GAMING DEVICE WITH PERSISTENCE CYCLING

A gaming system includes a processor and a memory storing a plurality of stage game rule sets. Each rule set of the stage game rule sets corresponding with a stage of a game. The processor is programmed to cause display of columns each including symbol positions based on a first game configuration for a first instance of a first stage of the game and determine a first game outcome for the first instance based on the first game configuration and a first rule set. The processor is further programmed to change the first game configuration to a second game configuration based on a first trigger symbol occurring in the first game outcome and determine a second game outcome for a first game instance of a second stage of the game based on the second game configuration and a second rule set associated with the second stage.

TECHNICAL FIELD

The field of disclosure relates generally to electronic gaming devices, systems and methods that provide a persistent cycling of game instances during game play.

BACKGROUND

Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.”

Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random.

BRIEF DESCRIPTION

In one aspect, a gaming system is provided. The gaming system includes a processor and a memory storing a plurality of stage game rule sets. Each rule set of the stage game rule sets corresponding with a stage of a game. The processor is programmed to cause display of columns each including symbol positions based on a first game configuration for a first instance of a first stage of the game and determine a first game outcome for the first instance based on the first game configuration and a first rule set. The processor is further programmed to change the first game configuration to a second game configuration based on a first trigger symbol occurring in the first game outcome and determine a second game outcome for a first game instance of a second stage of the game based on the second game configuration and a second rule set associated with the second stage.

In another aspect, a non-transitory computer-readable media containing instructions embodied thereon is provided. The instructions, when executed by a processor, cause the processor to store a plurality of stage game rule sets, each rule set of the stage game rule sets corresponding with a stage of a game and cause display of a plurality of columns each including a plurality of symbol positions based on a first game configuration for a first game instance of a first stage of the game. The instructions further cause the processor to determine a first game outcome for the first game instance based on the first game configuration and a first rule set associated with the first stage and change the first game configuration to a second game configuration based on a first trigger symbol occurring in the first game outcome, the first rule set identifying the first trigger symbol and the change to be made to the first game configuration. The instructions further cause the processor to determine a second game outcome for a first game instance of a second stage of the game based on the second game configuration and a second rule set associated with the second stage.

In yet another aspect, a method of implementing a game is provided. The method includes storing a plurality of stage game rule sets on a memory, each rule set of the stage game rule sets corresponding with a stage of the game and causing display of a plurality of columns each including a plurality of symbol positions based on a first game configuration for a first game instance of a first stage of the game. The method further includes determining a first game outcome for the first game instance based on the first game configuration and a first rule set associated with the first stage and changing the first game configuration to a second game configuration based on a first trigger symbol occurring in the first game outcome, the first rule set identifying the first trigger symbol and the change to be made to the first game configuration. The method further includes determining a second game outcome for a first game instance of a second stage of the game based on the second game configuration and a second rule set associated with the second stage.

DETAILED DESCRIPTION

Described herein are systems and methods for providing persistence cycling in electronic gaming. An electronic game is provided including plurality of reels provided within a plurality of symbol positions. The game includes a plurality of stages that are each associated with distinct rule sets for conducting the game, wild symbols, triggering persistent symbols, etc. As a result, the rules change as a player advances through different game instances of the game. For example, the game may begin in a spring stage or season, cycling through the seasons and repeating a spring after every winter. Each of the seasons may have different game features that persist into different game instances, and/or across the different stages.

The technical problems addressed herein include: (i) inability of known systems to provide cycling game stages with distinct rules, such as different credit award rules or different matrix configurations; (ii) inability of known systems to provide cycling game stages that are based on a non-random occurrence, such as the playing by a player of a distinct number of game play instances; (iii) inability of known systems to maintain a controlled and/or consistent return to player (RTP) across different game stages, such that the game stages are unevenly favored or disfavored by the players; (iv) inability of known systems to persist game configuration changes, such as a change in a number of total symbol positions, between different game stages; (iv) inefficient use of computer resources in known gaming systems at least because of burdensome processing requirements when determining game configuration changes while maintaining a consistent RTP; and (vi) lack of processing availability and speed in known gaming systems at least because of the burdensome processing requirements.

The resulting technical effect and/or technical benefits achieved herein include at least one of: (i) ability to provide a game having cycling game stages, each with distinct rules; (ii) ability to provide cycling game stages that are based on a non-random occurrence, such as the playing by a player of a distinct number of game play instances; (iii) ability to maintain a controlled and/or consistent return to player (RTP) across the different game stages, such that the game stages are evenly favored or disfavored by the players; (iv) ability to persist game configuration changes, such as a change in a number of total symbol positions, between different game stages; (iv) improved efficiency in the use of computer resources by performing a lookup of distinct rule sets associated with a game stage to determine game configuration changes while maintaining a consistent RTP; and (vi) improved processing availability and speed at least because of the improved efficiency in the use of computer resources.

