Patent Publication Number: US-11645887-B2

Title: Mission functionality

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application claims priority to and is a divisional application of U.S. patent application Ser. No. 15/883,311, entitled “Mission Functionality”, filed on Jan. 30, 2018 which claims priority to US Provisional Patent Application Ser. No. 62/454,079 filed on Feb. 3, 2017 which are all hereby incorporated in their entireties herein by reference. 
    
    
     BACKGROUND 
     Field 
     The subject matter disclosed herein relates to an electronic gaming system. More specifically, the disclosure relates to providing one or more mission and promotional functionalities in an electronic gaming system. For example, an online system may have the components of: client device (a PC or mobile device, or even an electronic gaming machine such as a lottery terminal) where the game is displayed and where user interaction is received; client software, which is either preloaded on the client device or downloaded when the user initiates the game; a network connection, such as the internet, over which content, user interaction, and game results are sent; server hardware; server software which processes game results for individual bets; a database or other repository of persisted game, user, configuration, and promotional award data; and an account management system, which stores player information such as cash available and identity information (name, address, etc.). 
     Information 
     The gaming industry has numerous gaming entities where players can play various games. Further, numerous gaming entities have one or more online (e.g., non-physical) locations on the internet and/or worldwide web and/or mobile gaming applications (e.g., hand held computers, notebook, etc.), along with physical locations. 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) are games of chance where a person may gamble on an outcome. 
     Clients can also use slot machine type games. Paylines of an electronic gaming device (e.g., a slot machine, computer, hand held device, mobile phone, etc.) are utilized in game play. For example, one way utilized to determine when predetermined winning symbol combinations are aligned in a predetermined pattern to form a winning combination can be accomplished via paylines. A winning event occurs when the player successfully matches the predetermined winning symbols in one of the predetermined patterns. 
     A player&#39;s entertainment while playing one or more games may be enhanced by utilizing one or more mission and/or promotional functionalities on one or more devices in the electronic gaming system. By increasing the player&#39;s entertainment level, the player&#39;s enjoyment of the game may be enhanced, which may increase a player&#39;s game playing period. Further, promotional functionalities utilized with the mission functionality can increase the profitability of a gaming entity. 
    
    
     
       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.  5    is an illustration of game play on a gaming device, according to one embodiment. 
         FIG.  6 A  is another illustration of mission game play on a gaming device, according to one embodiment. 
         FIG.  6 B  is another illustration of mission game play on a gaming device, according to one embodiment. 
         FIG.  6 C  is another illustration of mission game play on a gaming device, according to one embodiment. 
         FIG.  6 D  is another illustration of mission game play on a gaming device, according to one embodiment. 
         FIG.  7    is a flow diagram for game play, according to one embodiment. 
         FIG.  8    is a flow diagram for game play, according to one embodiment. 
         FIG.  9    is a flow diagram for game play, according to one embodiment. 
         FIG.  10    is a flow diagram for game play, according to one embodiment. 
         FIG.  11    is a flow diagram for game play, according to one embodiment. 
         FIG.  12 A  is an illustration of categories of missions, according to one embodiment. 
         FIG.  12 B  is an illustration of various paytables, according to various embodiments. 
         FIG.  13 A  is an illustration of various paytables, according to various embodiments. 
         FIG.  13 B  is an illustration of various promotional paytables, according to various embodiments. 
         FIG.  14    is a flow diagram for game play, according to one embodiment. 
         FIG.  15    is a flow diagram for game play, according to one embodiment. 
         FIG.  16 A  is an illustration of game play, according to one embodiment. 
         FIG.  16 B  is another illustration of game play, according to one embodiment. 
         FIG.  16 C  is another illustration of game play, according to one embodiment. 
         FIG.  16 D  is another illustration of game play, according to one embodiment. 
         FIG.  16 E  is another illustration of game play, according to one embodiment. 
         FIG.  16 F  is another illustration of game play, according to one embodiment. 
         FIG.  16 G  is another illustration of game play, according to one embodiment. 
         FIG.  17 A  is an illustration of a mission selection by a player, according to one embodiment. 
         FIG.  17 B  is another illustration of a mission selection by a player, according to one embodiment. 
         FIG.  18    is a flow diagram for promotional procedures, according to one embodiment. 
         FIG.  19 A  is an illustration of game play, according to one embodiment. 
         FIG.  19 B  is another illustration of game play, according to one embodiment. 
         FIG.  20 A  is an illustration of game play, according to one embodiment. 
         FIG.  20 B  is another illustration of game play, according to one embodiment. 
         FIG.  21    is an illustration of game play, according to one embodiment. 
         FIG.  22    is a flow diagram for game play, according to one embodiment. 
         FIG.  23    is a flow diagram for game play, according to one embodiment. 
         FIG.  24 A  is an illustration of game play, according to one embodiment. 
         FIG.  24 B  is another illustration of game play, according to one embodiment. 
         FIG.  25    is a flow diagram of game play, according to one embodiment. 
         FIG.  26 A  is an illustration of game play, according to one embodiment. 
         FIG.  26 B  is another illustration of 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, etc. In another example, the wagering event may be a poker tournament, a horse race, and/or any combination thereof. The advertisement may be an advertisement for a casino, a restaurant, a mission promotion. 
     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 select one or more mission gaming options, to make a wager, to make a mission wager, to control any object, to select one or more mission gaming options, to obtain data relating to historical payouts, to modify electronic gaming device  100  (e.g., change sound level, configuration, font, language, etc.), and/or to select a movie or song, to select live multi-media streams, to request services (e.g., drinks, slot attendant, manager, etc.). Input device  112  may be any control panel. 
     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, a server, 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 , and/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, and/or one or more game functionalities (e.g., game type  1 , game type  2 , game type  3 , etc.) may 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, and/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. 
     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. 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 data, which may be displayed on any display combination. 
     One or more cameras  120  and/or one or more sensors  122  may be utilized as one or more depth image sensing devices, which may be located in various locations, including but not limited to, above the base display, above second display, in one or more locations on gaming cabinet front, on a side of the gaming cabinet other than gaming cabinet front, and/or any other location. 
