Multiple-Player Bonus Redemption Game System
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Solution Overview
Problem
Existing gaming systems deter players from playing at unoccupied gaming machines, creating a perceived disadvantage and lacking excitement, especially in community gaming systems where player interaction and entertainment are essential.
Innovation Solution
A multiple-player bonus redemption game system where gaming devices generate targets and collectors, allowing players to redeem them in a community bonus sequence, providing simultaneous awards and increasing social interactivity and excitement regardless of player numbers or wager amounts.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If community gaming systems are implemented, then player interaction and entertainment are enhanced, but players perceive disadvantage when playing at unoccupied machines
Solution Approach 1:
The system pre-generates targets and collectors before the bonus game is triggered. Targets are created based on potential future bonus opportunities, and collectors are generated based on current game outcomes. This preliminary preparation ensures that when the bonus game occurs, all necessary elements are already in place, eliminating any perceived disadvantage for players regardless of current occupancy levels.
Solution Approach 2:
The patent introduces targets as an intermediary element that mediates between player wagers and bonus awards. Targets represent potential future bonus opportunities and can be redeemed by any player in the community. This intermediary mechanism decouples individual player performance from bonus availability, ensuring that players never feel disadvantaged by lack of occupancy since targets are continuously generated by the system.
2Ease of operation
If bonus awards are triggered by specific symbols, then bonus games are activated, but excitement diminishes when players cannot win due to lack of targets or collectors
Solution Approach 1:
The system continuously pre-generates targets independently of bonus triggers, and pre-generates collectors based on regular game play. This ensures that when bonus-triggering symbols appear, both targets and collectors are already available in the system, guaranteeing that bonus awards can be reliably provided without disappointment to players.
Solution Approach 2:
The patent changes the parameters of bonus availability by decoupling target and collector generation from bonus triggering events. Instead of generating these elements only when bonuses are triggered, the system continuously generates them based on separate criteria (system operation for targets, regular game outcomes for collectors), ensuring consistent availability that enhances reliability while maintaining ease of triggering.
3Adaptability or versatility
If multiple players participate simultaneously, then social interactivity increases, but system complexity increases
Solution Approach 1:
The patent segments the bonus system into distinct independent components: targets (representing future opportunities), collectors (representing current winnings), and the matching mechanism. Each player has their own targets and collectors, but they all interact through a common matching system. This segmentation allows multiple players to participate simultaneously with full social interactivity while managing complexity through clear separation of concerns.
Solution Approach 2:
The system creates universal targets and collectors that can be used by any player in the community, not just the player who generated them. A target generated by one player can be redeemed by another player, and collectors work similarly. This universality allows the same basic mechanism to handle any number of simultaneous players, scaling social interactivity without proportionally increasing system complexity.
4Productivity
If targets and collectors are generated continuously, then award opportunities increase, but resource consumption increases
Solution Approach 1:
The system implements a lifecycle management approach where targets and collectors are created, used in bonus games, and then removed from the system. When targets are redeemed or expire, and when collectors are used to redeem targets, these elements are discarded and new ones are generated in their place. This continuous creation and discarding cycle maintains high award generation productivity while managing resource consumption through systematic replacement rather than indefinite accumulation.
Data Source
AI summary
A gaming system and methods provide a plurality of gaming devices configured to operate a multiple-player bonus or secondary game. Each gaming device of the gaming system generates targets upon occurrences of target-generation events. Each gaming device also generates collectors upon occurrences of collector-generating events. The collectors may be used in conjunction with the aforementioned targets to obtain awards in a bonus sequence as described. Upon the occurrence of a redemption event at one of the plurality of gaming devices, the gaming device provides all players playing at one of the gaming devices in the gaming system the opportunity to redeem all accumulated collectors and targets in a bonus sequence. In the bonus sequence, the gaming system determines any awards associated with the redemption of accumulated collectors and targets and provides them to the players.