The description provided herein includes certain examples and exemplary use cases. It should be understood that these examples and use cases are included herein for illustrative purposes, and these examples and use cases should not be taken to limit the present disclosure. The systems and methods described herein may be used in many other use cases.

Communication between the gaming devices104A-104X and the server computers102, and among the gaming devices104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices104A-104X and the server computers102can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices104A-104X to communicate with one another and/or the server computers102using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like.

In many configurations, the gaming device104A may have a main display128(e.g., video display monitor) mounted to, or above, the gaming display area118. The main display128can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor.

In some implementations, a player tracking card reader144, a transceiver for wireless communication with a mobile device (e.g., a player's smartphone), a keypad146, and/or an illuminated display148for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device104A. In such implementations, a game controller within the gaming device104A can communicate with the player tracking system server110to send and receive player tracking information.

Example gaming device104B includes a main cabinet116including a main door which opens to provide access to the interior of the gaming device104B. The main or service door is typically used by service personnel to refill the ticket-out printer126and collect bills and tickets inserted into the bill validator124. The main or service door may also be accessed to reset the machine, verify and/or upgrade the software, and for general maintenance operations.

FIG.2Ais a block diagram depicting exemplary internal electronic components of a gaming device200connected to various external systems. All or parts of the gaming device200shown could be used to implement any one of the example gaming devices104A-X depicted inFIG.1. As shown inFIG.2A, gaming device200includes a topper display216or another form of a top box (e.g., a topper wheel, a topper screen, etc.) that sits above cabinet218. Cabinet218or topper display216may also house a number of other components which may be used to add features to a game being played on gaming device200, including speakers220, a ticket printer222which prints bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, a ticket reader224which reads bar-coded tickets or other media or mechanisms for storing or indicating a player's credit value, and a player tracking interface232. Player tracking interface232may include a keypad226for entering information, a player tracking display228for displaying information (e.g., an illuminated or video display), a card reader230for receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking.FIG.2also depicts utilizing a ticket printer222to print tickets for a TITO system server108. Gaming device200may further include a bill validator234, player-input buttons236for player input, cabinet security sensors238to detect unauthorized opening of the cabinet218, a primary game display240, and a secondary game display242, each coupled to and operable under the control of game controller202.

The games available for play on the gaming device200are controlled by a game controller202that includes one or more processors204. Processor204represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor204can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor204can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor204is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. AlthoughFIG.2Aillustrates that game controller202includes a single processor204, game controller202is not limited to this representation and instead can include multiple processors204(e.g., two or more processors).

FIG.2Aillustrates that processor204is operatively coupled to memory208. Memory208is defined herein as including volatile and nonvolatile memory and other types of non-transitory data storage components. Volatile memory is memory that do not retain data values upon loss of power. Nonvolatile memory is memory that do retain data upon a loss of power. Examples of memory208include random access memory (RAM), read-only memory (ROM), hard disk drives, solid-state drives, universal serial bus (USB) flash drives, memory cards accessed via a memory card reader, floppy disks accessed via an associated floppy disk drive, optical discs accessed via an optical disc drive, magnetic tapes accessed via an appropriate tape drive, and/or other memory components, or a combination of any two or more of these memory components. In addition, examples of RAM include static random access memory (SRAM), dynamic random access memory (DRAM), magnetic random access memory (MRAM), and other such devices. Examples of ROM include a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or other like memory device. Even thoughFIG.2Aillustrates that game controller202includes a single memory208, game controller202could include multiple memories208for storing program instructions and/or data.

Memory208can store one or more game programs206that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program206represents an executable program stored in any portion or component of memory208. In one or more implementations, game program206is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor204in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory208and run by processor204; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory208and executed by processor204; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory208to be executed by processor204.

Alternatively, game programs206can be set up to generate one or more game instances based on instructions and/or data that gaming device200exchanges with one or more remote gaming devices, such as a central determination gaming system server106(not shown inFIG.2Abut shown inFIG.1). For purpose of this disclosure, the term “game instance” refers to a play or a round of a game that gaming device200presents (e.g., via a user interface (UI)) to a player. The game instance is communicated to gaming device200via the network214and then displayed on gaming device200. For example, gaming device200may execute game program206as video streaming software that allows the game to be displayed on gaming device200. When a game is stored on gaming device200, it may be loaded from memory208(e.g., from a read only memory (ROM)) or from the central determination gaming system server106to memory208.

