Patent Publication Number: US-8992300-B2

Title: Electronic gaming device with multiplier banking

Description:
FIELD 
     The subject matter disclosed herein relates to an electronic gaming device. More specifically, the disclosure relates to an electronic gaming device, which provides gaming options relating to banking one or more multipliers. 
     INFORMATION 
     The gaming industry has numerous casinos located both worldwide and in the United States. A client of a casino or other gaming entity can gamble via various games of chance. For example, craps, roulette, baccarat, blackjack, and electronic games (e.g., a slot machine) where a person may gamble on an outcome. 
     Paylines of an electronic gaming device (e.g., a slot machine) are utilized to determine when predetermined winning symbol combinations are aligned in a predetermined pattern to form a winning combination. A winning event occurs when the player successful matches the predetermined winning symbols in one of the predetermined patterns. The winning payout from a winning event may be modified (e.g., multiplied, increased, etc.) based on a modifying symbol (e.g., a multiplier) being generated during game play. A new way of delivering game play includes providing wagering gaming options, which may include multiplier banking options. In this disclosure, the gaming device and/or the gaming system may provide more excitement by utilizing multiplier banking options. 
    
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
       Non-limiting and non-exhaustive examples will be described with reference to the following figures, wherein like reference numerals refer to like parts throughout the various figures. 
         FIG. 1  is an illustration of the electronic gaming device, according to one embodiment. 
         FIG. 2  is an illustration of an electronic gaming system, according to one embodiment. 
         FIG. 3  is a block diagram of the electronic gaming device, according to one embodiment. 
         FIG. 4  is another block diagram of the electronic gaming device, according to one embodiment. 
         FIG. 5A  is an illustration of utilizing a multiplier banking option on an electronic gaming device, according to one embodiment. 
         FIG. 5B  is another illustration of utilizing a multiplier banking option on an electronic gaming device, according to one embodiment. 
         FIG. 5C  is another illustration of utilizing a multiplier banking option on an electronic gaming device, according to one embodiment. 
         FIG. 5D  is another illustration of utilizing a multiplier banking option on an electronic gaming device, according to one embodiment. 
         FIG. 5E  is another illustration of utilizing a multiplier banking option on an electronic gaming device, according to one embodiment. 
         FIG. 6  is a flow diagram for accepting a primary wager on an electronic gaming device, according to one embodiment. 
         FIG. 7  is a flow diagram for banking multipliers, according to one embodiment. 
         FIG. 8  is a flow diagram for banked multipliers game play, according to one embodiment. 
     
    
    
     DETAILED DESCRIPTION 
       FIG. 1  is an illustration of an electronic gaming device  100 . Electronic gaming device  100  may include a multi-media stream  110 , a first display screen  102 , a second display screen  104 , a third display screen  106 , a side display screen  108 , an input device  112 , a credit device  114 , a device interface  116 , and an identification device  118 . Electronic gaming device  100  may display one, two, a few, or a plurality of multi-media streams  110 , which may be obtained from one or more gaming tables, one or more electronic gaming devices, a central server, a video server, a music server, an advertising server, another data source, and/or any combination thereof. 
     Multi-media streams may be obtained for an entertainment event, a wagering event, a promotional event, a promotional offering, an advertisement, a sporting event, any other event, and/or any combination thereof. For example, the entertainment event may be a concert, a show, a television program, a movie, an Internet event, and/or any combination thereof. In another example, the wagering event may be a poker tournament, a horse race, a car race, and/or any combination thereof. The advertisement may be an advertisement for the casino, a restaurant, a shop, any other entity, and/or any combination thereof. The sporting event may be a football game, a baseball game, a hockey game, a basketball game, any other sporting event, and/or any combination thereof. These multi-media streams may be utilized in combination with the gaming table video streams. 
     Input device  112  may be mechanical buttons, electronic buttons, mechanical switches, electronic switches, optical switches, a slot pull handle, a keyboard, a keypad, a touch screen, a gesture screen, a joystick, a pointing device (e.g., a mouse), a virtual (on-screen) keyboard, a virtual (on-screen) keypad, biometric sensor, or any combination thereof. Input device  112  may be utilized to make a wager, to bank a multiplier, to utilize a banked multiplier, to select a row and/or column to move, to select a row area to move, to select a column area to move, to select a symbol to move, to select a game rearranging optimization option, to modify electronic gaming device  100  (e.g., change sound level, configuration, font, language, etc.), to select a movie or song, to select live multi-media streams, to request services (e.g., drinks, slot attendant, manager, etc.), to select two-dimensional (“2D”) game play, to select three-dimensional (“3D”) game play, to select both two-dimensional and three-dimensional game play, to change the orientation of games in a three-dimensional space, to move a symbol (e.g., wild, multiplier, etc.), or any combination thereof. These selections may occur via any other input device (e.g., a touch screen, voice commands, etc.). 
     Credit device  114  may be utilized to collect monies and distribute monies (e.g., cash, vouchers, etc.). Credit device  114  may interface with a mobile device to electronically transmit money and/or credits. Credit device  114  may interface with a player&#39;s card to exchange player points. 
