Gaming Machine Free-Game Upgrades Across Multiple Display Modes

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Solution Overview

Problem

Existing electronic gaming machines lack the ability to dynamically upgrade feature games, providing limited player engagement and potential for increased winnings.

Innovation Solution

A gaming machine with a game controller that randomly or conditionally upgrades feature games from normal free games to super free games and then to extreme free games, enhancing player interaction and potential winnings.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If feature games are statically defined with fixed rules and outcomes, then the game structure is simple and easy to implement, but player engagement and excitement are limited

Engineering Contradiction:
Improvefeature game variabilityVSAvoidgame controller complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic feature games where the game mode can transition between different states (normal free games, super free games, extreme free games) during gameplay. The game controller dynamically adjusts game parameters, number of displays active, and feature rules based on random triggers and player progress, making the feature game adaptable rather than static.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The feature game is segmented into multiple distinct modes (normal, super, extreme) that can be independently configured and triggered. Each mode has its own set of rules, display configurations, and win conditions, allowing the system to provide variety without requiring complete redesign of the entire feature game structure.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If multiple levels of feature games are implemented, then player engagement and potential winnings are enhanced, but the game rules and display configurations become more complex

Engineering Contradiction:
Improvefeature game levelsVSAvoidgame operation simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The game controller is designed as a universal system that can manage multiple feature game levels through a single interface and control mechanism. The same controller handles normal, super, and extreme free games, using configurable parameters rather than separate dedicated systems for each level, thereby maintaining ease of operation while providing multiple game experiences.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The feature game levels are nested within each other, with super free games containing extreme free games as a subset. The game structure allows transitions from normal to super to extreme modes, where each higher level builds upon and includes elements of the previous levels, creating a hierarchical system that is easier to operate than completely separate game modes.

Inventive Principle:
Principle #7Nested doll (Nesting)

3Adaptability or versatility

If feature games are upgraded dynamically during play, then player excitement and potential rewards are increased, but the unpredictability and difficulty of understanding game outcomes increase

Engineering Contradiction:
Improvefeature game upgradingVSAvoidgame outcome predictability
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system provides continuous feedback to players about their progress through the feature game levels. The game controller monitors and communicates the current mode (normal, super, or extreme), the number of displays active, and potential winnings at each stage. This feedback mechanism maintains predictability by keeping players informed about the current state and possible outcomes.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The game controller pre-configures the possible upgrade paths and outcomes before the feature game begins. The structure of upgrades from normal to super to extreme games is established in advance, with predetermined probabilities and conditions. This preliminary setup allows players to understand the potential progression while still experiencing dynamic upgrades during play.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260073775A1Electronic gaming machine with base games and upgraded free feature games with multiple versions displayed
Publication Date: 2026.03.12 ARISTOCRAT TECH AUSTRALIA PTY LTD
  • US20260073775A1 patent drawing
  • US20260073775A1 patent drawing
  • US20260073775A1 patent drawing

AI summary

In a gaming machine for playing a base game having a feature game with multiple levels: receiving a wager from a player for playing four instances of the base game, where the wager is deducted from a credit balance established by the player. Symbols for each of the four instances of the base game may be selected and displayed, where each instance displays the selected plurality of symbols in a matrix of display positions. The feature game may be initiated when the selected plurality of symbols includes a feature game trigger, where the feature game comprises a plurality of free plays of a number of instances of the base game based on a level of the feature game as determined by the feature game trigger, and the number of instances is one if the level is normal, four if the level is super, and eight if the level is extreme.