Modular Skill-Based Amusement System with Non-Random Targets

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current skill-based electronic games are limited by preset payout limits and random outcome generators, restricting player winnings and flexibility, and existing gaming systems are not modular or reconfigurable to adapt to changing demands, leading to unnecessary expenses for operators.

Innovation Solution

A modular and reconfigurable amusement system that allows players to win awards greater than their initial spend through skill-based gameplay, featuring a centralized control system and player stations with non-random target movements, enabling scalable configurations and skill-based game mechanics without Random Number Generators.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If skill-based electronic games are implemented with preset payout limits and random outcome generators, then player winnings are restricted and game control is maintained, but player ability to win beyond prescribed limits is prevented and game flexibility is reduced

Engineering Contradiction:
Improvegame controlVSAvoidgame flexibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent removes Random Number Generators (RNGs) and preset payout limit mechanisms from the game system, extracting the elements that restrict player winnings and game flexibility. This allows the game to operate purely on skill-based outcomes without artificial constraints, enabling players to win beyond prescribed limits while maintaining game control through skill assessment.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of using random chance to determine outcomes and restricting winnings through preset limits, the patent inverts the approach by making outcomes entirely dependent on player skill. The system measures player skill levels and adjusts game parameters accordingly, allowing higher-skilled players to achieve higher returns, thus transforming the game from chance-based with restricted outcomes to skill-based with flexible outcomes.

Inventive Principle:
Principle #13The other way round (Inversion)

2Ease of manufacture

If gaming systems are designed with fixed number of player stations, then initial system cost is controlled, but ability to meet future demand changes is limited and unnecessary expenses are incurred

Engineering Contradiction:
Improveinitial system costVSAvoidscalability
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The gaming system is divided into modular player stations that can be independently added or removed from the central control system. Each player station operates as a separate unit that connects to the core system, allowing operators to start with a minimal configuration and expand by adding individual stations as demand increases, thereby avoiding unnecessary initial expenses while maintaining scalability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system is designed with dynamic scalability, allowing the number of player stations to change over time based on operational needs. The central control system can dynamically register and manage varying numbers of player stations, enabling the system to adapt its capacity from a small initial configuration to a larger expanded configuration without requiring complete system replacement.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If modular and reconfigurable system design is implemented, then scalability and adaptability are improved, but device complexity increases

Engineering Contradiction:
ImprovereconfigurabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The central control system is designed with universal functionality to manage any number of player stations through a standardized interface and communication protocol. This universal design allows the same core system to handle both small and large configurations without requiring different control architectures, reducing the complexity increase that would normally accompany modular design by using a single multi-functional control platform.

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

Data Source

PatentUS20230005324A1Amusement system for skill-based games and methods directed to the same
Publication Date: 2023.01.05 SAVVY DOG SYST LLC
  • US20230005324A1 patent drawing
  • US20230005324A1 patent drawing
  • US20230005324A1 patent drawing

AI summary

Systems and methods for a skill-based games are provided with the present disclosure. A plurality of targets each are displayed and moved about a playfield shown on a display of an amusement system according to one or more non-random, learnable sequences or patterns. Upon receipt of an input at one or more of player controls of a player station of the amusement system, a game play is initiated and an object is directed along the playfield from the player station. If the object engages a target of the plurality of targets, the game play is ended and it is determined whether a threshold criterion for obtainment of the target has been met. An award is distributed to the player station if the threshold criterion for obtainment of the target has been met. Other aspects also are described.