One regulatory requirement for games running on gaming device200generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices200satisfy a minimum level of randomness without specifying how a gaming device200should achieve this level of randomness. To comply,FIG.2Aillustrates that gaming device200could include an RNG212that utilizes hardware and/or software to generate RNG outcomes that lack any pattern. The RNG operations are often specialized and non-generic in order to comply with regulatory and gaming requirements. For example, in a slot game, game program206can initiate multiple RNG calls to RNG212to generate RNG outcomes, where each RNG call and RNG outcome corresponds to an outcome for a reel. In another example, gaming device200can be a Class II gaming device where RNG212generates RNG outcomes for creating Bingo cards. In one or more implementations, RNG212could be one of a set of RNGs operating on gaming device200. More generally, an output of the RNG212can be the basis on which game outcomes are determined by the game controller202. Game developers could vary the degree of true randomness for each RNG (e.g., pseudorandom) and utilize specific RNGs depending on game requirements. The output of the RNG212can include a random number or pseudorandom number (either is generally referred to as a “random number”).

InFIG.2A, RNG212and hardware RNG244are shown in dashed lines to illustrate that RNG212, hardware RNG244, or both can be included in gaming device200. In one implementation, instead of including RNG212, gaming device200could include a hardware RNG244that generates RNG outcomes. Analogous to RNG212, hardware RNG244performs specialized and non-generic operations in order to comply with regulatory and gaming requirements. For example, because of regulation requirements, hardware RNG244could be a random number generator that securely produces random numbers for cryptography use. The gaming device200then uses the secure random numbers to generate game outcomes for one or more game features. In another implementation, the gaming device200could include both hardware RNG244and RNG212. RNG212may utilize the RNG outcomes from hardware RNG244as one of many sources of entropy for generating secure random numbers for the game features.

FIG.2Aillustrates that gaming device200includes an RNG conversion engine210that translates the RNG outcome from RNG212to a game outcome presented to a player. To meet a designated RTP, a game developer can set up the RNG conversion engine210to utilize one or more lookup tables to translate the RNG outcome to a symbol element, stop position on a reel strip layout, and/or randomly chosen aspect of a game feature. As an example, the lookup tables can regulate a prize payout amount for each RNG outcome and how often the gaming device200pays out the prize payout amounts. The RNG conversion engine210could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. The mapping between the RNG outcome to the game outcome controls the frequency in hitting certain prize payout amounts.

Additionally, or alternatively, gaming devices104A-104X and200can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown inFIGS.1and2A) that communicate (e.g., Bluetooth® or other near-field communication technology) with one or more mobile devices to perform a variety of wireless operations in a casino environment. Examples of wireless operations in a casino environment include detecting the presence of mobile devices, performing credit, points, comps, or other marketing or hard currency transfers, establishing wagering sessions, and/or providing a personalized casino-based experience using a mobile application. In one implementation, to perform these wireless operations, a wireless transmitter or transceiver initiates a secure wireless connection between a gaming device104A-104X and200and a mobile device. After establishing a secure wireless connection between the gaming device104A-104X and200and the mobile device, the wireless transmitter or transceiver does not send and/or receive application data to and/or from the mobile device. Rather, the mobile device communicates with gaming devices104A-104X and200using another wireless connection (e.g., WiFi® or cellular network). In another implementation, a wireless transceiver establishes a secure connection to directly communicate with the mobile device. The mobile device and gaming device104A-104X and200sends and receives data utilizing the wireless transceiver instead of utilizing an external network. For example, the mobile device would perform digital wallet transactions by directly communicating with the wireless transceiver. In one or more implementations, a wireless transmitter could broadcast data received by one or more mobile devices without establishing a pairing connection with the mobile devices.

AlthoughFIGS.1and2Aillustrate specific implementations of a gaming device (e.g., gaming devices104A-104X and200), the disclosure is not limited to those implementations shown inFIGS.1and2. For example, not all gaming devices suitable for implementing implementations of the present disclosure necessarily include top wheels, top boxes, information panels, cashless ticket systems, and/or player tracking systems. Further, some suitable gaming devices have only a single game display that includes only a mechanical set of reels and/or a video display, while others are designed for bar counters or tabletops and have displays that face upwards. Gaming devices104A-104X and200may also include other processors that are not separately shown. UsingFIG.2Aas an example, gaming device200could include display controllers (not shown inFIG.2A) configured to receive video input signals or instructions to display images on game displays240and242. Alternatively, such display controllers may be integrated into the game controller202. The use and discussion ofFIGS.1and2are examples to facilitate ease of description and explanation.

