Multi-play High-low Gaming Machine with Ranked Symbol Selection

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Solution Overview

Problem

Current gaming devices lack innovative and exciting high-low games that offer players a choice in the number of predictions and varying awards based on their wagers, limiting player engagement and enjoyment.

Innovation Solution

A gaming machine that allows players to select a number of ranked symbols to play, make a wager, and guess whether a comparison symbol is higher or lower in rank, with awards determined by the number of correct inputs and adjustable paytables based on the player's selections.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a conventional single-play high-low game is used, then the game rules are simple and easy to understand, but player engagement and excitement are limited

Engineering Contradiction:
Improvegame rules simplicityVSAvoidplayer engagement
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The game is divided into multiple independent plays or rounds, where each play consists of selecting a card rank and guessing whether the next card is higher or lower. This segmentation allows players to accumulate points across multiple plays, increasing engagement while maintaining the simplicity of individual play rules.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The gaming device provides a multi-play high-low game that can be activated from either a base game or a bonus game, making it universally applicable across different game modes. This multi-functionality enhances player engagement by offering the same simple high-low gameplay in various contexts.

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

2Adaptability or versatility

If players are allowed to select the number of ranked symbols to play, then player control and skill application increase, but game complexity increases

Engineering Contradiction:
Improveplayer controlVSAvoidgame configuration
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Players select the number of ranked symbols they wish to play before the game begins. This preliminary action allows players to control their skill application and risk level, while the gaming device is pre-configured to handle various selection options, managing complexity through advance player decisions rather than complex real-time processing.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The game allows dynamic adjustment of the number of ranked symbols played, enabling players to adapt their strategy based on their skill level and risk tolerance. The gaming device dynamically processes varying numbers of plays while maintaining consistent rules, balancing player control with manageable complexity.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If variable awards based on number of correct inputs are implemented, then player motivation and excitement increase, but payout structure complexity increases

Engineering Contradiction:
Improveaward variationVSAvoidpayout structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The gaming device provides immediate feedback to players by displaying whether each card rank prediction was correct and tracking the total number of correct inputs. This feedback mechanism motivates players by showing their progress toward winning thresholds, while the payout structure uses straightforward thresholds based on correct input counts, managing complexity through clear feedback rather than complex calculations.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The award amounts are varied by changing the parameter of correct inputs required to win. Different thresholds of correct inputs correspond to different award levels, creating variable awards that motivate players without requiring complex payout structures. The system simply compares the number of correct inputs against predefined thresholds to determine awards.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS8864572B2Gaming system and method for providing a multi-play skill game
Publication Date: 2014.10.21 INTERNATIONAL GAME TECHNOLOGY INC
  • US8864572B2 patent drawing
  • US8864572B2 patent drawing
  • US8864572B2 patent drawing

AI summary

A gaming machine and method having a high-low game including a plurality of ranked symbols. The gaming machine enables the player to select a number of ranked symbols to play in the game and to make a wager. The gaming machine displays the number of ranked symbols. For each of the displayed ranked symbols, the gaming machine associates another one of the ranked symbols, a comparison symbol, with the displayed ranked symbol and enables the player to make an input to indicate whether the comparison symbol will be of a higher rank or a lower rank than the displayed ranked symbol. After the player makes the input, the gaming machine generates the comparison symbol and determines if the player's input was correct. The gaming machine provides an award to the player if the player makes a predetermined number of correct inputs.