     Device interface  116  may be utilized to interface electronic gaming device  100  to a bonus game device, a local area progressive controller, a wide area progressive controller, a progressive sign controller, a peripheral display device, signage, a promotional device, network components, a local network, a wide area network, remote access equipment, a slot monitoring system, a slot player tracking system, the Internet, and/or any combination thereof. 
     Device interface  116  may be utilized to connect a player to electronic gaming device  100  through a mobile device, card, keypad, identification device  118 , or any combination thereof. Device interface  116  may include a docking station by which a mobile device is plugged into electronic gaming machine  100 . Device interface  116  may include an over the air connection by which a mobile device is connected to electronic gaming machine  100  (e.g., Bluetooth, Near Field technology, and/or Wi-Fi technology). Device interface  116  may include a connection to identification device  118 . 
     Identification device  118  may be utilized to determine an identity of a player. Based on information obtained by identification device  118 , electronic gaming device  100  may be reconfigured. For example, the language, sound level, music, placement of multi-media streams, a banking multiplier option may be presented, a row rearrangement option may be presented, a column rearrangement option may be presented, a row area rearrangement option may be presented, a column area rearrangement option may be presented, a two-dimensional gaming option may be presented, a three-dimensional gaming option may be presented, and/or the placement of gaming options may be modified based on player preference data. For example, a player may want to have multiplier banking gaming options only. Therefore, no non-multiplier banking gaming options would be presented. 
     Identification device  118  may utilize biometrics (e.g., thumb print, retinal scan, or other biometric). Identification device  118  may include a card entry slot into input device  112 . Identification device  118  may include a keypad with an assigned pin number for verification. Identification device  118  may include multiple layers of identification for added security. For example, a player could be required to enter a player tracking card, and/or a pin number, and/or a thumb print, or any combination thereof. Based on information obtained by identification device  118 , electronic gaming device  100  may be reconfigured. For example, the language, sound level, music, placement of video streams, placement of images, and the placement of gaming options utilized may be modified based on a player&#39;s preference data. For example, a player may have selected baseball under the sporting event preferences; electronic gaming device  100  will then automatically display the current baseball game onto side display screen  108  and/or an alternate display screen as set in the player&#39;s options. 
     First display screen  102  may be a liquid crystal display (“LCD”), a cathode ray tube display (“CRT”), organic light-emitting diode display (“OLED”), plasma display panel (“PDP”), electroluminescent display (“ELD”), a light-emitting diode display (“LED”), or any other display technology. First display screen  102  may be used for displaying primary games or secondary (bonus) games, advertising, player attractions, electronic gaming device  100  configuration parameters and settings, game history, accounting meters, events, alarms, or any combination thereof. Second display screen  104 , third display screen  106 , side display screen  108 , and any other screens may utilize the same technology as first display screen  102  and/or any combination of technologies. First display screen  102  may also be virtually combined with second display screen  104 . Likewise second display screen  104  may also be virtually combined with third display screen  106 . First display screen  102  may be virtually combined with both second display screen  104  and third display screen  106 . Any combination thereof may be formed. 
     For example, a single large image could be partially displayed on second display screen  104  and partially displayed on third display screen  106 , so that when both display screens are put together they complete one image. Electronic gaming device  100  may stream or play prerecorded multi-media  110 , and the media may be displayed on first display screen  102 . 
     In  FIG. 2 , an electronic gaming system  200  is shown. Electronic gaming system  200  may include a video/multimedia server  202 , a gaming server  204 , a player tracking server  206 , a voucher server  208 , an authentication server  210 , and an accounting server  212 . 
     Electronic gaming system  200  may include video/multimedia server  202 , which may be coupled to network  224  via a network link  214 . Network  224  may be the Internet, a private network, or a network cloud. One or more video streams may be received at video/multimedia server  202  from other electronic gaming devices  100 . Video/multimedia server  202  may transmit one or more of these video streams to a mobile phone  230 , electronic gaming device  100 , a remote electronic gaming device at a different location in the same property  216 , a remote electronic gaming device at a different location  218 , a laptop  222 , and/or any other remote electronic device  220 . Video/Multi-media server  202  may transmit these video streams via network link  214  and/or network  224 . 
     For example, a remote gaming device at the same location may be a casino with multiple casino floors, a casino that allows wagering activities to take place from the hotel room, a casino that may allow wagering activities to take place from the pool area, etc. In another example, the remote devices may be at another location, such a progressive link to another casino, or a casino corporation that owns many different casinos (e.g., MGM, Caesars, etc.). 
     Gaming server  204  may generate gaming outcomes. Gaming server  204  may provide electronic gaming device  100  with game play content. Gaming server  204  may provide electronic gaming device  100  with game play math and/or outcomes. 
     Player tracking server  206  may track a player&#39;s betting activity, a player&#39;s preferences (e.g., language, font, sound level, drinks, etc.). Based on data obtained by player tracking server  206 , a player may be eligible for gaming rewards (e.g., free play), promotions, and/or other awards (e.g., complimentary food, drinks, lodging, concerts, etc.). 
