Bonus Wheel Pointer Nudging for Variable Credit Award Displays
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Solution Overview
Problem
Existing gaming systems lack the ability to display variance in accumulating credit awards from electronic bonus wheel spins, fail to move a stopping wheel pointer after rotation, inefficiently use computer resources, and lack processing speed and availability due to burdensome processing requirements.
Innovation Solution
Implement a nudging enhancement for electronically displayed bonus indicators using scripts or weighted tables to determine the movement of wheel pointers, allowing for display variance and efficient processing by moving wheel pointers after stopping, and enabling simultaneous movement of multiple bonus wheels.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional electronic bonus wheel systems are used, then the system structure is simple, but the system lacks the ability to display variance in accumulating credit awards and cannot move wheel pointers after rotation
Solution Approach 1:
The system separates the wheel rotation function from the pointer positioning function. The wheel spins to a randomly determined stopping position, then the pointer is independently moved to indicate the final award position. This segmentation allows the system to display variance in credit awards while maintaining clear functional separation.
Solution Approach 2:
The system determines the final award position in advance through weighted tables or scripts before the wheel animation completes. The wheel then spins to create suspense, but the outcome is already predetermined. This preliminary action enables the system to control award variance while managing computational resources efficiently.
2Productivity
If traditional processing methods are used, then processing requirements are minimal, but processing speed and availability are insufficient
Solution Approach 1:
The system pre-calculates and stores award outcomes in weighted tables or scripts before game play. During actual play, the system simply retrieves predetermined outcomes and animates the wheel accordingly, dramatically reducing real-time processing requirements while maintaining high processing speed.
Solution Approach 2:
The system uses visual copies and animations (wheel spinning, pointer movement) to represent the predetermined award outcome. These visual representations enhance the gaming experience without requiring complex real-time calculations, thereby improving processing speed while managing computational resources.
3Adaptability or versatility
If wheel pointers cannot be moved after rotation, then the system is simple to operate, but the system cannot provide display variance in credit awards
Solution Approach 1:
The system divides the indicator mechanism into two independent components: the rotating wheel and the movable pointer. The wheel provides the visual spectacle of random selection, while the pointer independently moves to indicate the predetermined award position, enabling display variance without complicating the operational logic.
Solution Approach 2:
The pointer acts as an intermediary between the predetermined award outcome and the visual display. It translates the calculated award position into a visible indication by moving along the wheel circumference, thereby providing display variance while maintaining clear and simple operational control.
4Adaptability or versatility
If multiple bonus wheels are processed simultaneously, then the system provides more game features, but computer resource efficiency decreases
Solution Approach 1:
The system pre-determines outcomes for multiple bonus wheels using weighted tables or scripts before animation. All wheel rotations and pointer movements for multiple wheels are calculated in advance, allowing simultaneous display of multiple bonus wheels without proportionally increasing real-time computational resource consumption.
Solution Approach 2:
The system uses visual animations and graphical representations for multiple bonus wheels, which are predetermined and pre-rendered. These visual copies provide the appearance of complex simultaneous processing without requiring proportional computational resources, thereby maintaining efficiency while enhancing game features.
Data Source
AI summary
A gaming system includes a processor and a memory storing instructions thereon, wherein the instructions cause the processor to cause display of a spinning of a bonus indicator relative to a stopping position indicator, the bonus indicator including a plurality of outcome sections each including an outcome indicator displayed therein. The instructions further cause the processor to stop the spinning of the bonus indicator relative to the stopping position indicator, the stopping position indicator identifying a first outcome section of the plurality of outcome sections when spinning of the bonus indicator is stopped and cause display of a moving of the stopping position indicator on the bonus indicator from the first outcome section to a second outcome section of the plurality of outcome sections.


