Hold and Spin Gaming Feature with Iterative Award Calculation
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Solution Overview
Problem
Current electronic gaming machines lack innovative features to enhance player engagement and entertainment value, relying on traditional random number generators and limited interactive elements in secondary games.
Innovation Solution
A hold and spin feature game is introduced, where configurable symbols are held in place during a feature game, allowing players to collect additional symbols over spins, with awards determined iteratively based on previous outcomes, providing enhanced interactive gameplay and potential for multiple iterative awards.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional random number generator and limited interactive elements are used in secondary games, then the gaming system maintains simplicity and reliability, but player engagement and entertainment value are insufficient
Solution Approach 1:
The secondary game is segmented into multiple spin instances, with configurable symbols being held across instances. This segmentation allows the game to progress through discrete stages while maintaining state, thereby enhancing player engagement without requiring a complete redesign of the gaming system.
Solution Approach 2:
The game dynamically adjusts between base game and feature game modes, with configurable symbols being held and carried forward across spin instances. This dynamic state management enhances entertainment value while building upon the existing RNG-based architecture, avoiding excessive complexity.
2Duration of action of moving object
If configurable symbols are held in place and additional symbols are collected over multiple spins, then iterative awards and extended gameplay are achieved, but the game mechanism becomes more complex
Solution Approach 1:
Configurable symbols are identified and held in place before subsequent spin instances occur. This preliminary action of securing symbols allows the game to extend gameplay duration across multiple instances while using a straightforward hold-and-spin mechanism rather than a complex state management system.
Solution Approach 2:
The held configurable symbols act as an intermediary between spin instances, carrying state information forward without requiring complex memory management. This intermediary mechanism extends gameplay duration while maintaining relatively simple game logic.
3Quantity of substance
If awards are determined iteratively based on previous outcomes and held symbols, then multiple iterative awards are provided, but the award calculation system becomes more complex
Solution Approach 1:
The award determination process continues iteratively across spin instances, with each instance building upon the previous outcome and held symbols. This continuous action generates multiple awards through a systematic process rather than requiring separate complex calculation systems for each award.
Solution Approach 2:
Previous spin outcomes and held symbols feed into subsequent award calculations, creating a feedback loop that generates multiple iterative awards. This feedback-based system multiplies award opportunities while using straightforward cumulative calculation logic.
Data Source
AI summary
A gaming machine provides a spinning reel game having a base game, from which a hold and spin feature game is triggered when a determined number of configurable symbols are displayed in a base game outcome. When the feature game is triggered, the configurable symbols are held in place on the display and the player is provided one or more spins during the feature game in which to collect additional configurable symbols. Any additional configurable symbols are retained on the display during subsequent spins until the feature game is completed. For each spin that includes additional configurable symbols, one or more awards are determined in an iterative manner that includes award values from any configurable symbols in the previous outcomes.