     Electronic gaming device  100  may include at least one display device. Electronic gaming device  100  may include a base display and/or a second display. In one embodiment, base display may be the primary display for a first game and/or one or more mission games. In another embodiment, second display may be the primary display for a second, bonus game, and/or one or more mission games. In one embodiment, base display and second display may display separate portions of a common image. For example, second display may display a top portion of a wheel spinning while base display may display the bottom portion of the same wheel spinning. 
     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, and/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/multimedia 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 utilized at 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 (including stacking wagers) to take place from the pool area, etc. In another example, the remote devices may be at another location via a progressive link to another casino, and/or a link within a casino corporation that owns numerous 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. Gaming server  204  may provide one or more of: a mission game feature functionality; a mission game feature evaluation functionality; a payout functionality; a base and/or bonus game play functionality; a base and/or bonus game play evaluation functionality, other game functionality, and/or any other virtual game functionality. 
     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 mission wagering data and/or payline structure option selections. 
     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, mission wagering data, 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, the frequency of the wagers, and/or verification data, and/or confirmation data. Accounting server  212  may generate tax information relating to these wagers. Accounting server  212  may generate profit/loss reports for players&#39; 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 devices (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 . 
     A statistics server may be used to maintain data relating to historical game play and/or mission wagering data for one or more electronic gaming devices  100  and/or other events. This historical data may include winning amounts, winning data (e.g., person, sex, age, time on machine, amount of spins before winning event occurred, etc.), fastest winning event reoccurrence, longest winning event reoccurrence, average frequencies of winning events, average winning amounts, highest winning amount, lowest winning amount, locations for winning events, winning event dates, winning machines, winning game themes, mission awards, status of missions, any other mission data, and/or any other data relating to game play. 
     Searching server may implement a search on one or more gaming devices to obtain gaming data. Searching server may implement a messaging function, which may transmit a message to a third party (e.g., a player) relating to a search, a search status update, a game status update, a wager status update, a confirmation of a wager, a confirmation of a money transfer, and/or any other data relating to the player&#39;s account. The message can take the form of a text display on the gaming device, a pop up window, a text message, an email, a voice message, a video message and the like. Searching server may implement a wagering function, which may be an automatic wagering mechanism. These functions of searching server may be integrated into one or more servers. 
     Searching server may include one or more searching structures, one or more searching algorithms, and/or any other searching mechanisms. In general, the search structures may cover which EGMs paid out the most money during a time period, which EGMs kept the most money from players during a time period, which EGMs are the most popular (e.g., top games), which EGMs are the least popular, which EGMs have the most amount of money bet during a period, which EGMs have the highest bet volume, which EGMs are more volatile (e.g., volatility, or deviation from the statistical norms of bet volume, bet amount, pay out, etc.) during a time period, and the like. These searches may also be associated with location queries, time queries, and/or people queries (e.g., where are the electronic gaming machines that allow mission game play options, where are the table games that most of my friends bet on, where are my favorite EGMs, what are players betting on the most today, when are most bets placed, etc.). 
     The searching structures may be predetermined searching structures. For example, the method may start searching a first device, then a second device, then a third device, up to an N th  device based on one or more searching parameters (e.g., triggering event). In one example, the search may end once one or more triggering events are determined. In another example, the search may end once data has been received from a predetermined number (e.g., one, two, ten, one hundred, all) of the devices. In another example, the search may be based on a predetermined number of devices to be searched in combination with a predetermined number of search results to be obtained. In this example, the search structure may be a minimum of ten devices to be searched, along with a minimum of five gaming options to be determined. 
     In another example, the searching structures may be based on one or more specific games (e.g., a first EGM type, a second EGM type, etc.). Searching structure may search one or more of these games. In one example, a player may utilize a searching function to find one or more games that allow mission functional options and/or to find one or more specific game types (e.g., game theme  1 ). 
     A promotional server  236  may include one or more promotional categories, promotional structures, promotional timelines, individual player promotions, and/or any combination thereof. For example, a first promotional category may relate to a type of player, a type of gaming entity, etc. In addition, a first promotional structure may include details relating to a timing and/or a cost of a promotion. Further, a first promotional timeline may include launching a first promotion at a first time, launching a second promotion at a second time, etc. In addition, a first individual promotion may relate to a first client (e.g., bob) where bob has certain characteristics (e.g., likes high variance games with high payouts) which are matched to his individual promotion. 
       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 , a voucher device  326 , a sensor  328 , and a mission interface  330 . 
     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, and/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 . Videos 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. Processor  302  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”), Nano-RAM (e.g., 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”), 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, Blu-ray, a solid state drive, a memory stick, a CompactFlash card, a USB flash drive, a Multi-media Card, an xD-Picture Card, and/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, 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 paytable information for which symbol combinations on a given payline that result in a win (e.g., payout) which 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 (e.g., paper) jam, program error, reel tilt, etc., and/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, persistent game play data receipts, slot machine wagering vouchers, non-gaming coupons, slot machine coupons (e.g., a wagering instrument with a fixed waging value that can only be used for non-cashable credits), drink tokens, comps, and/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 his or her picture may be taken to include his or her 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 (i.e., avatar) of the 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 . Videos obtained by camera  312  may then be used as part of game play, or may be used for security purposes and/or a validating procedure (e.g., persistent gaming receipt validation, etc.). For example, a camera located on electronic gaming device  100  may capture videos 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 , and/or any other mission and/or promotional related server (e.g., server to confirm another event (e.g., a horse race, football game, etc.)). 
     Input device  316  may be mechanical buttons, electronic buttons, a touch screen, and/or any combination thereof. Input device  316  may be utilized to make a wager, to make a mission wager, to modify one of one or more audio devices, one or more display devices, one or more adjustable devices, and/or one or more sensors, 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.), and/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 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 his or her 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. 
     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, and/or any other wagering data. A voucher may represent an award, which may be used at other locations inside of the gaming establishment. For example, the voucher may be a coupon for the local buffet or a concert ticket. 
     Mission interface  330  may be utilized to select a mission, participate in the mission, obtain mission status, and/or complete any other mission functionality. 
       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 , an animation module, a game evaluation module  412 , a payout module  414 , a sensor module, a scene module, a sensor and scene evaluation module, a sensor and scene output module, a reference models module, an audio module, an audio device adjustment module, a display device adjustment module, a bonus module  416 , a statistics module  418 , a progressive module  420 , a presentation and implementation module  424 , a tracking module, a signage module  426 , an advertisement module  428 , a second chance module  430 , a scatter module, a wild module, an expanding display module  432 , an expanding counter module  434 , a mobile device module, a game configuration module, a mission module  436 , and/or a promotional module  438 . 
