Mystery Symbol Counter Triggering With Hidden Reset Thresholds
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Solution Overview
Problem
Existing gaming systems struggle to randomly determine reset values for designated symbol counters while hiding these values from players, dynamically queue feature game instances, efficiently communicate when feature games are triggered, and provide versatile game mechanics across various devices.
Innovation Solution
Implement a system with a designated symbol counter that increments based on displayed symbols, triggers feature games when a trigger value is reached, and uses random number generators to determine reset values and queue feature game instances, while providing animations and indicators to communicate game status efficiently.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If the designated symbol counter trigger value is fixed and visible to players, then players can understand the triggering condition clearly, but the game becomes predictable and less engaging
Solution Approach 1:
The patent introduces an intermediary communication mechanism that conveys game status information to players without revealing the actual trigger value. The system uses visual indicators, animations, and status messages to communicate that the counter is approaching the trigger value without displaying the specific threshold, thus maintaining mystery while keeping players informed of their progress
Solution Approach 2:
The trigger value parameter is dynamically changed between game sessions or rounds. Instead of a fixed visible threshold, the system randomly determines and changes the trigger value, ensuring that players cannot predict when the feature game will be triggered based on previous experience, thereby maintaining engagement while preventing information leakage
2Productivity
If the system queues multiple feature game instances dynamically, then game delivery becomes more efficient, but system complexity increases
Solution Approach 1:
The system performs preliminary actions by queuing feature game instances in advance before they are actually needed. When the designated symbol counter reaches the trigger value, pre-queued feature games are already prepared and ready for immediate delivery, eliminating delays and improving efficiency without requiring complex real-time processing
Solution Approach 2:
The queuing mechanism is designed to be self-managing, automatically adding feature game instances to the queue as they are triggered and managing the queue operations without requiring complex external control systems. The system self-regulates the queue based on trigger events, reducing the need for additional complexity in game delivery management
3Adaptability or versatility
If the designated symbol counter uses fixed reset values, then game mechanics become simpler, but player engagement decreases due to predictability
Solution Approach 1:
The reset values for the designated symbol counter are made dynamic rather than fixed. The system randomly determines reset values between different game sessions or rounds, allowing the game mechanics to adapt to different scenarios. This dynamic approach increases versatility and player engagement while the random determination process, though adding some complexity, is implemented through standard random number generation techniques
Data Source
AI summary
An electronic gaming system including a memory and a processor in is described. The processor is configured to cause an electronic game including a designated symbol counter to be provided and cause the designated symbol counter to be incremented. The processor is also configured to, based upon the designated symbol counter reaching a trigger value stored in the memory, cause a feature game to be triggered, randomly determine a reset value for the designated symbol counter based upon a first random number generator (RNG) call and a first range of values stored in the memory, and randomly determine a reset trigger value based upon a second RNG call and a second range of values stored in the memory, the second range of values including a range between the reset value and a maximum value.