FIG.2Bdepicts a casino gaming environment according to one example. In this example, the casino251includes banks252of EGMs104. In this example, each bank252of EGMs104includes a corresponding gaming signage system254(also shown inFIG.2A). According to this implementation, the casino251also includes mobile gaming devices256, which are also configured to present wagering games in this example. The mobile gaming devices256may, for example, include tablet devices, cellular phones, smart phones and/or other handheld devices. In this example, the mobile gaming devices256are configured for communication with one or more other devices in the casino251, including but not limited to one or more of the server computers102, via wireless access points258.

According to some examples, the mobile gaming devices256may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices256may be configured to receive game outcomes from another device, such as the central determination gaming system server106, one of the EGMs104, etc.

Some mobile gaming devices256may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices256may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices256may include a ticket reader and/or a ticket printer whereas some mobile gaming devices256may not, depending on the particular implementation.

In some implementations, the casino251may include one or more kiosks260that are configured to facilitate monetary transactions involving the mobile gaming devices256, which may include cash out and/or cash in transactions. The kiosks260may be configured for wired and/or wireless communication with the mobile gaming devices256. The kiosks260may be configured to accept monetary credits from casino patrons262and/or to dispense monetary credits to casino patrons262via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks260may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device256for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron262is ready to cash out, the casino patron262may select a cash out option provided by a mobile gaming device256, which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device256may send a “cash out” signal to a kiosk260via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk260may provide monetary credits to the casino patron262corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc.

In some implementations, a cash-in process and/or a cash-out process may be facilitated by the TITO system server108. For example, the TITO system server108may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device256and/or a kiosk260.

Some mobile gaming devices256may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices256may be configured for wireless communication with the player tracking system server110. Some mobile gaming devices256may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron's player loyalty card, a patron's smartphone, etc.

According to some implementations, a mobile gaming device256may be configured to provide safeguards that prevent the mobile gaming device256from being used by an unauthorized person. For example, some mobile gaming devices256may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices256may be configured to function only within a predetermined or configurable area, such as a casino gaming area.

FIG.2Cis a diagram that shows examples of components of a system for providing online gaming according to some aspects of the present disclosure. As with other figures presented in this disclosure, the numbers, types and arrangements of gaming devices shown inFIG.2Care merely shown by way of example. In this example, various gaming devices, including but not limited to end user devices (EUDs)264a,264band264care capable of communication via one or more networks417. The networks417may, for example, include one or more cellular telephone networks, the Internet, etc. In this example, the EUDs264aand264bare mobile devices: according to this example the EUD264ais a tablet device and the EUD264bis a smart phone. In this implementation, the EUD264cis a laptop computer that is located within a residence266at the time depicted inFIG.2C. Accordingly, in this example the hardware of EUDs is not specifically configured for online gaming, although each EUD is configured with software for online gaming. For example, each EUD may be configured with a web browser. Other implementations may include other types of EUD, some of which may be specifically configured for online gaming.

In this example, a gaming data center276includes various devices that are configured to provide online wagering games via the networks417. The gaming data center276is capable of communication with the networks417via the gateway272. In this example, switches278and routers280are configured to provide network connectivity for devices of the gaming data center276, including storage devices282a, servers284aand one or more workstations286b. The servers284amay, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices282a. The code may be subsequently loaded onto a server284aafter selection by a player via an EUD and communication of that selection from the EUD via the networks417. The server284aonto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player's EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers284a. Although only one gaming data center276is shown inFIG.2C, some implementations may include multiple gaming data centers276.

In this example, a financial institution data center270is also configured for communication via the networks417. Here, the financial institution data center270includes servers284b, storage devices282b, and one or more workstations286b. According to this example, the financial institution data center270is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users274a-274cmay maintain at least one financial account with the financial institution that is serviced via the financial institution data center270.

According to some implementations, the gaming data center276may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers284amay be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s)284amay be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s)284amay be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center270. The server(s)284amay, in some examples, be configured to maintain an audit record of such transactions.

In some alternative implementations, the gaming data center276may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center270and the gaming data center276include their own servers and storage devices in this example, in some examples the financial institution data center270and/or the gaming data center276may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center270and/or the gaming data center276may rely entirely on cloud-based servers.