     Validation module  402  may utilize data received from voucher device  326  to confirm the validity of the voucher and/or a persistent gaming data (e.g., a persistent gaming receipt validation procedure). 
     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. 
     Animation module may generate, compile, transmit, and/or store one or more animations and/or presentations based on one or more scene data, one or more scenes, one or more reference models, one or more game play data, one or more player profiles, and/or any combination thereof. 
     Game evaluation module  412  may evaluate one or more outcomes for one or more events relating to game play. 
     Payout module  414  may determine one or more payouts which may relate to one or more inputs received from the player, electronic gaming device  100 , and/or electronic gaming system  200 . 
     Sensor module may generate, compile, transmit, and/or store any data relating to one or more scene data, one or more scene, and/or any other sensor data. This data may include one or more gestures (e.g., body movement made by one or more players). 
     Scene module may generate, compile, transmit, and/or store on one or more scene data, one or more scenes, one or more reference models, one or more game play data, one or more player profiles, and/or any combination thereof. 
     Sensor and scene evaluation module may evaluate any data stored on, transmitted to, and/or transmitted from sensor module and scene module. Sensor and scene evaluation module may obtain data including one or more gestures (e.g., body movement made by one or more players) from sensor module and compare this data to one or more body reference models, body part reference models, device reference models, gaming device reference models, floor plan reference models, and/or any other reference models from reference models module to determine one or more actions. 
     Sensor and scene output module may evaluate the combined output of sensor module and scene module. 
     Reference models module may generate, compile, transmit, and/or store one or more body reference models, body part reference models, device reference models, gaming device reference models, floor plan reference models, and/or any other reference models which can be utilized by any of the other modules. 
     Audio module may generate, compile, transmit, and/or store one or more audio structures, sound wave configurations, and/or any other audio data. 
     Audio device adjustment module may adjust one or more audio devices. These devices may be adjusted physically (e.g., moved) and/or by changing one or more device characteristics. 
     Display device adjustment module may adjust one or more display devices. These devices may be adjusted physically (e.g., moved) and/or by changing one or more device characteristics. 
     Bonus module  416  may generate a bonus game, evaluate the results of the bonus game, trigger bonus game presentations, generate bonus game payouts, and/or display any data relating to the bonus game. 
     Statistics module  418  may be used to maintain data relating to historical game play (including stacking wagering data—(dollar amount, credit amount, spins, credits per line bet, time period, maximum win amount, one or more triggering events to stop game play, etc.)) for one or more electronic gaming devices  100 . 
     Progressive module  420  may generate, transmit, compile, and/or store one or more data points relating to one or more progressives. 
     Presentation and implementation module  424  may generate, transmit, compile, implement, and/or store one or more presentations. 
     Tracking module may generate, transmit, compile, and/or store one or more data points related to tracking one or more stacking wagers and/or stacking wager players. 
     Signage module  426  may generate, transmit, compile, initiate, and/or store one or more presentations for one or more signs. 
     Advertisement module  428  may generate, transmit, compile, present, implement, initiate, and/or store one or more advertisements. Advertisement module  428  may generate, compile, transmit, and/or store advertisement information relating to one or more missions, and/or any other gaming feature. These advertisements may be presented on one or more display screens, an internet website, and/or any other advertisement avenue. 
     Searching module may implement a search on one or more gaming devices to obtain gaming data. Searching module may implement a messaging function, which may transmit a message to a third party (e.g., a player) relating to a search, a search status update, a game status update, a wager status update, a confirmation of a wager, a confirmation of a money transfer, and/or any other data relating to the player&#39;s account. The message can take the form of a text display on the gaming device, a pop up window, a text message, an email, a voice message, a video message and the like. Searching module may implement a wagering function, which may be an automatic wagering mechanism. These functions of searching module may be integrated into one or more servers. 
     In one example, the searching structures may be based on one or more specific games (e.g., a first EGM type, a second EGM type, etc.). Searching structure may search one or more of these games. 
     In another example, the searching structure may be based on a player&#39;s preferences, past transactional history, player input, a particular EGM, a particular casino, a particular location within a casino, game outcomes over a time period, payout over a time period, and/or any other criteria. 
     Wild module may generate a wild game, evaluate the results of the wild game, trigger wild game presentations, generate wild game payouts, and/or display any data relating to the wild game. Further, wild module may determine one or more outcomes of one or more interactions (e.g., collisions of one or more symbols). 
     Scatter module may generate a scatter game, evaluate the results of the scatter game, trigger scatter game presentations, generate scatter game payouts, and/or display any data relating to the scatter game. 
     Skill-based module may generate, compile, store, and/or transmit one or more skill-based structures and/or one or more skill-based tournament structures. Skill-based evaluation module may evaluation one or more outcomes of one or more skill-based games and/or skill-based tournament games. 
     Mobile device module may generate, compile, store, and/or transmit one or more data relating to the mobile device. Further, mobile device module may interact and communicate with mobile device to transfer and/or receive data from and/or to mobile device. 
     Game configuration module may generate, compile, store, and/or transmit one or more game configuration data. Further, mobile device may also include a game configuration module. 
     Mission module  436  may generate, compile, store, and/or transmit one or more mission game configuration data. Further, mission module  436  may be utilized to implement one or more missions. 
     Promotional module  438  may generate, compile, store, and/or transmit one or more promotional data. Further, promotional module  438  may be utilized to implement one or more promotions. 
     In  FIG.  5   , an illustration of a gaming device cabinet  500  is shown, according to one embodiment. A gaming device  502  may include an overhead display  506 , a side display  508 , a main game display  504 , a left speaker  510 A, a right speaker  510 B, one or more output devices (e.g., a ticket in/ticket out device  512 ), and/or one or more input devices  516  (e.g., buttons, bill validators, etc.). In one example, overhead display  506  includes a leadership board sponsor and/or a ranking of tournament players. In this example, the XYZ company has sponsored the leadership board and the leadership board states “XYZ LEADER BOARD.” In another example, leadership display may include data relating to one or more tournaments, such as, the time remaining (e.g., 1 HOUR 25 MINUTES REMAINING). In this example, side display  508  may display a current mode of operation. For example, a current mode may be a tournament mode, a normal mode, a practice mode, a team mode, an individual mode, any combination thereof, etc. It should be noted that game play may be implemented on a virtual gaming device which may be configured utilizing one or more elements shown in gaming device cabinet  500  but would be digital instead of physical. 
