Hold-and-Spin Feature GUI Layout for Small-Screen Visibility

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Solution Overview

Problem

Hold-and-spin feature games on electronic gaming machines with small-format displays, such as smartphones, face challenges in symbol visibility due to reduced symbol sizes, making it difficult for players to discern winning combinations.

Innovation Solution

A graphical user interface (GUI) for hold-and-spin feature games is designed with a smaller number of columns, optimized for vertical screen dimensions, allowing for larger symbol sizes and increased visibility, and includes features like expanding columns and bonus games to enhance gameplay experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a standard hold-and-spin feature game is displayed on a small-format display, then the game can be played, but symbol visibility deteriorates due to reduced symbol sizes

Engineering Contradiction:
Improvesymbol visibilityVSAvoiddisplay screen area
Core Design Contradiction:
Ease of operationVSArea of stationary object

Solution Approach 1:

The patent transitions from a traditional horizontal grid layout to a vertical column-based layout optimized for portrait-oriented small-format displays. This dimensional reorganization allows symbols to be arranged vertically rather than horizontally, maximizing their visibility on limited screen real estate while maintaining the game's core functionality.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent implements different visual qualities for different parts of the interface. Symbols are rendered with enhanced size and clarity in the main play area, while secondary elements like column indicators and bonus triggers use smaller, less prominent display. This local differentiation ensures that the most important game elements remain visible on small screens.

Inventive Principle:
Principle #3Local quality

2Ease of operation

If the number of columns is reduced for better visibility, then symbol size increases, but the number of potential winning combinations decreases

Engineering Contradiction:
Improvesymbol visibilityVSAvoidwinning opportunities
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent implements dynamic column expansion where the number of active columns increases during the feature game based on specific triggers. The game starts with a base number of columns for visibility, but can expand to additional columns when bonus triggers occur, thereby dynamically adjusting the balance between visibility and winning opportunities throughout gameplay.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of column quantity from a static value to a variable that can increase during gameplay. The base game uses fewer columns for visibility, but the feature game can expand to 5 or more columns through bonus triggers, effectively changing the parameter to maintain both visibility and winning potential.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If columns are expanded to increase winning opportunities, then gameplay complexity increases, but ease of operation deteriorates

Engineering Contradiction:
Improvewinning opportunitiesVSAvoidgameplay complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent segments the game into distinct phases: a base game phase with simplified column structure for visibility, and a feature game phase with expanded columns for increased winning opportunities. This segmentation allows the game to offer complexity when desired while maintaining simplicity for overall usability and symbol visibility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent prepares the interface in advance by establishing a clear base layout with limited columns that players can easily understand. Bonus triggers and column expansions are introduced as predetermined special events, allowing players to master the basic visible layout before encountering more complex expanded states.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12437605B2Space-efficient hold-and-spin feature game graphical user interface
Publication Date: 2025.10.07 ARISTOCRAT TECHNOLOGIES INC
  • US12437605B2 patent drawing
  • US12437605B2 patent drawing
  • US12437605B2 patent drawing

AI summary

A graphical user interface for providing a game of chance with a hold-and-spin feature game mechanic in a format that features a smaller number of reels than is provided in typical hold-and-spin games. The graphical interface is configured to nevertheless provide a hold-and-spin gameplay experience similar to that found in hold-and-spin games having a larger number of reels.