One or more types of devices in the gaming data center276(or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs264and/or other information regarding authorized users of EUDs264(including but not limited to the authorized users274a-274c), may be stored on storage devices282and/or servers284. Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices282and/or servers284. In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center276) by authorized users.

In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center276. One or more other devices (such EUDs264or devices of the gaming data center276) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users.

FIG.3illustrates, in block diagram form, an implementation of a game processing architecture300that implements a game processing pipeline for the play of a game in accordance with various implementations described herein. As shown inFIG.3, the gaming processing pipeline starts with having a UI system302receive one or more player inputs for the game instance. Based on the player input(s), the UI system302generates and sends one or more RNG calls to a game processing backend system314. Game processing backend system314then processes the RNG calls with RNG engine316to generate one or more RNG outcomes. The RNG outcomes are then sent to the RNG conversion engine320to generate one or more game outcomes for the UI system302to display to a player. The game processing architecture300can implement the game processing pipeline using a gaming device, such as gaming devices104A-104X and200shown inFIGS.1and2, respectively. Alternatively, portions of the gaming processing architecture300can implement the game processing pipeline using a gaming device and one or more remote gaming devices, such as central determination gaming system server106shown inFIG.1.

The UI system302includes one or more UIs that a player can interact with. The UI system302could include one or more game play UIs304, one or more bonus game play UIs308, and one or more multiplayer UIs312, where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI304, bonus game play UI308, and the multiplayer UI312may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. UsingFIG.3as an example, the different UI elements are shown as game play UI elements306A-306N and bonus game play UI elements310A-310N.

The game play UI304represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system302could transition out of the base game to one or more bonus games. The bonus game play UI308represents a UI that utilizes bonus game play UI elements310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element306A-306N are similar to the bonus game play UI elements310A-310N. In other implementations, the game play UI element306A-306N can differ from the bonus game play UI elements310A-310N.

FIG.3also illustrates that UI system302could include a multiplayer UI312purposed for game play that differs or is separate from the typical base game. For example, multiplayer UI312could be set up to receive player inputs and/or presents game play information relating to a tournament mode. When a gaming device transitions from a primary game mode that presents the base game to a tournament mode, a single gaming device is linked and synchronized to other gaming devices to generate a tournament outcome. For example, multiple RNG engines316corresponding to each gaming device could be collectively linked to determine a tournament outcome. To enhance a player's gaming experience, tournament mode can modify and synchronize sound, music, reel spin speed, and/or other operations of the gaming devices according to the tournament game play. After tournament game play ends, operators can switch back the gaming device from tournament mode to a primary game mode to present the base game. AlthoughFIG.3does not explicitly depict that multiplayer UI312includes UI elements, multiplayer UI312could also include one or more multiplayer UI elements.

Based on the player inputs, the UI system302could generate RNG calls to a game processing backend system314. As an example, the UI system302could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine316could utilize gaming RNG318and/or non-gaming RNGs319A-319N. Gaming RNG318could corresponds to RNG212or hardware RNG244shown inFIG.2A. As previously discussed with reference toFIG.2A, gaming RNG318often performs specialized and non-generic operations that comply with regulatory and/or game requirements. For example, because of regulation requirements, gaming RNG318could correspond to RNG212by being a cryptographic RNG or pseudorandom number generator (PRNG) (e.g., Fortuna PRNG) that securely produces random numbers for one or more game features. To securely generate random numbers, gaming RNG318could collect random data from various sources of entropy, such as from an operating system (OS) and/or a hardware RNG (e.g., hardware RNG244shown inFIG.2A). Alternatively, non-gaming RNGs319A-319N may not be cryptographically secure and/or be computationally less expensive. Non-gaming RNGs319A-319N can, thus, be used to generate outcomes for non-gaming purposes. As an example, non-gaming RNGs319A-319N can generate random numbers for generating random messages that appear on the gaming device.

The RNG conversion engine320processes each RNG outcome from RNG engine316and converts the RNG outcome to a UI outcome that is feedback to the UI system302. With reference toFIG.2A, RNG conversion engine320corresponds to RNG conversion engine210used for game play. As previously described, RNG conversion engine320translates the RNG outcome from the RNG212to a game outcome presented to a player. RNG conversion engine320utilizes one or more lookup tables322A-322N to regulate a prize payout amount for each RNG outcome and how often the gaming device pays out the derived prize payout amounts. In one example, the RNG conversion engine320could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. In this example, the mapping between the RNG outcome and the game outcome controls the frequency in hitting certain prize payout amounts. Different lookup tables could be utilized depending on the different game modes, for example, a base game versus a bonus game.