     In  FIG.  6 A , another illustration of mission game play on a gaming device is shown, according to one embodiment. In this example, a first mission requires that the player obtain a 5× bonus during game play. To achieve this 5× bonus during game play, the game must result in 5 bonus symbols  620  being displayed in the game area at the end of the game play. In this example, the player has not achieved a 5× bonus during game play because there are only 4 bonus symbols  620  shown. Therefore, the first mission failed. 
     In  FIG.  6 B , another illustration of mission game play on a gaming device is shown, according to one embodiment. In this example, a first mission requires that the player obtain a 5× bonus during game play. To achieve this 5× bonus during game play, the game must result in 5 bonus symbols  620  being displayed in the game area at the end of the game play. In this example, the player has achieved a 5× bonus during game play because there are 5 bonus symbols  620  shown. Therefore, the first mission succeeded. 
     In  FIG.  6 C , another illustration of mission game play on a gaming device is shown, according to one embodiment. In this example, a second mission requires that the player obtain seven 7s during game play. To complete this mission during game play, the game must result in 7 seven bonus symbols  630  being displayed in the game area at the end of the game play. In this example, the player has not achieved seven 7s during game play because only 6 seven bonus symbols  630  are shown at the end of game play. Therefore, the second mission failed. 
     In  FIG.  6 D , another illustration of mission game play on a gaming device is shown, according to one embodiment. In this example, a second mission requires that the player obtain seven 7s during game play. To complete this mission during game play, the game must result in 7 seven bonus symbols  630  being displayed in the game area at the end of the game play. In this example, the player has achieved seven 7s during game play because 7 seven bonus symbols  630  are shown at the end of game play. Therefore, the second mission has succeeded. In one example, the second mission cannot be initiated until the first mission is completed. In another example, the second mission can be initiated before the first mission is completed. 
     In  FIG.  7   , a process flowchart of one example of a primary game play  2600  on an electronic gaming system is shown, according to one embodiment. The method may include the step of a player adding credit to the electronic gaming system (step  702 ). It is contemplated that a player can do this by inserting cash, coins, a ticket representative of a cash value, a credit card, a player card, requesting an electronic funds transfer (“EFT”), otherwise requesting access to an account having monetary funds, and/or any combination thereof. 
     At step  704 , the player selects the number of paylines to play. In one embodiment, the player can select from a plurality of different paylines to play. In a further embodiment, the player can only play a predetermined number of paylines. An example of this embodiment may be the instance where the gaming system only allows a player to play forty paylines, and cannot select to play more or less paylines. In another embodiment, the gaming system does not offer paylines, but rather offers a different way to evaluate the game play. One example of a different way may be sometime referred to as a 243-ways evaluation, where symbols may be evaluated based on the existence of like-symbol clusters on adjacent reels, starting with the left-most reel and continuing right, instead of how many paylines run through the like-symbol clusters. 
     At step  706 , the player makes a wager on the game. In one embodiment, the wager may be a multiple of the number of paylines selected at step  704 . In another embodiment, the wager may not be a multiple of the number of paylines selected at step  704 . In a further embodiment, the wager may include a side-wager (e.g., ante bet), which may, in one example of such an embodiment, be used to make the player eligible to be awarded the extra functionality discussed above. It should be appreciated that in some embodiments, the order of steps  704  and  706  may not be critical, and so for example, a player can select the wager they wish to place, and then select the number of paylines they want it applied to, and that these embodiments are expressly contemplated as being within the scope of the present disclosure. 
     Continuing to step  708 , the gaming system pulls random numbers from a random number generator (“RNG”). In one embodiment, the system pulls one random number for each reel. In another embodiment, the system pulls one random number which may be utilized to determine the stop positions for each reel. In another embodiment, the random numbers determined by the RNG may be based on the time that the numbers may be pulled. In another embodiment, the random numbers determined by the RNG may be based on the prior numbers pulled. 
     At steps  710  and  712 , the gaming system utilizes the random numbers pulled at step  708  to determine the primary game symbols to display in the play of the primary game, which in turn both determines the presentation of the game to the player and evaluates the game outcome. In one embodiment, the random numbers pulled determine the stopping positions for the reels, which may be then caused to stop at those associated positions, and then the gaming system evaluates the displayed primary game symbols to determine the game outcome. In another embodiment, the gaming system determines the game outcome based on the pulled random numbers, and then causes the game to present an associated outcome to the player. 
     At step  714 , the win or loss outcome may be identified for the player. In one embodiment, this step can include additional messaging, which provides information related to the win or lose, such as why the player won or lost. In another embodiment, this step can include identification of the amount of any award earned by the player. 
       FIG.  8    is a process flowchart of one example of a combined primary and secondary game play  800  on an electronic gaming system, according to one embodiment. The method may include the step of a player adding credit to the electronic gaming system (step  802 ). It is contemplated that a player can do this by inserting cash, coins, a ticket representative of a cash value, a credit card, a player card, requesting an electronic funds transfer (“EFT”), otherwise requesting access to an account having monetary funds, and/or any combination thereof. 
     At step  804 , the player selects the number of paylines to play. In one embodiment, the player can select from a plurality of different paylines to play. In a further embodiment, the player can only play a predetermined number of paylines. An example of this embodiment may be the instance where the gaming system only allows a player to play forty paylines, and cannot select to play more or less paylines. In another embodiment, the gaming system does not offer paylines, but rather offers a different way to evaluate the game play. One example of a different way may be sometime referred to as a 243-ways evaluation, where symbols may be evaluated based on the existence of like-symbol clusters on adjacent reels, starting with the left-most reel and continuing right, instead of how many paylines run through the like-symbol clusters. 
     At step  806 , the player makes a wager on the game. In one embodiment, the wager may be a multiple of the number of paylines selected at step  804 . In another embodiment, the wager may not be a multiple of the number of paylines selected at step  804 . In a further embodiment, the wager may include a side-wager, which may, in one example of such an embodiment, be used to make the player eligible to be awarded the extra functionality discussed above. It should be appreciated that in some embodiments, the order of steps  804  and  806  may not be critical, and so for example, a player can select the wager they wish to place, and then select the number of paylines they want it applied to, and that these embodiments may be expressly contemplated as being within the scope of the present disclosure. 
