Adjustable Game Play Matrix with Dynamic Symbol Sizing
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Solution Overview
Problem
Electronic gaming machines face challenges in efficiently displaying game play matrices due to limited screen space and limited access to features and upgrades, with current systems often requiring specific triggering events for accessing upgrades and expansions.
Innovation Solution
The implementation of an adjustable game play matrix with dynamically sized symbols and reels, where each column can display between 1 and n symbols, with the size of symbols adjusting based on the number displayed, allowing for compact and clear display on a fixed screen height, and providing multiple paths to access features and upgrades through random determination and resizing of reels.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If columns vertically expand to display additional symbols during play, then more symbols can be displayed, but display space is reduced and less space is available to display information
Solution Approach 1:
The game play matrix columns dynamically adjust their vertical size during gameplay. Columns can expand to display additional symbols when needed and contract to conserve display space when fewer symbols are shown, allowing the display area to be optimally utilized at different moments during game play
Solution Approach 2:
The system changes the display parameters of columns by adjusting the number of symbols displayed per column based on game state. This allows flexible allocation of display space while maintaining the ability to show variable quantities of symbols as gameplay requires
2Device complexity
If specific triggering events are required to access features and upgrades, then game structure is simplified, but player access to features is limited
Solution Approach 1:
The system implements multiple pathways to access the same features and upgrades. Players can reach feature access through various means including random determination during base gameplay, bonus game triggers, and direct access mechanisms, making the feature access system universal rather than restricted to single triggering events
3Device complexity
If fixed number of reels are displayed in each column, then display layout is simplified, but display efficiency is reduced on limited screens
Solution Approach 1:
The number of reels displayed in each column is dynamically adjustable rather than fixed. The system can modify the number of visible reels per column based on gameplay conditions, allowing optimal use of limited screen space while maintaining simplified layout structure when appropriate
Data Source
AI summary
An electronic gaming system including a memory and a processor is described. The processor is configured to cause display of an adjustable game play matrix including a plurality of reels. A first column of the adjustable game play matrix includes a first predefined number of reels. The processor is also configured to randomly determine a first number of symbols to display on the first column for a first instance of an electronic game, randomly determine a first plurality of symbols corresponding to the first number of symbols, and select a first size, of a plurality of sizes, for each symbol of the first plurality of symbols to generate a sized first plurality of symbols. The processor is also configured to adjust display of the reels on the first column and cause display of the sized first plurality of symbols at a first number of the first predefined number of reels.


