Gaming Machine Mode Transition via Meter Depletion

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Gaming machines lack innovative game modes and graphic presentations to maintain player engagement and entertainment value, as existing technologies focus primarily on traditional reel configurations and paylines without dynamic multi-mode experiences.

Innovation Solution

A gaming system and method that introduces a primary base game mode and a secondary mode with a meter system, where gaming machines transition between modes based on player input and network events, featuring a different paytable and bonus outcomes, with meter depletion rates adjusted by time and player activity, providing a dynamic and engaging experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional reel configurations and paylines are used, then the gaming machine structure is simple and easy to manufacture, but player engagement and entertainment value decrease over time

Engineering Contradiction:
Improvegame mode varietyVSAvoidgaming system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming system dynamically transitions between base game mode and second game mode based on meter status. The mode change is triggered when the meter reaches a threshold, creating a dynamic gameplay experience that adapts to game progress rather than remaining static

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The gaming experience is segmented into distinct modes (base game mode and second game mode) with different rules, paytables, and features. This segmentation allows each mode to be optimized independently while contributing to overall player engagement

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If a secondary game mode with meter system is added, then player engagement and entertainment value are enhanced, but the gaming machine complexity increases

Engineering Contradiction:
Improvegame mode varietyVSAvoidgaming system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The meter serves multiple functions: it tracks progress toward the second game mode, determines mode transition timing, and influences bonus round availability. This multi-functionality reduces the need for separate mechanisms for each function, thereby limiting complexity growth despite adding game mode variety

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

3Adaptability or versatility

If mode transitions are based on random selection, then player anticipation and engagement increase, but predictability and control are reduced

Engineering Contradiction:
Improvegame dynamicsVSAvoidmode transition predictability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system provides continuous feedback to players through the meter display, showing progress toward mode transition. This feedback loop allows players to understand their proximity to mode change, maintaining a sense of control and predictability while preserving the excitement of the transition

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20230100500A1Gaming machine and method with multiple game modes
Publication Date: 2023.03.30 EVERI GAMES INC
  • US20230100500A1 patent drawing
  • US20230100500A1 patent drawing
  • US20230100500A1 patent drawing

AI summary

A group of gaming machines, method, and program product are provided for operating in two gaming modes. In response to a mode change event received over the network, the mode of gaming machines in the group changes from a first gaming mode to a second gaming mode including a meter displayed by the display system and a different paytable for the game than the first gaming mode. A level of the respective meter for each gaming machine in the group is reduced based on the time spent in the second gaming mode. A bonus event trigger activates a bonus feature for the respective gaming machine including at least one bonus prize, and in response to the bonus outcome at the respective gaming machine, meter level is decreased at each gaming machine in the group. The second game mode ends when the meter reaches a defined lowest level.