial wheel segment, cause the presentation assembly to reveal the activation wheel segment on the first persistent wheel in place of the initial wheel segment.

9. The gaming machine of any of claims 1 to 8, wherein, in response to an update to the game state data, the game-logic circuitry generates rendering commands pertaining only to graphical elements changed between successive frames of the graphical game interface.

10. The gaming machine of any of claims 1 to 9, the gaming machine further comprising: a game play mechanism configured for operation by a player to initiate the play of a base game, and the game-logic circuitry is responsive to initiation of the play of the base game with the game play mechanism and is operable to control the presentation assembly.

11. A method of operating a graphical game interface using a gaming system, the gaming system 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 including one or more electronic display devices and game-logic circuitry in communication with the presentation assembly, the value input device, the player input device and the value output device, and including one or more processors and one or2026203862   31 Aug 2026more memory devices, the one or more memory devices storing random-number-generator programming, game-outcome logic, and game state data associated with game elements presented via the graphical game interface, the method comprising:presenting, by the presentation assembly, the graphical game interface including a plurality of symbol positions and a plurality of persistent wheels, each wheel of the plurality of persistent wheels associated with a respective 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;updating, by the game-logic circuitry, the game state data to associate a first persistent wheel of the plurality of persistent wheels with an active state and a second persistent wheel of the plurality of persistent wheels with an inactive state, the respective game feature of the second persistent wheel being unavailable while the second persistent wheel is in the inactive state, the first persistent wheel including a plurality of wheel segments, and causing the presentation assembly to animate the graphical game interface to transition to a feature game state based on the updated game state data;causing, by the game-logic circuitry, the presentation assembly to animate, with the graphical game interface in the feature game state, a plurality of feature game outcome sequences based on the game state data by populating the plurality of symbol positions with respective randomly selected symbols for each sequence of the plurality of feature game outcome sequences, wherein the game state data represents the second persistent wheel as remaining in the inactive state throughout at least a first feature game outcome sequence of the plurality of feature game outcome sequences;2026203862   31 Aug 2026after the at least first feature game outcome sequence including a first trigger event for the first persistent wheel and during the plurality of feature game outcome sequences, updating, by the game-logic circuitry, the game state data based on selection of an activation wheel segment from the plurality of wheel segments of the first persistent wheel, and causing the presentation assembly to animate a first segment selection sequence for the first persistent wheel selecting the activation wheel segment;in response to the first segment selection sequence selecting the activation wheel segment, updating, by the game-logic circuitry, the game state data to transition the second persistent wheel from the inactive state to the active state such that the respective game feature of the second persistent wheel is available to be applied to a subsequent feature game outcome sequence of the feature game comprising a further population of the plurality of symbol positions with respective randomly selected symbols, and causing, by the game-logic circuitry, the presentation assembly to render the second persistent wheel in the active state based on the updated game state data; andin response to a second trigger event for the second persistent wheel presented during the subsequent feature game outcome sequence, causing, by the game-logic circuitry, the presentation assembly to animate a second segment selection sequence for the second persistent wheel, the subsequent feature game outcome sequence proceeding without a segment selection sequence for the first persistent wheel.

12. The method of claim 11, wherein a feature trigger event preceding the feature game state is exclusively associated with the first persistent wheel.

13. The method of any of claims 11 to 12, further comprising, following the second persistent wheel transitioning to the active state, causing, by the game-logic circuitry, the presentation assembly to animate a plurality of subsequent feature game outcome sequences and to animate a respective segment selection sequence for the second persistent wheel during two or more of the plurality of subsequent feature game outcome sequences.2026203862   31 Aug 202614. The method of any of claims 11 to 13, further comprising, in response to the second persistent wheel transitioning to the active state and prior to the subsequent feature game outcome sequence, causing, by the game-logic circuitry, the presentation assembly to animate an initial segment selection sequence for the second persistent wheel.

15. The method of claim 14, wherein the second segment selection sequence is a single segment selection sequence for the second persistent wheel, the method further comprising, following the single segment selection sequence, causing, by the game-logic circuitry, the presentation assembly to transition the second persistent wheel from the active state to the inactive state.

16. The method of any of claims 11 to 15, wherein the activation wheel segment is a first activation wheel segment associated with the second persistent wheel, the plurality of wheel segments further includes a second activation wheel segment associated with a third persistent wheel of the plurality of persistent wheels, the method further comprising, in response to a subsequent segment selection sequence for the first persistent wheel selecting the second activation wheel segment, causing, by the game-logic circuitry, the presentation assembly to transition the third persistent wheel from an inactive state to an active state.

17. The method of any of claims 11 to 16, wherein the plurality of wheel segments further includes one or more prize wheel segments, and the first segment selection sequence is operable to select from both the activation wheel segment and the one or more prize wheel segments.

18. The method of any of claims 11 to 17, wherein the activation wheel segment is not present on the first persistent wheel at an initiation of the feature game state, and wherein the method further comprises, in response to a prior segment selection sequence for the first persistent wheel selecting an initial wheel segment, cause the presentation assembly to reveal the activation wheel segment on the first persistent wheel in place of the initial wheel segment.2026203862   31 Aug 202619. The method of any of claims 11 to 18, further comprising, in response to an update to the game state data, generating, by the game-logic circuitry, rendering commands pertaining only to graphical elements changed between successive frames of the graphical game interface.

20. 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 11 to 19.

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