Gaming Machine Lock Zone Symbol Animation

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Solution Overview

Problem

There is a need for new gaming systems to maintain or increase player enjoyment in electronic gaming machines, as existing stepper video games may not provide sufficient engagement.

Innovation Solution

A gaming machine with a credit input mechanism, credit meters, and a display that includes a predetermined symbol with anticipation and free spin states, which animates based on the symbol's position on a pay line and randomly determines whether to trigger a bonus game or free spins, increasing the credit balance accordingly.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional stepper video games are used, then the gaming system is simple to operate, but player enjoyment decreases over time

Engineering Contradiction:
Improveease of operationVSAvoidplayer enjoyment
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The gaming system implements dynamic game modes that transition between stepper mode and bonus game mode. The bonus game mode introduces dynamic elements such as animated symbols, free spins, and variable credit balances, making the game more engaging while maintaining the simple stepper interface for basic operation.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes game parameters dynamically by introducing multiple game modes with different rules. In bonus game mode, parameters such as symbol animation speed, credit balance calculation, and spin mechanics are modified to enhance player enjoyment while keeping the base operation simple.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If bonus games with animations are added, then player engagement increases, but device complexity increases

Engineering Contradiction:
Improveplayer engagementVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming system is segmented into distinct functional modules: a base stepper game module and a bonus game module. The bonus game module contains sub-components for symbol animation, free spin control, and credit balance management. This segmentation allows the complex animated features to be added without fundamentally redesigning the entire system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system prepares for bonus games by pre-defining animation sequences, symbol states (anticipation and free spin states), and payout structures in advance. This preliminary preparation allows complex animated features to be triggered and executed without real-time computational overhead, managing device complexity effectively.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If multiple symbol states are implemented, then game variety increases, but manufacturing complexity increases

Engineering Contradiction:
Improvegame varietyVSAvoidmanufacturing complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

Instead of creating physically different symbols for different states, the system uses visual copying techniques where the same symbol graphic is displayed with different animation effects and states. The anticipation state and free spin state are implemented through software-controlled visual transformations of the base symbol, reducing manufacturing complexity while maintaining game variety.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11090552B2Lock zone
Publication Date: 2021.08.17 VIDEO GAMING TECH INC
  • US11090552B2 patent drawing
  • US11090552B2 patent drawing
  • US11090552B2 patent drawing

AI summary

A gaming machine that includes a game controller to select symbols from the memory, cause the display to display the selected symbols at the display positions, determine if the displayed symbols include a predetermined symbol, and if the predetermined symbol lands on the pay line, in response to the predetermined symbol landing on the pay line, 1) cause the display to animate the first plurality of anticipation states on the pay line, and 2) randomly determine whether to transition the predetermined symbol to the second plurality of free spin states, in response to determining the predetermined symbol transitioning to the second plurality of free spin states, cause the display to animate the second plurality of free spin states on the pay line.