Linked Award Feature Using Pre-Generated Values for Fast Gameplay

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Solution Overview

Problem

Existing gaming systems face challenges in balancing yield versus randomness and volatility to create a feeling of luck, while also improving processing speed and efficiency to enhance player engagement through advanced graphics and animations.

Innovation Solution

A gaming system that utilizes game-logic circuitry to present a game interface with symbol positions and available awards, where animations dynamically generate new awards based on collected awards, minimizing processing overhead and enhancing player excitement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If complex animations and advanced graphics are added to enhance player engagement, then player participation and excitement are improved, but processing speed and efficiency deteriorate

Engineering Contradiction:
Improveplayer engagementVSAvoidprocessing speed
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system pre-generates award values and stores them in a data structure before they are needed in the game. When a collection event occurs, the system simply retrieves and displays pre-computed award values rather than performing complex real-time calculations, thus maintaining high processing speed while providing engaging animation sequences.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses visual copies (award indicia) to represent award values in animations. Instead of processing complex graphical elements during runtime, the system prepares award representations in advance and uses them in animation sequences, reducing processing overhead while maintaining visual engagement.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If multiple bonus features with different game formats are implemented to increase entertainment, then player excitement is improved, but processing and memory resource efficiency deteriorates

Engineering Contradiction:
Improvegame format varietyVSAvoidprocessing resource usage
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The award generation system is designed as a universal multi-functional component that can serve different bonus features and game formats. The same data structure and award generation logic are reused across multiple game modes (picking games, reel spins, wheel spins), eliminating the need for separate processing systems for each feature and reducing overall device complexity.

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

3Measurement precision

If real-time award calculation is performed during game outcomes, then award accuracy is improved, but processing time increases

Engineering Contradiction:
Improveaward accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

Award values are pre-calculated and stored in a data structure before being needed. The system performs the computationally intensive award calculation in advance rather than in real-time during game outcomes, ensuring award accuracy while minimizing processing time during actual gameplay.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260080749A1Gaming systems and methods with linked award feature
Publication Date: 2026.03.19 LNW GAMING INC
  • US20260080749A1 patent drawing
  • US20260080749A1 patent drawing
  • US20260080749A1 patent drawing

AI summary

There is provided a gaming system, gaming machine, and method that utilize a presentation assembly configured to present a game interface including a plurality of symbol positions and a set of available awards, present a game outcome by populating the symbol positions with randomly selected symbols, and, in response to detecting a collection event based on the randomly selected symbols, (i) remove a plurality of award elements associated with the collection event from the set of available awards, and (ii) present a new award element within the set of available awards that has award indicia visually indicating a new award at least partially as a function of the awards associated with the plurality of award elements. The presentation assembly is further configured to, in response to detecting an award event associated with the new award element from a subsequent game outcome, present an award sequence for the new award.