After generating the UI outcome, the game processing backend system314sends the UI outcome to the UI system302. Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system302updates one or more game play UI elements306A-306N, such as symbols, for the game play UI304. In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements310A-310N (e.g., symbols) for the bonus game play UI308. In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline.

FIG.4Ais a flow chart of an exemplary process for executing electronic game play for display to a user.FIG.4Bis a schematic diagram showing the memory208of the gaming device.

In the example embodiment, the game is an electronic slot game in which a plurality of symbol positions are displayed to a user (e.g., in the matrix502shown inFIG.5) and are randomly populated with a plurality of symbols (e.g., based on an RNG outcome). The processor204configures play of the game based on a set of instructions stored in the memory208.

The game further utilizes persistence features to determine outcomes of the game and vary a gaming experience presented to the player. For example, as described with respect toFIGS.5-13, in the example embodiment, the game play utilizes a cycle of different stages (alternatively “seasons”) that are each associated with different game play rules. The rules associated with the stages each persist during game play instances of a respective stage until a stage trigger occurs (e.g., the game play counter exceeding a threshold), which causes the stage to increment. The outcomes during each of the games are determined based in part on the game configuration rules452-456(FIG.4B) that are associated with respect to the corresponding stage. Additionally, the respective configuration rules452-456each include different persistence features, which may persist between games within a stage and between different stages. In the example embodiment, the configuration rules452-456for each of the seasons are each associated with an RTP that is substantially the same as the other seasons, such that no season has a payout advantage relative to the other seasons.

Referring toFIG.4B, in the example embodiment the memory208stores a plurality of game stage configuration rules452-456, a game counter458, a stage counter460, and a current game configuration462. Each of the game configuration rules includes instructions for executing persistent features and game play associated with a respective games, which may be presented to the player sequentially, as described in greater detail below. The stage counter460tracks a current stage of the game, where each of the stage of the game is associated with one of the game configuration rules. The game counter tracks game instances of the game.

FIG.5is a schematic of an example game display, which in the example embodiment, is displayed by mobile gaming devices256, though in alternative embodiment the game may be displayed on a gaming device similar to gaming devices104A-104X, shown inFIG.1.

Game display500includes a base matrix502for displaying a plurality of symbols therein. Game display500further includes a stage indicator506displaying a current stage of the game and a game counter504displaying a current game count within the stage. In the example embodiment, each stage is configured to last for 10 games before proceeding to a next stage. After four stages have been played, the game cycles back to the initial stage. In other embodiments, the game many include any suitable number of stages or games within a stage.

Referring back toFIG.4, at a first step402in the process400, a request is received to initiate a game instance. In the example embodiment, upon receiving the request, the processor retrieves a current game count and a current stage count from the memory208. In some embodiments the current game counter and stage counter are each associated with a player tracking account associated with the player. For example, in mobile or internet gaming embodiments, prior to initiating game play, the player may be prompted to login to their account, which may be associated with a current game and stage counts from a last played session by the player. In casino gaming embodiments, a player tracking card, e.g., associated with a casino player tracking account, or other suitable method of tracking a player identity may be used. In further embodiments, the game counter and stage counter may be associated with game play on an individual gaming device of the EGM.

In the example embodiment, for a first play instance logged by player (i.e., the first time the player plays the game after first downloading a mobile application or first login to their online account) the stage and game counter are each set to zero. As a result, the first game play will start in the spring season stage with the game counter458at zero. After the request to initiate a game instance (i.e., a single spin of the game), the game counter458is set to game counter equal to 1. At step406, processor204determines whether the game counter458exceeds a game counter threshold or maximum. In the example ofFIG.5, the game counter458is less than the threshold of 10. As a result, process proceeds to step414.

At step414, the processor204retrieves current game rules based on a value of the stage counter460(FIG.4B), which is equal to 1 in the example ofFIG.5. In the example embodiment, the rules for the “spring season” are retrieved based on the stage counter value of 1. At step416, processor retrieves a current game configuration, which is an empty 3×5 matrix that includes three rows508-512and five columns514-522, as shown inFIG.5. At step418processor204randomly populates symbol positions of the 3×5 matrix based on the current configuration and an outcome of the game is determined at step420.