     Voucher server  208  may generate a voucher, which may include data relating to gaming. Further, the voucher may include payline structure option selections. In addition, the voucher may include banked multipliers, columns, rows, and/or symbols that were modified. 
     Authentication server  210  may determine the validity of vouchers, player&#39;s identity, and/or an outcome for a gaming event. 
     Accounting server  212  may compile, track, and/or monitor cash flows, voucher transactions, winning vouchers, losing vouchers, and/or other transaction data. Transaction data may include the number of wagers, the size of these wagers, the date and time for these wagers, the identity of the players making these wagers, and/or the frequency of the wagers. Accounting server  212  may generate tax information relating to these wagers. Accounting server  212  may generate profit/loss reports for player&#39;s tracked outcomes. 
     Network connection  214  may be used for communication between dedicated servers, thin clients, thick clients, back-office accounting systems, etc. 
     Laptop computer  222  and/or any other electronic device (e.g., mobile phone  230 , electronic gaming device  100 , etc.) may be used for downloading new gaming device applications or gaming device related firmware through remote access. 
     Laptop computer  222  and/or any other electronic device (e.g., mobile phone  230 , electronic gaming device  100 , etc.) may be used for uploading accounting information (e.g., cashable credits, non-cashable credits, coin in, coin out, bill in, voucher in, voucher out, etc.). 
     Network  224  may be a local area network, a casino premises network, a wide area network, a virtual private network, an enterprise private network, the Internet, or any combination thereof. Hardware components such as, network interface cards, repeaters and hubs, bridges, switches, routers, firewalls, or any combination thereof may also be part of network  224 . 
       FIG. 3  shows a block diagram  300  of electronic gaming device  100 . Electronic gaming device  100  may include a processor  302 , a memory  304 , a smart card reader  306 , a printer  308 , a jackpot controller  310 , a camera  312 , a network interface  314 , an input device  316 , a display  318 , a credit device  320 , a device interface  322 , an identification device  324 , and a voucher device  326 . 
     Processor  302  may execute program instructions of memory  304  and use memory  304  for data storage. Processor  302  may also include a numeric co-processor, or a graphics processing unit (or units) for accelerated video encoding and decoding, or any combination thereof. 
     Processor  302  may include communication interfaces for communicating with electronic gaming device  100 , electronic gaming system  200 , and user interfaces to enable communication with all gaming elements. For example, processor  302  may interface with memory  304  to access a player&#39;s mobile device through device interface  322  to display contents onto display  318 . Processor  302  may generate a voucher based on a wager confirmation, which may be received by an input device, a server, a mobile device, and/or any combination thereof. A voucher device may generate, print, transmit, or receive a voucher. Memory  304  may include communication interfaces for communicating with electronic gaming device  100 , electronic gaming system  200 , and user interfaces to enable communication with all gaming elements. For example, the information stored on memory  304  may be printed out onto a voucher by printer  308  and/or video or pictures captured by camera  312  may be saved and stored on memory  304 . Memory  304  may include a confirmation module, which may authenticate a value of a voucher and/or the validity of the voucher. The processor may determine the value of the voucher based on generated voucher data and data in the confirmation module. Electronic gaming device  100  may include a player preference input device. The player preference input device may modify a game configuration. The modification may be based on data from the identification device. 
     Memory  304  may be non-volatile semiconductor memory such as, read-only memory (“ROM”), erasable programmable read-only memory (“EPROM”), electrically erasable programmable read-only memory (“EEPROM”), flash memory (“NVRAM”), or Nano-RAM (carbon nanotube random access memory), and/or any combination thereof. 
     Memory  304  may also be volatile semiconductor memory such as, dynamic random access memory (“DRAM”) or static random access memory (“SRAM”), and/or any combination thereof. 
     Memory  304  may also be a data storage device such as, a hard disk drive, an optical disk drive such as, CD, DVD, or Blu-ray, a solid state drive, a memory stick, a CompactFlash card, a USB flash drive, a Multi-media Card, an xD-Picture Card, or any combination thereof. 
     Memory  304  may be used to store read-only program instructions for execution by processor  302 , for the read-write storage for global variables and static variables, read-write storage for uninitialized data, read-write storage for dynamically allocated memory, and for the read-write storage of the data structure known as “the stack,” and/or any combination thereof. 
     Memory  304  may be used to store the read-only pay table information for which symbol combinations on a given payline that result in a win (payout) are established for games of chance such as, slot games and video poker. 
     Memory  304  may be used to store accounting information (e.g., cashable electronic promotion in, non-cashable electronic promotion out, coin in, coin out, bill in, voucher in, voucher out, electronic funds transfer in, etc.). 
     Memory  304  may be used to record error conditions on an electronic gaming device  100  such as, door open, coin jam, ticket print failure, ticket (paper) jam, program error, reel tilt, etc., or any combination thereof. 
