Selective Tile Accumulation for Player-Selectable Run Completion

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Gaming machines lack engaging and interactive mechanisms for players to accumulate and utilize tiles during primary and secondary games, limiting player engagement and potential awards.

Innovation Solution

A gaming system that enables selective tile accumulation and use sequences, allowing players to select and accumulate tiles during primary games, apply them to complete runs or hands, and receive awards upon completion, with features like bypass and tile use sequences, which include displaying indications of two different hands, runs, and selections of runs or hands, and displaying indications of tile completions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If gaming machines provide traditional award structures based on winning symbols, then awards are determined automatically, but player engagement and interaction are limited

Engineering Contradiction:
Improveplayer engagementVSAvoidgame mechanism complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The game is divided into distinct phases: primary game play, tile accumulation phase, and tile use phase. Players accumulate tiles during primary games and then use them strategically in the tile use phase to complete runs or hands, creating multiple layers of interaction and engagement beyond simple symbol matching.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Players perform preliminary actions by accumulating tiles during primary games before the actual award-determining phase. These accumulated tiles are stored and carried forward to be used strategically in subsequent tile use sequences, allowing players to prepare and plan their moves in advance.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If gaming machines accumulate and use tiles across multiple games, then player strategy and engagement increase, but the system complexity and difficulty of tracking increase

Engineering Contradiction:
Improvetile accumulation and useVSAvoidtracking and management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Tiles serve as an intermediary element between primary game play and award determination. The system provides visual displays showing accumulated tiles, available runs or hands, and placement options, mediating the complex tracking requirements through an intuitive graphical interface that simplifies player interaction.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system automatically tracks accumulated tiles, manages the tile inventory, and updates the display of available runs or hands based on current tile holdings. This self-service tracking reduces the cognitive burden on players while maintaining game complexity and strategic depth.

Inventive Principle:
Principle #25Self-service

3Quantity of substance

If players can select and accumulate tiles strategically, then potential awards increase, but the time required to complete games increases

Engineering Contradiction:
Improvepotential awardsVSAvoidgame completion time
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

Players can accumulate more tiles than immediately needed, building up a reserve that can be used across multiple tile use sequences. This allows strategic planning and potentially higher awards without requiring every game to be completed quickly, as excess tiles carry forward.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The tile accumulation and use creates a continuous gameplay loop where tiles accumulated in one phase are used in the next, and unused tiles carry forward to subsequent games. This continuous action maintains player engagement and award potential without requiring complete game resets, reducing overall time investment.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS20250391226A1Hand and/or run selection sequences for selective tile accumulation sequences and related selective accumulated tile use sequences
Publication Date: 2025.12.25 INTERNATIONAL GAME TECHNOLOGY INC
  • US20250391226A1 patent drawing
  • US20250391226A1 patent drawing
  • US20250391226A1 patent drawing

AI summary

Gaming systems and methods that provide tile accumulation sequences and related accumulated tile use sequences, wherein the accumulation sequence includes an accumulation of tiles during one or more plays of one or more games during, wherein the use sequences include the use of the accumulated tiles to complete runs of a hand and the hand, and wherein one or more of the runs or the hand are player selectable.