     Continuing to step  808 , the gaming system pulls random numbers from a random number generator “RNG”. In one embodiment, the system pulls one random number for each reel. In another embodiment, the system pulls one random number which may be utilized to determine the stop positions for each reel. In another embodiment, the random numbers determined by the RNG may be based on the time that the numbers may be pulled. In another embodiment, the random numbers determined by the RNG may be based on the prior numbers pulled. 
     At step  810 , the gaming system utilizes the random numbers pulled at step  808  to evaluate the game outcome. In one embodiment, the random numbers pulled determine the stopping positions for the reels, which may be then caused to stop at those associated positions, and then the gaming system evaluates the displayed primary game symbols to determine the game outcome. In another embodiment, the gaming system determines the game outcome based on the pulled random numbers, and then causes the game to present an associated outcome to the player. 
     At step  812 , the gaming system determines if a secondary or bonus game may be triggered. In one embodiment, the bonus game is triggered by the display of a plurality of matching symbols at a plurality of predetermined symbol positions within a play of the primary game. In one example, the bonus game may be triggered if a plurality of matching symbols is displayed on the 2nd, 3rd and 4th reel. In another example, the bonus game may be triggered if matching symbols are displayed on the 1st, 2nd and 3rd reels. In a further example, the bonus game may be triggered if matching symbols occur at predetermined symbol positions that include consecutive and non-consecutive reels. In another example, a bonus game (e.g., secondary game) may be triggered in any way (e.g., one special symbols in any locations, one special symbol in one or more predetermined locations, two special symbols in any locations, two special symbols in one or more predetermined locations, three special symbols in any locations, three special symbols in one or more predetermined locations, etc.). 
     If it is determined that a bonus or secondary game was not triggered, the process continues to step  814 , where the base game may be fully presented to the player. As discussed above, the orders of step  810 ,  812 , and  814  can be changed without affecting the novel concepts disclosed herein. 
     At step  816 , the win or loss outcome of the primary game may be identified for the player. In one embodiment, this step can include additional messaging, which provides information related to the win or lose, such as why the player won or lost. In another embodiment, this step can include identification of the amount of any award earned by the player 
     If it is determined at step  812  that a bonus or secondary game was triggered, then process  800  continues to step  818 , where the secondary game may be presented to the player. As discussed above, there are numerous ways to present the secondary or bonus game to the player. 
     At steps  820  and  822 , the outcome of the secondary game may be evaluated and presented to the player. In one embodiment, the outcome of the bonus game will always be a winning outcome. In another embodiment, the outcome of the secondary game will cause a significant award to be provided to the player. In one example of such an embodiment, the award may not be provided by the gaming system, as a casino operator may need to verify tax information before allowing such an award to be provided to the player. In one embodiment, instead of the process  800  ending after step  822 , the process continues to step  814  so as to finalize the primary game outcome presentation to the player. 
       FIG.  9    is a process flowchart of one example of a mission game play, according to one embodiment. A method  900  may include the steps of starting a game play (step  902 ). Further, the method  900  may include one or more processors determining whether a mission was selected (step  904 ). If a mission was not selected, then the method  900  may include presenting the game play results (step  910 ). If a mission was selected, then the method  900  may include evaluating a mission outcome (step  906 ). The method  900  may then include presenting the mission results (step  908 ) and then going to step  910 . In one example, a first mission is selected where the player must obtain a bonus of 10×. In one example, the game results show that the player did not achieve the 10× bonus, therefore the first mission failed. In another example, the player does achieve the 10× bonus; therefore the first mission is a success. 
       FIG.  10    is a process flowchart of one example of mission selection, according to one embodiment. A method  1000  may include determining a player&#39;s level (step  1002 ). The method  1000  may include determining a pool of mission available based one the determined player&#39;s level (step  1004 ). Further, the method  1000  may include selecting one or more mission from the available mission pool (step  1006 ). In one example, the player is at a 2 nd  level, therefore, levels  1 - 10  are available for play. Please note that there may be N level (e.g.,  1 - 100 ,  1 - 1000 , etc.). 
     In another example, a first player is at a 1 st  level, therefore, only missions 1 through 20 are available. In this example, a second player is at a 2 nd  level, therefore, only missions 21 to 50 are available. In another example, the second player at a 2 nd  level may have missions 1-50 available for game play (in other words, the second player at the 2 nd  level may play missions from the 1 st  level. In this example, a third player at a 3 1d  level may have missions 1-100 available for game play. In another example, the third player at a 3 rd  level may be able to play missions 21-100 and/or 1-100. In this example, an Nth player may be at an Nth level and have missions all the missions available and/or any subset of missions. 
       FIG.  11    is a process flowchart for implementing one or more promotions, according to one embodiment. A method  1100  may include one or more processors determining a player characterization (step  1102 ). The method  1100  may include the one or more processors determining that a player is in a first category (e.g., Hot) (step  1104 ). When the player is in the first category, then the method  1100  may generate promotions based on the player&#39;s first category status (step  1106 ). The method  1100  may then implement these generated promotions (step  1108 ). Alternatively, the method  1100  may include the one or more processors determining that a player is in a second category (e.g., Warm) (step  1110 ). When the player is in the second category, then the method  1100  may generate promotions based on the player&#39;s second category status (step  1112 ). The method  1100  may then implement these generated promotions (step  1114 ). In another alternative, the method  1100  may include the one or more processors determining that a player is in a third category (e.g., Cold) (step  1116 ). When the player is in the third category, then the method  1100  may generate promotions based on the player&#39;s third category status (step  1118 ). The method  1100  may then implement these generated promotions (step  1120 ). In various examples, these promotions may be implemented in series, in parallel, and/or in any order. In one example, a first player with a first status (e.g., hot) is given a first promotion which increases the likelihood that the first player will continue playing and/or increasing their bet size. In another example, a second player with a second status (e.g., warm) is given a second promotion which has one or more favorable characteristics for the gaming site. 