At step422, processor204determines whether the outcome of the game satisfies a game configuration trigger. The game configuration trigger may be in part based on the stage rules for the current stage and/or may be based on one or more symbols in the outcome of the game that trigger a persistence feature. For example, such persistent features may include causing one or more of the symbols to be displayed on one of the symbol positions during a next game instance (e.g., a “sticky WILD,” as shown inFIG.12, or a descending WILD, as shown inFIGS.9and10), altering a game layout of the game (e.g., by changing a number of symbol positions in at least one of the columns), or making any other suitable change to the game that persists into a next game instance.

In the embodiment ofFIGS.5-16, some of the different seasons (i.e., stage of the cycle) are associated with unique persistence features and unique stage symbols that activate a respective persistence feature and/or alter the total credit outcome of the game (e.g., by acting as a wild symbol, a multiplier, etc.). For example, referring toFIG.6, under the stage game rules for the spring season the SEED symbol602a,602bis a trigger symbol that activates a spring persistence feature. As illustrated inFIGS.6-12, only the trigger symbols for the respective seasons are shown, although it should be understood that the game outcomes will include other symbols displayed in the blank symbol positions of the reels.

As shown inFIG.6, the outcome includes two seed symbols602a,602boccurring in the second and fifth columns, respectively. The occurrence of the SEED symbols602a,602bduring the spring season is evaluated as a WILD symbol, increasing the number of possible pay lines for a given game instance. Additionally, the occurrence of the SEED symbol602a,602bin the selected plurality of symbols during the Spring Season also affects a layout of the matrix by adding an additional row to the column (i.e., increasing column height) in which the seed symbol602a,602boccurs. In the example embodiment, new symbol positions604a,604bare added to the second and fourth columns, respectively.

Accordingly, with respect to the game outcome shown inFIG.6, after the outcome is determined at step420, processor204determines that a game configuration trigger has occurred. The determination is based on the first stage game rules452(i.e., the spring season rules) and the outcome of the base game. In response, at step424(FIG.4) processor204updates the current game configuration to include the added symbol positions604a,604babove the second and fourth columns.

In the example embodiment, the increased column height feature of the spring season persists through each game of the spring season. For example, referring toFIG.7which shows an outcome for an eighth game instance of the spring season play, the added symbol positions604a,604bare included in the matrix502. Additionally, a new SEED symbol has occurred in the outcome in the fourth column, thereby causing the fourth column to grow by one symbol position704a.

In some embodiments, the persistence features may also persist between seasons. For example, referring toFIG.8which shows an outcome for a third game instance of the summer season play, the symbol positions604a,604b,704aadded during the spring play are shown as persisting into the summer season play, and even persist into the fall (autumn) season play (FIG.9).

In the example embodiment, the seasons or stages of game play increment after play of ten game instances has occurred. For example, referring toFIG.4, after a tenth play instance of the spring game, at step404processor204sets the game counter to eleven (i.e., equal to the current game counter having a value of ten plus one). At step406, the game counter having a value of eleven is determined to be greater than the threshold game counter having a value of ten. Accordingly, at step408, processor sets the stage counter equal to two (i.e., equal to the current stage counter having a value of one plus one). At step410, processor determines that the current stage counter value of two is not greater than the stage counter threshold, which has a value of four in the example embodiment, corresponding to the four seasons of game play. Accordingly, at step414, processor retrieves the stage game rules for the second stage of game play and at step416retrieves the current game configuration, including the persistent symbols from the spring game play.

In the example embodiment, the trigger symbols for the respective seasons are provided on static reels (i.e., the symbols on the reels do not change between game instances and/or seasons) and may occur in the outcomes during any one of the seasons. Thus, the SEED trigger symbol used during spring may still occur in an outcome during play of the summer season. In such embodiments, the out-of-season symbol may be evaluated under a payline, similar to a standard picture symbol, and without triggering any persistence feature when they occur in game outcomes out of season. In other embodiments, different reels may be used between seasons which do not include the out-of-season symbols thereon.

Referring back toFIG.8, in the example embodiment, SUN symbols802a,802bare used for the trigger symbol for the summer season. During the summer play, the SUN symbol evaluates as a multiplier wild and is updated to display a multiplier value. The multiplier value is selected based on a randomized lookup of a lookup table. In the example embodiment, a ways wins evaluation is used to determine credit awards associated with the outcome. The ways wins credit awards are calculated by multiplying a payout of the determined evaluation by the multiplier provided on the trigger symbol. As an example, if a ways win pay line of the game evaluates to 100 credits, the occurrence of the 2× multiplier symbol in the payline doubles the payout to 200 credits. In the example embodiment the SUN symbol does not trigger a persistence feature and thus the game configuration is not updated during summer play.