     Memory  304  may also be used to record the complete history for the most recent game played, plus some number of prior games as may be determined by the regulating authority. 
     Smart card reader  306  may allow electronic gaming device  100  to access and read information provided by the player or technician, which may be used for setting the player preferences and/or providing maintenance information. For example, smart card reader  306  may provide an interface between a smart card (inserted by the player) and identification device  324  to verify the identity of a player. 
     Printer  308  may be used for printing slot machine payout receipts, slot machine wagering vouchers, non-gaming coupons, slot machine coupons (i.e., a wagering instrument with a fixed waging value that can only be used for non-cashable credits), drink tokens, comps, or any combination thereof. 
     Electronic gaming device  100  may include a jackpot controller  310 , which may allow electronic gaming device  100  to interface with other electronic gaming devices either directly or through electronic gaming system  200  to accumulate a shared jackpot. 
     Camera  312  may allow electronic gaming device  100  to take images of a player or a player&#39;s surroundings. For example, when a player sits down at the machine their picture may be taken to include their image into the game play. A picture of a player may be an actual image as taken by camera  312 . A picture of a player may be a computerized caricature of image taken by camera  312 . The image obtained by camera  312  may be used in connection with identification device  324  using facial recognition. Camera  312  may allow electronic gaming device  100  to record video. The video may be stored on memory  304  or stored remotely via electronic gaming system  200 . Video obtained by camera  312  may then be used as part of game play, or may be used for security purposes. For example, a camera located on electronic gaming device  100  may capture video of a potential illegal activity (e.g., tampering with the machine, crime in the vicinity, underage players, etc.). 
     Network interface  314  may allow electronic gaming device  100  to communicate with video/multimedia server  202 , gaming server  204 , player tracking server  206 , voucher server  208 , authentication server  210 , and/or accounting server  212 . 
     Input device  316  may be mechanical buttons, electronic buttons, a touch screen, or any combination thereof. Input device  316  may be utilized to make a wager, to make an offer to buy or sell a voucher, to determine a voucher&#39;s worth, to cash in a voucher, to modify electronic gaming device  100  (e.g., change sound level, configuration, font, language, etc.), to select a movie or music, to select live video streams (e.g., sporting event  1 , sporting event  2 , sporting event  3 ), to request services (e.g., drinks, manager, etc.), or any combination thereof. 
     Display  318  may show video streams from one or more content sources. Display  318  may encompass first display screen  102 , second display screen  104 , third display screen  106 , side display screen  108 , and/or another screen used for displaying video content. 
     Credit device  320  may be utilized to collect monies and distribute monies (e.g., cash, vouchers, etc.). Credit device  320  may interface with processor  302  to allow for game play to take place. Processor  302  may determine any payouts, display configurations, animation, and/or any other functions associated with game play. Credit device  320  may interface with display  318  to display the amount of available credits for the player to use for wagering purposes. Credit device  320  may interface via device interface  322  with a mobile device to electronically transmit money and/or credits. Credit device  320  may interface with a player&#39;s pre-established account, which may be stored on electronic gaming system  200 , to electronically transmit money and/or credit. For example, a player may have a credit card or other mag-stripe card on file with the location for which money and/or credits can be directly applied when the player is done. Credit device  320  may interface with a player&#39;s card to exchange player points. 
     Electronic gaming device  100  may include a device interface  322  that a user may employ with their mobile device (e.g., smart phone) to receive information from and/or transmit information to electronic gaming device  100  (e.g., watch a movie, listen to music, obtain verbal betting options, verify identification, transmit credits, etc.). 
     Identification device  324  may be utilized to allow electronic gaming device  100  to determine an identity of a player. Based on information obtained by identification device  324 , electronic gaming device  100  may be reconfigured. For example, the language, sound level, music, placement of video streams, placement of images, placement of gaming options, and/or the tables utilized may be modified based on player preference data. 
     For example, a player may have selected a specific baseball team (e.g., Atlanta Braves) under the sporting event preferences, the electronic gaming device  100  will then automatically (or via player input) display the current baseball game (e.g., Atlanta Braves vs. Philadelphia Phillies) onto side display screen  108  and/or alternate display screen as set in the player&#39;s options. 
     A voucher device  326  may generate, print, transmit, or receive a voucher. The voucher may represent a wagering option, a wagering structure, a wagering timeline, a value of wager, a payout potential, a payout, or any other wagering data. A voucher may represent an award, which may be used for other locations inside of the gaming establishment. For example, the voucher may be a coupon for the local buffet or a concert ticket. 
       FIG. 4  shows a block diagram of memory  304 , which includes various modules. Memory  304  may include a validation module  402 , a voucher module  404 , a reporting module  406 , a maintenance module  408 , a player tracking preferences module  410 , a multiplier banking module  412 , and an evaluation module  414 . 
     Validation module  402  may utilize data received from voucher device  326  to confirm the validity of the voucher. 
     Voucher module  404  may store data relating to generated vouchers, redeemed vouchers, bought vouchers, and/or sold vouchers. 
