Gaming Machine Bonus Game Map Course Continuity

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Solution Overview

Problem

Conventional gaming machines lack continuity in gameplay, making it difficult to maintain player interest as unit games are not connected, leading to repetitive and unengaging experiences.

Innovation Solution

A gaming machine and system that includes a first display for a base game, a second display for a bonus game featuring a map with cells forming a course, and a controller that executes the base game, triggers bonus games based on conditions, determines reachable cells, and calculates expected awards, allowing players to move a character through the course and receive awards based on calculated values.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Duration of action of moving object

If unit games are repeatedly executed in conventional gaming machines, then the games can be played continuously, but the unit games lack continuity and connection, making it difficult to attract player interest

Engineering Contradiction:
Improvecontinuity of gameplayVSAvoidplayer engagement
Core Design Contradiction:
Duration of action of moving objectVSAdaptability or versatility

Solution Approach 1:

The bonus game is segmented into multiple unit games (first, second, third unit games) that are executed sequentially. Each unit game has specific objectives (reaching goal points, collecting items) that connect them together, creating continuity while maintaining distinct gameplay phases that keep players engaged.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a map-based movement dimension where players control character position across multiple cells and locations. This spatial dimension adds continuity as players navigate through the map across unit games, and increases engagement through strategic positioning and exploration beyond simple repetitive gameplay.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If players are offered multiple reachable cells with varying award opportunities, then player choices are increased, but excessive betting on higher award opportunities may occur

Engineering Contradiction:
Improveplayer choiceVSAvoidexcessive betting
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The patent provides predetermined credits uniformly to all reachable cells regardless of their award potential. This partial action approach ensures players receive sufficient credits to explore multiple cells and make choices without the risk of excessive betting, as the credit distribution is controlled and uniform across all options.

Inventive Principle:
Principle #16Partial or excessive action

3Duration of action of moving object

If a map with multiple cells forming a course is introduced, then gameplay continuity is improved, but device complexity increases

Engineering Contradiction:
Improvegameplay continuityVSAvoidsystem structure
Core Design Contradiction:
Duration of action of moving objectVSDevice complexity

Solution Approach 1:

The patent uses a two-dimensional map representation that copies the game board layout into a visual format showing cells, courses, and goal points. This graphical copy provides continuity and context for players without requiring complex physical mechanisms, as the map serves as an informational interface rather than a mechanical system.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS8858315B2Gaming machine, gaming system, and gaming method
Publication Date: 2014.10.14 UNIVERSAL ENTERTAINMENT CORP
  • US8858315B2 patent drawing
  • US8858315B2 patent drawing
  • US8858315B2 patent drawing

AI summary

In a gaming machine, a controller executes a base game, and triggers the bonus game including a plurality of unit games when a result of the base game satisfies a predetermined condition. The controller determines reachable cells of the character in each unit game of the bonus game. The controller determines an expected value of an award provided in each reachable cell by distributing predetermined credits to the reachable cells in each unit game. The controller determines a number of cells by which the character moves along with the course in each unit game, moves the character to any one of the reachable cells according to the number of cells in each unit game, and determines an award to be provided to the player according to the expected value of a cell at which the character arrives in each unit game.