Gaming Machine Switchable Symbol State Transition Mechanism

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Solution Overview

Problem

The gaming industry faces a need for more engaging and user-friendly bonus game features in slot machines that can enhance entertainment value and excitement, while also making it easier for players to understand various gaming features and variations.

Innovation Solution

A gaming machine with a user interface and dual displays that transitions from standard game play to feature game play upon a predetermined event, utilizing switchable symbols and a compass rose mechanism to select and change multipliers, offering a nautical-themed 'regatta feature' with bonus symbols and a landscape display for enhanced gameplay experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If additional feature games are added to enhance entertainment value, then gaming excitement and engagement are improved, but device complexity and difficulty of understanding game rules increase

Engineering Contradiction:
Improveentertainment valueVSAvoidgame rules complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming machine divides the game into distinct segments: standard game play mode and feature game play mode. The feature game is further segmented into multiple sub-games (e.g., Compass Rose, Regatta, Treasure Hunt) that can be played sequentially. This segmentation allows complex entertainment features to be organized into manageable portions, reducing the cognitive load on players while maintaining high entertainment value.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically transitions between different game modes based on trigger conditions. The controller automatically switches from standard game play to feature game play when predetermined events occur (e.g., landing specific symbols). The feature game also dynamically adapts its rules and mechanics based on player progress and random events, providing varied entertainment experiences without requiring players to understand all possible scenarios in advance.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If feature game play mode is added with multiple sub-games, then entertainment value is improved, but ease of operation decreases

Engineering Contradiction:
Improvegaming featuresVSAvoiduser-friendliness
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The feature game is designed to be self-guiding through its narrative structure and visual feedback. The Compass Rose sub-game automatically rotates to reveal new elements, the Regatta sub-game progresses through sequential events, and the Treasure Hunt sub-game provides clear objective markers. This self-service design eliminates the need for extensive player instruction while maintaining operational simplicity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system provides continuous visual and auditory feedback to guide players through the feature game. The display shows progressive disclosure of game elements, the sound effects provide directional cues, and the symbol animations indicate successful actions. This feedback mechanism makes complex multi-subgame play feel intuitive and easy to operate.

Inventive Principle:
Principle #23Feedback

3Ease of operation

If switchable symbols with multiple states are used, then game interactivity is improved, but device complexity increases

Engineering Contradiction:
Improveplayer interactionVSAvoidsymbol mechanism
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The switchable symbols utilize parameter changes in their visual representation to convey different states. Each symbol can change its appearance (e.g., color, position, animation) to indicate different game states or available actions. This parameter-based approach provides rich interactivity without requiring complex mechanical or electronic switching mechanisms, as the changes are achieved through software-controlled visual rendering.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9811983B2Gaming machine, system and method for playing a feature game
Publication Date: 2017.11.07 NOVOMATIC AG
  • US9811983B2 patent drawing
  • US9811983B2 patent drawing
  • US9811983B2 patent drawing

AI summary

A gaming machine, system and method includes a housing having a user interface, display, preferably a lower display and an upper display, and a controller preferably mounted in the housing and in communication with the display. The controller enables standard game play mode until the occurrence of a predetermined event, such as the appearance of preferably three scatter symbols. Upon occurrence of the predetermined event, the controller enables feature game play mode where display presents a plurality of feature game symbols, and a symbol selection pointer, and optionally presents a landscape including at least some of the feature game symbols. At least one of the feature game symbols is a switchable symbol symbol having a first state and a second state, and at least one is a switching symbol that changes the state of the switchable symbol. The controller causes the symbol selection pointer to randomly select one of the feature game symbols. There are two ways to change the state of the switchable symbol. Selecting the switchable symbol changes its state. Selecting the switching symbol causes the switchable symbol to also change its state.