FIGS.9and10show outcomes of first and second game play instances, respectively, during the fall season. In the example embodiment, LEAF symbol902ais used for the trigger symbol during play of the fall season. During the fall play, the LEAF symbols evaluate to a wild symbol that also persist between game instances as falling one row per game instance, until the LEAF symbol reaches the lowest row508. For example, as shown inFIG.9, LEAF symbol902ais shown occurring in the fourth row515of the fourth column520. At step422(shown inFIG.4) processor determines that a game configuration trigger has occurred and at step424updates the current game configuration to move the leaf symbol902adown one row to row512and into the first column514for the next game instance, as shown inFIG.10. The new column that the LEAF symbol902ais moved to may be a random determination or may be preconfigured. In some embodiments, process400includes a check to prevent two falling LEAF symbols occurring in the same row landing in the same symbol position for the next game instance. In other embodiments, the LEAF symbols may be allowed to land in the same symbol position and a multiplier value may be assigned to them if this occurs.

Additionally, in the example embodiment, the added symbol positions604a,604b,704apersisting from the spring play are incrementally removed during the fall play. For example, as shown inFIG.10, in the second game instance symbol positions704a,604a(shown inFIG.9) are removed, while symbol position604bis maintained. As a result, when the game proceeds to the winter stage, as shown inFIG.11, the matrix502is returned to the originally starting 3×5 matrix used during the start of the spring season.

The loss of the added positions over the fall season may be distributed over the fall season according to a predetermined pattern. For example, in some embodiments the symbol positions604a,604b,704aare removed in an inverse order from the game instances in which they were added. In other embodiments, the removal of symbols604a,604b,704amay be evenly distributed, such as by removing one of the symbols604a,604b,704aonce every three instances, corresponding to the three added symbols over the season period of ten game instances. In other embodiments, the added symbols604a,604b,704aare removed all at once, such as after a last game instance of the season.

In some embodiments, a determination is made prior to each spin whether one of the symbol positions604a,604b,704awill be removed. The determination may be made based on an RNG output and a lookup of a weighted table identifying added symbol positions to be removed. The weighted table may also identify the game instance to weight the removal of symbol positions based on progression through the fall stage. For example, where three symbol positions have been added, the weighted table may increase the probability that the symbol positions will be removed earlier in the fall stage to increase a probability that all symbol positions are removed by the end of the fall stage (i.e., after ten game instances). Upon initiation of a spin and the occurrence of the LEAF symbol902ait is determined based on the determination of whether one of the symbols604a,604b,704awill be removed to assign the LEAF symbol902ato a position that is not removed.

FIG.11shows a starting instance (i.e., prior to a first game instance) of gameplay during the winter season (or fourth stage).FIG.12shows a fourth game instance of gameplay during the winter season.

Referring toFIG.12, in the example embodiment, SNOW symbol1202is used for the trigger symbol during play of the fall season. During the winter play, the SNOW symbols evaluate to a wild symbol that also persist in a fixed symbol position between game instances (also referred to as a “sticky wild”). When the SNOW symbol occurs in an outcome, it is shown on the display as freezing to the symbol position and locking it as a wild until the end of season. In other words, in the example embodiment SNOW symbol1202will persist in position in the third row512of the second column516for game instances five through ten of the winter season.

Referring back toFIG.4, after the tenth game instance of the winter season at step410, processor determines that the stage counter having a value of five is greater than the stage counter threshold, which has a value of four in the example embodiment. As a result, the stage counter is reset to the one, causing the game to reset to the spring game play, as shown inFIG.5. In some embodiments, after a full year is completed a bonus prize, free spins feature, or another type of award may be provided to the player.

In other embodiments, the changes between stages may occur based on an alternative triggers apart from the game counter as described in the example embodiment. For example, in some embodiments, the stage changes may be triggered based on outcomes in the game (e.g., growing the reels a predetermined number of times, receiving a predetermined number of the trigger symbols). In other embodiments, the changing of the seasons may occur randomly based on a determination made after each spin. In further embodiments, the stage change may correspond to an event occurrence that is independent from gameplay, such as a time of the year. As an example, in some embodiments, the game may provide only the spring stage for play during the months of spring.

Referring toFIG.13, in some embodiments, each season may also have its own mini game, such as a small feature or free spins game that can be triggered and played outside of the base games in a second display area1302. As an example, in one embodiment, the fall season may include a horse race provided within the area1302that runs throughout the gameplay over the season. The feature game may be displayed above the reels in the area1302during play of the season.