Gaming System Multi-Stream Revolving Persistence Feature
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Solution Overview
Problem
The gaming industry faces challenges in creating gaming apparatus and games that balance yield versus randomness and volatility to encourage player participation, while also improving processing speed and efficiency to support advanced graphics and features, and enhancing gameplay with new animations.
Innovation Solution
A gaming system and method that utilizes a presentation assembly to present symbol-bearing reels, conducts a base game with spinning and stopping reels to randomly land symbols, and animates persistence of value-bearing symbols in a feature-game persistence area, determining a random trigger to initiate a feature game using persisted symbols.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the game offers advanced graphics and special effects with multiple bonus features, then player engagement and entertainment value improve, but processing speed and efficiency deteriorate
Solution Approach 1:
The system pre-generates and stores animation data, symbol configurations, and game state information in memory before they are needed during actual gameplay. This preliminary preparation allows the processor to quickly retrieve and display pre-rendered graphics and animations without real-time computation delays, maintaining high processing speed while supporting complex game features
Solution Approach 2:
The system uses multiple data streams that are copies of the same base game data, allowing parallel processing of identical game logic across different streams. This copying approach enables the processor to handle multiple bonus features and animations simultaneously by working with pre-copied data sets rather than generating everything in real-time
2Adaptability or versatility
If the game uses multiple random outcome determinations per feature, then player excitement and perceived luck improve, but processing complexity increases
Solution Approach 1:
The game is divided into multiple independent data streams, each handling a specific bonus feature or animation sequence. Each stream contains its own set of random outcome determinations that can be processed independently and in parallel, reducing the complexity burden on any single processor while maintaining multiple random outcomes across the entire system
Solution Approach 2:
Random outcomes and their associated data are pre-determined and stored in memory during the preliminary data generation phase. This allows the game to present multiple random outcomes during play without requiring complex real-time computation, as the processor simply retrieves pre-calculated results and presents them in the appropriate sequence
3Adaptability or versatility
If the game provides detailed animation and symbol persistence, then player engagement improves, but memory resource consumption increases
Solution Approach 1:
The system extracts only the essential animation data and symbol information needed for each bonus feature, storing these as separate data streams in memory. Rather than storing complete high-resolution animation sequences, the system stores keyframes, symbol configurations, and animation parameters that can be rendered on-demand, reducing memory consumption while maintaining animation quality
Solution Approach 2:
The animation data structure is designed to be universal and reusable across multiple bonus features and game contexts. The same base animation templates and symbol data can be applied to different features by changing parameters and configurations, allowing detailed animations to be achieved without proportionally increasing memory resources for each separate feature
Data Source
AI summary
There is provided an example gaming system (and method) to perform operations that include presenting a plurality of reels for a base game. While conducting the base game, the plurality of reels bear a plurality value-bearing symbols, each value-bearing symbol being associated with one of a plurality of tiers for a feature game. The operations further include conducting a series of spins of the plurality of reels for the base game to land randomly selected sets of value-bearing symbols. The operations further include animating persistence of at least some of the randomly selected sets of value-bearing symbols in corresponding tiered, revolving persistence elements presented in a persistence area. The operations further include, in response to determining a random trigger of the feature game, using at least some persisted value-bearing symbols from the persistence area to populate one or more portions of a feature-game array.