     In  FIG.  12 A , a mission categorization structure is shown, according to one embodiment. In one example, there may be numerous missions which may include a first mission  1202 , a second mission  1204 , a third mission  1206 , a fourth mission  1208 , an N-1 mission  1210 , and/or an N mission  1212 . Where the first mission  1202  utilizes a first paytable, the second mission  1204  utilizes a second paytable, the third mission  1206  utilizes a third paytable, the fourth mission  1208  utilizes a fourth paytable, then N-1 mission  1210  utilizes an N-1 paytable, and/or the N mission  1212  utilizes an N paytable. In other examples, one or more missions may utilize the same paytable. In another example, a few missions utilize the same paytable. In another example, no missions utilize the same paytable. In another example, all missions except for one utilize the same paytables, etc. 
     In the example shown in  FIG.  12 A , the first mission  1202  and the second mission  1204  are assigned to a first category  1214 . Further, a third mission  1206  and a fourth mission  1208  are assigned to a second category  1216 . In addition, the N-1 mission  1210  and the N mission  1212  are assigned to an N category  1218 . 
       FIG.  12 B  is an illustration of various paytables, according to one or more embodiments. A first paytable  1252  may include a first number of payout lines  1260 . Further, a second paytable  1254  may include a second number of payout lines  1262 . While an Nth paytable  1256  may include an Nth number of payout lines. In this example, a first paytable top prize relates to obtaining 15 7s which pays out 10,000 to 1. Whereas, a second paytable top prize relates to obtaining 15 stars which pays out 5,000 to 1. Further, an Nth paytable top prize relates to obtaining 15 suns which pays out 50,000 to 1. 
       FIG.  13 A  is an illustration of various paytables, according to one embodiment. In this example, there is a first paytable  1302 , a second paytable  1304 , and an Nth paytable  1306 . The first paytable  1302  has various prize amounts including a top prize of 1000 to 1 for achieving 15 stars. These paytables may be utilized for normal game play (e.g., no promotions). 
       FIG.  13 A  is an illustration of various promotional paytables, according to one embodiment. In this example, there is a first promotional paytable  1352 , a second promotional paytable  1354 , and an Nth promotional paytable  1356 . The first promotional paytable  1352  has various prize amounts including a top prize of 5000 to 1 for achieving 15 stars. Therefore, one or more prizes on the paytable are increased when a promotional paytable is utilized. 
       FIG.  14    is a process flow chart of game play with mission functionality, according to one embodiment. A method  1400  may include the start of a first game play (step  1402 ). The method  1400  may include initiating a first mission in a first game (step  1404 ). The method  1400  may include determining an outcome of the first mission in a first game play (step  1406 ). The method may include determining via one or more processors whether a first mission achievement is to be carried over (step  1408 ). If the first mission achievement is not to be carried over, then the method  1400  ends (step  1412 ). If the first mission achievement is to be carried over to another game and/or multiple games, then the method  1400  may include adding the first mission achievement from the first game to a total mission achievements database and/or information (step  1410 ). In a first example, the achievements do not carry over. Therefore, the player starts at zero on every new spin. Whereas in a second example, the achievements do carry over. Therefore, after a first game play the player may have 2 achievements but after winning another achievement in a third game play, the player may have 3 achievements. 
     In  FIG.  15   , a flowchart of various promotional implementations is shown, according to one or more embodiments. A method  1500  may include initiating one or more promotional functionalities (step  1502 ). The method  1500  may include one or more processors determining whether the promotion is time dependent (step  1502 ). If the promotion is not time dependent, then the one or more processors may determine whether the promotion is mission dependent (step  1512 ). If the promotion is not mission dependent, then the one or more processors may determine whether the promotion is player dependent (step  1520 ). If the promotion is not player dependent, then the one or more processors implements the promotion which is not dependent on time, the mission, and/or the player (step  1528 ). If the promotion is player dependent, then the one or more processors implements the promotion which is player dependent (step  1530 ). Returning to step  1512 , the one or more processors may determine that the promotion is mission dependent, then the method  1500  may include the one or more processors determining whether the promotion is player dependent (step  1514 ). If the promotion is not player dependent, then the method  1500  may implement via one or more processors a mission dependent promotion (step  1522 ). If the one or more processors determine that the promotion is player dependent, then the method  1500  may implement via the one or more processors a player and mission dependent promotion (step  1532 ). Returning to step  1504 , the one or more processors may determine that the promotion is time dependent, then the method  1500  may include one or more processors determining whether the promotion is mission dependent (step  1506 ). If the promotion is not mission dependent, then the method may include the one or more processors determining whether the promotion is player dependent (step  1516 ). If the promotion is not player dependent, then the one or more processors may implement a time dependent promotion (step  1524 ). If the promotion is player dependent, then the one or more processors may implement a time and player dependent promotion (step  1526 ). Returning to step  1506 , if the one or more processors determine that the promotion is mission dependent, then the method  1500  may determine via the one or more processors whether the promotion is player dependent (step  1508 ). If the promotion is not player dependent, then the one or more processors may implement a time and mission dependent promotion (step  1518 ). If the promotion is player dependent, then the one or more processors may implement a time, mission, and player dependent promotion (step  1510 ). It should be noted that any number of variables may be utilized on which the promotion may be dependent (e.g., time of year, season, location, etc.). In one example, a promotion may be time dependent. Therefore, the promotion may run on Sunday from 2 pm to 5 pm. In another example, the promotion may be mission dependent. Therefore, only missions 1-5 would be part of the promotion. In one example, only players eligible to play missions 1-5 would be eligible to take part in the promotion. In another example, the promotion may be player dependent. In one example, only players at a specific rating level could take part in the promotion. In another example, only players that have been members and/or had a certain length of time and/or game plays would be eligible to take part in the promotion. 
     In  FIG.  16 A , an illustration of game play is shown, according to one embodiment. A first gaming illustration  1600  includes a mission meter  1602 , a mission objective area  1604 , a game play area  1606 , a replay button  1608 , a new game play button  1610 , and a game information button  1616 . In a first example, the game play area  1606  includes numerous gaming symbols including a non-gold-fire seven symbol  1612 . In this first example, the game play has resulted in zero gold-fire seven symbols. Therefore, the mission meter  1602  has a zero reading. Further, the replay button  1608  may be utilized to review the last game play illustrations (e.g., spin) and/or any other previous game play illustrations. The mission objective area  1604  may include one or more criteria relating to the mission. In this example, the mission objective area  1604  includes the statement that find 6+ gold 7S on one game to win up to 50 times your bet. In this example, the gold 7S are the same as the gold fire seven symbols. 