     Reporting module  406  may generate reports related to a performance of electronic gaming device  100 , electronic gaming system  200 , video streams, gaming objects, credit device  114 , and/or identification device  118 . 
     Maintenance module  408  may track any maintenance that is implemented on electronic gaming device  100  and/or electronic gaming system  200 . Maintenance module  408  may schedule preventative maintenance and/or request a service call based on a device error. 
     Player tracking preferences module  410  may compile and track data associated with a player&#39;s preferences. 
     Multiplier banking module  412  may include one or more multiplier banking structures. These multiplier banking structures may vary the payout of the randomly generated payout based on which multiplier banking structure was utilized during game play. For example, when a player utilizes a banked multiplier, such as a three times multiplier the randomly generated prize may be increased by three times. In another example, when the player utilizes the banked multiplier (e.g., 3×) the randomly generated prize may be increased by 2× but the display may show the base prize being increased by 3×. For example, the randomly generated prize may have been 150 credits, which is increased two times to 300 credits. However, the display shows the randomly generated prize as 100 credits, which is increased three times to 300 credits. 
     Evaluation module  414  may determine payouts related to game results when there are no banked multipliers utilized. 
     It should be noted that multiplier banking module  412  and evaluation module  414  may be combined into one module. Further, there may be one evaluation module where the determined payout does not depend on whether there were any wild symbols, scatter symbols, and/or any other specific symbols. Further, any module, device, and/or logic function in electronic gamine device  100  may be present in electronic gaming system  200 . In addition, any module, device, and/or logic function in electronic gaming system  200  may be present in electronic gaming device  100 . 
       FIG. 5A  is an illustration of utilizing a multiplier banking option on electronic gaming device  100 , according to one embodiment. A gaming image  500  may include a first multiplier  502 , a multiplier bank image  504 , an input screen  506 , a first input option  508 , a second input option  510 , an input selection image  512 , and a first payline  516 . In one example, the game play may result in first payline  516  being a winning payline and first multiplier  502  being generated. First multiplier  502  may increase the winning payout for first payline  516  by 2×. Therefore, if the winning payout was 100 credits, first multiplier  502  would increase this payout to 200 credits. In one example, electronic gaming device  100  and/or electronic gaming system  200  may transmit a request asking the player if the player wants to bank first multiplier  502 . This request may be located at input screen  506 . If the player wants to bank the multiplier, the player via input selection image  512  (or any other method) selects first input option  508 . If the player selects first input option  508 , the payout of 100 credits may not be increased to 200 credits. If the player does not want to bank the multiplier, the player via input selection image  512  (or any other method) selects second input option  510 . If the player selects second input option  510 , the payout of 100 credits may be increased to 200 credits. If the player banks the 2× multiplier, then multiplier bank image  504  may be modified to show a 2× (see  FIG. 5B ). 
     In  FIG. 5B , another illustration of utilizing a multiplier banking option on electronic gaming device  100  is shown, according to one embodiment. Gaming image may include a second multiplier  522 , multiplier bank image  504 , input screen  506 , first input option  508 , second input option  510 , input selection image  512 , and a second payline  517 . In one example, the game play may result in second payline  517  being a winning payline and second multiplier  522  being generated. Second multiplier  522  may increase the winning payout for second payline  517  by 3×. Therefore, if the winning payout was 100 credits, second multiplier  522  would increase this payout to 300 credits. In one example, electronic gaming device  100  and/or electronic gaming system  200  may transmit a request asking the player if the player wants to bank second multiplier  522 . This request may be located at input screen  506 . If the player wants to bank the multiplier, the player via input selection image  512  (or any other method) selects first input option  508 . If the player selects first input option  508 , the payout of 100 credits may not be increased to 300 credits. If the player does not want to bank the multiplier, the player via input selection image  512  (or any other method) selects second input option  510 . If the player selects second input option  510 , the payout of 100 credits may be increased to 300 credits. If the player banks the 3× multiplier, multiplier bank image  504  may be modified to show a 5× (see  FIG. 5C ). 
     In another example, a portion of the multiplier may be banked. In one example, the game play may result in second payline  517  being a winning payline and second multiplier  522  being generated. Second multiplier  522  may increase the winning payout for second payline  517  by 3×. Therefore, if the winning payout was 100 credits, second multiplier  522  would increase this payout 1 to 300 credits. In one example, electronic gaming device  100  and/or electronic gaming system  200  may transmit a request asking the player if the player wants to bank second multiplier  522 . This request may allow a portion (e.g., 1× or 2×) of second multiplier  522  to be banked. In one example, the player may decide to bank the 1× multiplier. In this example, the winning payout of 100 credits may be increased by the non-banked multiplier (e.g., 2×) to generate a payout of 200 credits (e.g., 100 credits times 2). 
