Gaming Machine Secondary Game Player Enemy Character Battle
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Solution Overview
Problem
Existing gaming machines have limited player interaction and impact on game outcomes, leading to player frustration and decreased engagement, as bonus feature games often lack player influence and may not award jackpots based on individual play, instead relying on previous players' wagers.
Innovation Solution
A gaming machine that introduces a secondary game featuring player and enemy characters, where player strength values are randomly generated and compared to enemy strength values, determining game outcomes and awards, with interactive elements like animated dice and expanding image notifications, allowing players to engage in battles and progress through a game board to accumulate awards.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional bonus feature games are used, then the gaming machine operates with simple mechanics, but player interaction and impact on game outcomes are limited
Solution Approach 1:
The bonus feature game is segmented into distinct phases: character selection, battle sequence with strength value comparison, and award determination. This segmentation allows players to interact with specific game elements (selecting characters, witnessing battles) while the underlying RNG system handles outcome determination, balancing player engagement with operational simplicity
Solution Approach 2:
Player characters and enemy characters serve as intermediaries between the player and the award outcome. The characters engage in battles with randomly generated strength values, creating an interactive narrative layer that mediates between player action and the final award determination, enhancing engagement without requiring complex player control mechanisms
2Ease of operation
If mystery bonus feature games with random selection are used, then the game operation is simple, but players have limited influence on game outcomes
Solution Approach 1:
The system performs preliminary random selection of player and enemy characters along with their strength values before the battle sequence begins. This preliminary action allows the interactive battle narrative to unfold with predetermined outcomes, maintaining simple operation while creating the illusion of player influence through the character selection and battle animation sequences
Solution Approach 2:
The game dynamically changes parameters during play by selecting different character pairs with varying strength values for each bonus feature activation. This parameter variation creates diverse battle scenarios and influences outcomes without requiring complex player decisions, as the randomness of parameter selection provides each game with unique characteristics
3Reliability
If jackpot awards are based on previous players' wagers, then the gaming machine maintains progressive award structures, but individual player success is not directly tied to their own wagers
Solution Approach 1:
The system provides immediate feedback to the player by determining award eligibility and amount based on the outcome of the current player's bonus feature battle. The random strength value comparison produces instant results that directly impact the current player's award, creating a clear cause-and-effect relationship between player action and outcome that eliminates frustration associated with unrelated jackpot distributions
Data Source
AI summary
A gaming machine for providing a game to a player is described herein. The gaming machine displays a primary game including a plurality of reels, detects a triggering condition occurring with the primary game and responsively displays a secondary game. The secondary game includes a player character and an enemy character being displayed on an animated game field. The gaming machine randomly selects an enemy strength value associated with the enemy character, randomly selects a player strength value associated with the player character, and determines an outcome of the secondary game including whether the player character defeats the enemy character as a function of the player strength value and the enemy strength value.