     In  FIG.  16 B , another illustration of game play is shown, according to one embodiment. A second gaming illustration  1640  shows that the game play has resulted in a gold-fire seven symbol  1620  being displayed on the game play area  1606 . Therefore, the mission meter  1602  has moved up to a first level  1622 . However, only one gold-fire seven symbol  1620  was generated and not the 6+ needed to complete the mission. Therefore, the mission has not been completed. In this example, the four non-gold-fire seven symbols  1612  cannot be utilized to complete the mission. 
     In  FIG.  16 C , another illustration of game play is shown, according to one embodiment. A third gaming illustration  1650  shows that the game play has resulted in numerous gold-fire seven symbols  1620  being displayed on the game play area  1606 . Therefore, the mission meter  1602  has moved up to a completed level—therefore, the mission has been completed. A completed mission message  1652  may state “by completing the mission, you won a payout of 200 times 50 multiplier which equals 10,000 credits.” 
     In  FIG.  16 D , another illustration of game play is shown, according to one embodiment. A first promotional image  1654  includes the mission meter  1602 , the mission objective area  1604 , a promotional area  1656 , a mission meter status indicator  1658 , a player level area  1660 , a plurality of levels for the objective area  1662 , a plurality of prizes relating to the levels area  1664 , and a promotional details area  1666 . In this example, a player level area  1660  includes a bronze player level  1660 D (e.g., first player level), a silver player level  1660 C (a second player level), a gold player level  1660 B (a third player level), and a platinum player level  1660 A (a nth player level). There may be any number of player levels. In this example, the promotion relates to multiplier hunting where the number of multiplier obtained by a player dictates the prize amount. For example, if a player obtains 18 or more multipliers, than the prize is 100 times the bet amount (e.g., 100 credits times 100 multiplier equals 10,000 credits). In another example, if a player obtains 12-13 multipliers, than the prize is 12 times the bet amount. 
     In another example, a promotional program is initiated for the gold player level  1660 B which is indicated by the shading  1661 A of the area. This promotion indicates  1661  that the gold player level  1660 B will obtain 100 times their bet for achieving 14-15 multipliers, 16-17 multipliers, and/or 18+ multiplier. Therefore, to obtain the top prize, the gold player level  1660 B needs fewer multipliers because of the promotional procedure, program, and/or process. In this example, the promotional details area  1666  indicates that this promotion is for gold level players  1660 B, that the promotion ends on Nov. 30, 2016 at 17:30 EST, and that the time remaining is 48 hours. In another example, the promotion may be cumulative and the mission meter status indicator  1658  indicates how much of the mission has been completed. 
     In  FIG.  16 E , another illustration of game play is shown, according to one embodiment. In this example, the gold level player  1660 B has achieved 14 multipliers before the promotional period had ended. Therefore, this player has achieved the top prize of 100 times their bet. Since the 14-15 multiplier level  1668  was part of the promotion  1661  which indicated that the top prize would be awarded for just 14 or more multipliers. 
     In  FIG.  16 F , another illustration of game play is shown, according to one embodiment. In this example, a first game play  1671  shows that 5 mission criteria  1673  have been achieved during game play. Further, 3 mission criteria  1674  were achieved and stored from previous game plays. Therefore, in  FIG.  16 G , the mission goal  1672  has been completed because 8 mission criteria  1673  were required. There were  5  mission criteria  1673  achieved during the first game play  1671  and 3 mission criteria  1673  were stored  1674 . Therefore, the player has achieved 8 mission criteria  1673  in total. In one example, the player may have the option to initiate a bonus game or store the achievements to potentially advance to a bigger bonus game. For example, if the player initiates the bonus game now at a first level, the top prize is 500 credits and the player has 10 bonus spins. However, if the player initiates the bonus game later at a second level, the top prize is 2000 credits and the player has 15 bonus spins. In addition, if the player initiates the bonus game later at an Nth level, the top prize is 100,000 credits and the player has 100 bonus spins. 
     In  FIG.  17 A , an illustration of a mission selection by a player is shown, according to one embodiment. A first selection image  1700  includes a message area  1702 , a select mission button  1704 , and a default mission button  1706 . In this example, the message area  1702  states “Do you want to select a mission or use default mission?”. If the player wants to utilize a default mission, the player selects the default mission button  1706  and/or a time period expires—if not selection is made after 30 seconds (and/or any other time period), the default mission is selected by the gaming device. If the player wants to select a mission, the player selects the select mission button and in  FIG.  17 B  a list of missions 1708 is displayed. The list of missions 1708 includes a first mission  1712 , a second mission  1714 , and an Nth mission  1716 . The player selects a mission via a radial button  1710  and/or any other selection process. 