       FIG. 5C  is an illustration of utilizing a multiplier banking option on electronic gaming device  100 , according to one embodiment. Gaming image  500  may include input screen  506 , first input option  508 , second input option  510 , and input selection image  512 . In various examples, the player may utilize any portion of the 5× multiplier represented in multiplier bank image  504 . For example, a player may utilize 2× of the 5×, which would leave a 3× multiplier for future play. In this example, the player would select the utilization of the 2× multiplier, which would increase any payout award by two times. The selection process may occur before the game has started, while the game results are being generated, and/or after the game results are generated. The player may make a banked multiplier selection via input screen  506  utilizing first input option  508 , second input option  510 , another input button, another input device, and/or any other input method (e.g., touch screen, voice commands, knobs, etc.). 
     In one example, the game play may generate a payout of 200 credits, which would be increased to 400 credits because of the player&#39;s selection to utilize the 2× banked multiplier. 
     In another example, a player may utilize 3× of the 5×, which would leave a 2× multiplier for future play. In this example, the player would select the utilization of the 3× multiplier, which would increase any payout award by three times. In one example, the game play may generate a payout of 300 credits, which would be increased to 900 credits because of the player&#39;s selection to utilize the 3× banked multiplier. 
     In another example, a player may utilize 4× of the 5×, which would leave a 1× multiplier for future play. In this example, the player would select the utilization of the 4× multiplier, which would increase any payout award by four times. In one example, the game play may generate a payout of 300 credits, which would be increased to 1200 credits because of the player&#39;s selection to utilize the 4× banked multiplier. 
     In another example, the player may select to utilize a banked multiplier and the game results may generate another multiplier. For example, the player may have selected to utilize a 2× banked multiplier and the game results generated a separate 3× multiplier. In this example, the player may utilize the 2× banked multiplier and the 3× multiplier together to generate a super multiplier. The super multiplier may be 5× (e.g., 2×+3×) and/or 6× (e.g., 2× times 3×). In these examples, a payout of 100 credits may be increased to 500 credits and/or 600 credits, respectfully. 
     In another example, the player may be allowed to utilize any portion of the super multiplier and bank the remainder. For example, if a player has a super multiplier of 6×, the player may select to utilize a 4× multiplier and bank a 2× multiplier. In various examples, the 6× multiplier may be separated into any combination (e.g., 1× banked, 5× used; 2× banked, 4× used; 3× banked, 3× used; 4× banked, 2× used; and 5× banked, 1× used). 
     In  FIG. 5D , another illustration of utilizing a multiplier banking option on electronic gaming device  100  is shown, according to one embodiment. Gaming image  500  may include multiplier bank image  504 , input screen  506 , first input option  508 , second input option  510 , input selection image  512 , and a third payline  520 . Before the game play started, the player may have selected to utilize his or her entire 5× multiplier. The game play resulted in third payline  520 , which had a payout of 500 credits. The 500 credits were multiplied by five to increase the payout to 2,500 credits, which is displayed via input screen  506 . 
     In  FIG. 5E , another illustration of utilizing a multiplier banking option on electronic gaming device  100  is shown, according to one embodiment. Gaming image  500  may include multiplier bank image  504 , input screen  506 , first input option  508 , second input option  510 , input selection image  512 , and a time image  530 . In this example, the banked multiplier in multiplier bank image  504  may have a time limit for utilizing the banked multiplier. The time limit may be represented by time image  530 . In this example, the player may have to utilize the banked multipliers before the time limit is over, which may increase the excitement of the game play. In one example, a multiplier may be increased based on utilizing a time limit version game. In another example, a multiplier may be increased based on the time limit reaching some predetermined point. For example, when the time limit has reached a 10-second countdown, the multiplier may be increased (e.g., 5× to 7×). The multiplier may be increased in any increment (e.g., 1, 2, 3, 4, 2×, 3×, etc.). 
     This banking multiplier feature may be part of the base game and/or a bonus game. In addition, this banking multiplier feature may be part of a base bet and/or may require an additional side bet (e.g., ante bet). 
     In  FIG. 6 , a wagering flow diagram  600  is shown. The method may include the starting of the game. The method may include the player adding credits to electronic gaming device  100  (step  602 ). The method may include the player selecting the number of paylines to utilize (step  604 ). The method may include the player making a primary wager on one or more paylines (step  606 ). The method may further include the player making a secondary wager to enable a banking multiplier option (step  608 ). The method may include receiving input relating to utilizing a banked multiplier (step  610 ). The method may include electronic gaming device  100  pulling random numbers from the random number generator (step  612 ). The method may include the evaluation of the game outcome for the primary wager (step  614 ). The method may further include the evaluation of the game outcome for the secondary wager (step  616 ). The method may include presenting the game play to the player (step  618 ). The method may include presenting the game outcome (win or loss) to the player (step  620 ). The method may then end. 
     In  FIG. 7 , a flow diagram for banking multipliers  700  is shown. The method may include the starting of the game. The method may include electronic gaming device  100  and/or electronic gaming system  200  obtaining the game results (step  702 ). The method may include electronic gaming device  100  and/or electronic gaming system  200  determining if there is a multiplier relating to the game results (step  704 ). If there is no multiplier, the method may end. If there is a multiplier, electronic gaming device  100  and/or electronic gaming system  200  may determine if an input has been received to bank the multiplier (step  706 ). If the multiplier is not being banked, the method may include presenting the payout based on the multiplier (step  710 ) and then the method may end. If the multiplier is being banked, the method may bank the multiplier (step  710 ). Further, the method may present the payout based on the modified multiplier (step  712 ) and the method may end. 
     The player may bank the entire multiplier or any portion thereof. For example, the game results may generate a multiplier of 5×. The player may bank the entire 5× multiplier or any portion thereof (e.g., 1×, 2×, 3×, and/or 4×). In another example, during steps  710 - 712 , the player may decide to bank 3× out of his or her 5× multiplier. In this example, the 3× multiplier may be bank and the payout generated in step  712  would be based on the remaining 2× multiplier (e.g., 5× minus 3× equals 2×). In another example, if the player decided not to bank any of the 5× multiplier, the payout generated at step  708  would be based on the entire 5× multiplier. 
     In  FIG. 8 , a flow diagram for utilizing banked multipliers  800  is shown, according to one embodiment. The method may include displaying a request to utilize a banked multiplier (step  802 ). The method may include receiving a banked multiplier input (step  804 ). The method may include electronic gaming device  100  and/or electronic gaming system  200  determining if a banked multiplier was utilized (step  806 ). If no banked multiplier was utilized, the method may include displaying a payout based on a first paytable (step  808 ). If a banked multiplier was utilized, the method may include electronic gaming device  100  and/or electronic gaming system  200  determining if a paytable has been modified (step  810 ). If the paytable has been modified, then the method may include displaying the payout based on a second paytable (step  812 ). If the paytable has not been modified, then the method may include displaying the payout based on a third paytable (step  814 ). 
     For example, when a player utilizes a banked multiplier, such as a three times multiplier the randomly generated prize may be increased by three times utilizing the third paytable. In another example, when the player utilizes the banked multiplier (e.g., 3×) the randomly generated prize may be increased by 2× utilizing the second paytable, but the display may show the base prize being increased by 3×. For example, the randomly generated prize may have been 150 credits, which is increased two times to 300 credits. However, the display shows the randomly generated prize as 100 credits, which is increased three times to 300 credits. 
     In an exemplary embodiment, the electronic gaming device may include a plurality of reels. The plurality of reels may include a plurality of symbols. The electronic gaming device may include a first payline, a second payline, and a memory. The memory may include a payline module. The payline module may include a plurality of payline structures. The electronic gaming device may include a processor. The processor may receive primary wagers on one or more paylines. The processor may receive one or more secondary wagers on one or more multiplier banking options. 
     In another embodiment, the processor may determine a payout based on the primary wagers. The electronic gaming device may include a network interface, which may receive data from at least one of a server and one or more gaming devices. The electronic gaming device may include a display, which may display one or more selected paylines. 
     In another example, the display may shade one or more non-selected paylines. The electronic gaming device may include a player preference input device. The player preference input device may modify a game configuration based on data from an identification device. The processor may multiply a prize value based on one or more multiplier banking options. 
     The plurality of reels may form a 5-by-5 matrix, a 3-by-5 matrix, a 4-by-5 matrix, a 4-by-3 matrix, a 5-by-3 matrix, or any number-by-any number matrix. 
     In one embodiment, the electronic gaming device may include a plurality of reels. The plurality of reels may include a plurality of symbols. The electronic gaming device may include one or more paylines formed on at least a portion of the plurality of reels. The electronic gaming device may include a memory. The memory may include a multiplier banking module. The multiplier banking module may include a plurality of multiplier banking structures. The electronic gaming device may include a processor, which may bank a multiplier based on a received input. 
     In another example, the processor may transmit a signal related to utilizing a banked multiplier. In another example, the processor may display a banked multiplier option via a display. Further, the processor may receive an input relating to utilizing the banked multiplier. In addition, the processor may generate game results. In another example, the processor may modify the game results based on a utilized banked multiplier. In addition, the processor may display a modified game result via the display. 
     In one embodiment, the method may include receiving one or more primary wagers on one or more paylines. The method may include determining a first primary wager payout. The method may include determining one or more multipliers. The method may include banking at least a portion of the one or more multipliers. 
     In another example, the method may include transmitting a signal related to utilizing a banked multiplier. In addition, the method may include displaying a banked multiplier option. Further, the method may include receiving an input relating to utilizing the banked multiplier. The method may include determining a second primary wager payout. The method may include modifying the second primary wager payout based on a utilized banked multiplier. In addition, the method may include displaying a modified payout. The method may include receiving a secondary wager to allow for a banking multiplier function. 
     In another embodiment, the electronic gaming system may include a server. The server may include a server memory and a server processor. The server may receive primary wagers and secondary wagers. The server processor may bank a multiplier based on a received input. The server memory may include a multiplier banking module. The multiplier banking module may include a plurality of multiplier banking structures. 
     In another example, the server processor may transmit a signal related to utilizing a banked multiplier. The server processor may display a banked multiplier option via a display. The server processor may receive an input relating to utilizing the banked multiplier. The server processor may generate game results and modify a generated game result based on the banked multiplier 
     Gaming system may be a “state-based” system. A state-based system stores and maintains the system&#39;s current state in a non-volatile memory. Therefore, if a power failure or other malfunction occurs, the gaming system will return to the gaming system&#39;s state before the power failure or other malfunction occurred when the gaming system is powered up. 
     State-based gaming systems may have various functions (e.g., wagering, payline selections, reel selections, game play, bonus game play, evaluation of game play, game play result, steps of graphical representations, etc.) of the game. Each function may define a state. Further, the gaming system may store game histories, which may be utilized to reconstruct previous game plays. 
     A state-based system is different than a Personal Computer (“PC”) because a PC is not a state-based machine. A state-based system has different software and hardware design requirements as compared to a PC system. 
     The gaming system may include random number generators, authentication procedures, authentication keys, and operating system kernels. These devices, modules, software, and/or procedures may allow a gaming authority to track, verify, supervise, and manage the gaming system&#39;s codes and data. 
     A gaming system may include state-based software architecture, state-based supporting hardware, watchdog timers, voltage monitoring systems, trust memory, gaming system designed communication interfaces, and security monitoring. 
     For regulatory purposes, the gaming system may be designed to prevent the gaming system&#39;s owner from misusing (e.g., cheating) via the gaming system. The gaming system may be designed to be static and monolithic. 
     In one example, the instructions coded in the gaming system are non-changeable (e.g., static) and are approved by a gaming authority and installation of the codes are supervised by the gaming authority. Any change in the system may require approval from the gaming authority. Further, a gaming system may have a procedure/device to validate the code and prevent the code from being utilized if the code is invalid. The hardware and software configurations are designed to comply with the gaming authorities&#39; requirements. 
     As used herein, the term “mobile device” refers to a device that may from time to time have a position that changes. Such changes in position may comprise of changes to direction, distance, and/or orientation. In particular examples, a mobile device may comprise of a cellular telephone, wireless communication device, user equipment, laptop computer, other personal communication system (“PCS”) device, personal digital assistant (“PDA”), personal audio device (“PAD”), portable navigational device, or other portable communication device. A mobile device may also comprise of a processor or computing platform adapted to perform functions controlled by machine-readable instructions. 
     The methodologies described herein may be implemented by various means depending upon applications according to particular examples. For example, such methodologies may be implemented in hardware, firmware, software, or combinations thereof. In a hardware implementation, for example, a processing unit may be implemented within one or more application specific integrated circuits (“ASICs”), digital signal processors (“DSPs”), digital signal processing devices (“DSPDs”), programmable logic devices (“PLDs”), field programmable gate arrays (“FPGAs”), processors, controllers, micro-controllers, microprocessors, electronic devices, other devices units designed to perform the functions described herein, or combinations thereof. 
     Some portions of the detailed description included herein are presented in terms of algorithms or symbolic representations of operations on binary digital signals stored within a memory of a specific apparatus or a special purpose computing device or platform. In the context of this particular specification, the term specific apparatus or the like includes a general purpose computer once it is programmed to perform particular operations pursuant to instructions from program software. Algorithmic descriptions or symbolic representations are examples of techniques used by those of ordinary skill in the arts to convey the substance of their work to others skilled in the art. An algorithm is considered to be a self-consistent sequence of operations or similar signal processing leading to a desired result. In this context, operations or processing involve physical manipulation of physical quantities. Typically, although not necessarily, such quantities may take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared or otherwise manipulated. It has proven convenient at times, principally for reasons of common usage, to refer to such signals as bits, data, values, elements, symbols, characters, terms, numbers, numerals, or the like. It should be understood, however, that all of these or similar terms are to be associated with appropriate physical quantities and are merely convenient labels. Unless specifically stated otherwise, as apparent from the discussion herein, it is appreciated that throughout this specification discussions utilizing terms such as “processing,” “computing,” “calculating,” “determining” or the like refer to actions or processes of a specific apparatus, such as a special purpose computer or a similar special purpose electronic computing device. In the context of this specification, therefore, a special purpose computer or a similar special purpose electronic computing device is capable of manipulating or transforming signals, typically represented as physical electronic or magnetic quantities within memories, registers, or other information storage devices, transmission devices, or display devices of the special purpose computer or similar special purpose electronic computing device. 
     Reference throughout this specification to “one example,” “an example,” “embodiment,” and/or “another example” should be considered to mean that the particular features, structures, or characteristics may be combined in one or more examples. 
     While there has been illustrated and described what are presently considered to be example features, it will be understood by those skilled in the art that various other modifications may be made, and equivalents may be substituted, without departing from the disclosed subject matter. Additionally, many modifications may be made to adapt a particular situation to the teachings of the disclosed subject matter without departing from the central concept described herein. Therefore, it is intended that the disclosed subject matter not be limited to the particular examples disclosed.