     In  FIG.  18   , a flow diagram for promotional procedures is shown, according to one embodiment. A method  1800  may include initiating one or more promotional states (step  1802 ). The method  1800  may include initiating one or more promotions for all users on all operations (casino sites) (step  1804 ). The method  1800  may include initiating one or more promotions for all users on specific operations (step  1806 ). The method  1800  may include initiating one or more promotions for specific users on specific operations (step  1808 ). For example, a first promotion (e.g., payouts and/or paytables increased by 1% (and/or 0.01%, . . . , 0.1%, . . . , 0.99%, . . . , 25.0%, etc.—note that all percentages are included by for brevity were not written out)) may be implemented for all users in all gaming cites (e.g., 1 to N game cites) for a first time period (e.g., next 1 minutes, . . . , next 5 minutes, . . . , next 10 minutes, . . . , next 2 hours, . . . , next 2 weeks, . . . , etc.—note that all time periods are included by for brevity were not written out) on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a second promotion which included an increased payouts and/or paytables as noted above is implement for a second time period for all users but only at a limited number of game cites (e.g., 1 to 10) on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a third promotion which included an increased payouts and/or paytables as noted above is implement for a third time period for a first type of users but only at a limited number of game cites (e.g., 1 to 10) on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a fourth promotion which included an increased payouts and/or paytables as noted above is implement for a fourth time period for a first type of users at all game cites (e.g., 1 to N) on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a fifth promotion which included an increased payouts and/or paytables as noted above is implement for a fifth time period for a first type of users at all game cites (e.g., 1 to N) on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games while a sixth promotion which included an increased payouts and/or paytables as noted above is implement for a fifth time period for a second type of users at all game cites on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games while an Nth promotion which included an increased payouts and/or paytables as noted above is implement for a fifth time period for an Nth type of users at all game cites on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a first promotion which included an increased payouts and/or paytables as noted above is implement for a first time period for a first type of users at a single gaming cite on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games while a second promotion which included an increased payouts and/or paytables as noted above is implement for a first time period for a second type of users at a single game cite on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games while an Nth promotion which included an increased payouts and/or paytables as noted above is implement for a first time period for an Nth type of users at the single game cite on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a first promotion which included an increased payouts and/or paytables as noted above is implement for a first time period for a single user (and/or a limited number of users, a user category (e.g., gold member), a user type (e.g., whale), and/or any combination of users) at all game cites (e.g., 1 to N) on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a first promotion which included an increased payouts and/or paytables as noted above is implement for a first time period for a single user (and/or a limited number of users, a user category (e.g., gold member), a user type (e.g., whale), and/or any combination of users) at a limited number of game cites (e.g., 1 to 10) and/or one cite on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In another example, a first promotion which included an increased payouts and/or paytables as noted above is implement for a first time period for a single user (and/or a limited number of users, a user category (e.g., gold member), a user type (e.g., whale), and/or any combination of users) at all game cites (e.g., 1 to N) on a single game, a single game type, a few games, a few game types, a plurality of games, a plurality of game types, and/or all games. 
     In  FIG.  19 A , an illustration of promotional game play is shown, according to one embodiment. A first promotional screen  1900  includes a promotional title area  1902 , a promotional headings area  1904 , a promotional detail area  1906 , a promotional time period area  1908 , and a continue button  1910 . In this example, a promotional headings area  1904  states that all missions are boosted during this promotion. Further, the promotional detail area  1906  states that prizes for all missions increased for a limited time. In addition, the promotional time period area  1908  states that the promotion ends in 6 hours, three minutes and 10 seconds from now. 
     In  FIG.  19 B , another illustration of promotional game play is shown, according to one embodiment. A second promotional screen  1912  includes a players&#39; level  1914  with a first player level  1914 A, a second player level  1914 B, a third player level  1914 C, and an Nth player level  1914 D. Each player level has a promotional radial button  1916  for turning promotions on and off for each individual player level. In addition, a master promotional button may turn a promotion on for all player levels. In addition, the second promotional screen  1912  includes a first mission type area  1918 , a second mission type area  1920 , an Nth mission type area  1922 , and a saved mission area  1924 . In another example, a mission bonus may include a bonus spin function  1926 . Further, an objective level area  1928  is shown with a plurality of objectives. In addition, a normal prize area  1930 A is shown which is associated with the plurality of objectives during non-promotional time periods. Further, a promotional prize area  1930 B is shown which is associated with the plurality of objectives during promotional game play time periods. 
     In  FIG.  20 A , an illustration of progressive game play is shown, according to one embodiment. A first progressive screen  2000  shows a title area  2002  a player level area  2004 , an objective area  2006 , a first special symbol  2008 , and an Nth special symbol  2010 . In this example, the player level area  2004  includes a first player level  2004 A, a second player level  2004 B, and a third player level  2004 C (and/or an Nth player level). In this example, the objective area  2006  states that the objective of this promotion is to get the highest winner because that is the only winner which will be paid. 
     In  FIG.  20 B , another illustration of game play is shown, according to one embodiment. A first game play screen  2050  include a first payout level  2056 , a second payout level  2054 , and a third payout level  2052  (and/or an Nth payout level) and/or a game play area  2058 . 
     In  FIG.  21   , an illustration of game play is shown, according to one embodiment. A first promotional image  2100  includes a promotion button  2102 , a level indicator  2104 , a first promotional area  2110 , a second promotional area  2120 , a promotional time clock  2122 , a first mission area  2112 , a second mission area  2114 , a third mission area  2116 , and an Nth mission area  2118 . In this example, the first mission area  2112 , the second mission area  2114 , the third mission area  2116 , and the Nth mission area  2118  all indicate that the payouts have increased during this promotion. 
     In  FIG.  22   , a flow diagram for game play is shown, according to one embodiment. A method  2200  includes a user placing a bet (step  2202 ). The method  2200  may include clearing via one or more processors any progress toward mission (step  2204 ). The method  2200  may include spinning the reels using reel defined in based game grid (step  2206 ). The method  2200  may include evaluating via one or more processors pay, add to total win from current game cycle (step  2208 ). The method  2200  may include evaluating via one or more processors items accumulated towards the current active mission and adding to the total (step  2210 ). The method  2200  may determining via one or more processors whether there are two or more WB (Wild Bonus symbol), W2× (Wild and 2× Bonus symbol and/or symbols), or W3× symbols (Wild and 3× Bonus symbol and/or symbols) (step  2212 ). If there are not two or more WB, W2×, or W3× symbols, then move to step  2222 . If there are two or more WB, W2×, or W3× symbols, then the method  2200  may include locking all WB, W2×, and W3× symbols in their position (step  2214 ). The method  2200  may include spinning reels using defined in respins grid (step  2216 ). The method  2200  may include evaluating pay, add to total win from current game cycle (step  2218 ). The method  2200  may include determining whether WB, W2×, W3× symbols in positions not already locked (step  2220 ). If WB, W2×, W3× symbols in positions not already locked, then the method  2200  moves back to step  2214 . If WB, W2×, W3× symbols in positions that are already locked, then the method  2200  may include evaluating total number of mission items accumulated against the number needed for a win under active mission (step  2222 ). The method  2200  may include determining via one or more processors was the criteria for a mission prize met (step  2224 ). If the criteria for a mission prize was not met, then the method  2200  may include paying win for total game cycle (step  2230 ) and ending the game (step  2232 ). If the criteria for a mission prize were met, then the method  2200  may include paying for highest matching paytable level of mission won and adding to total win from current game cycle (step  2226 ). The method  2200  may include saving record of mission won and determining next active mission based on algorithm (step  2228 ) and moving to step  2230 . Please note that any symbols may be used. A NX Bonus symbol where N is any number from 1.1 to infinity. In addition, the Wild symbol may be a normal wild, an expanding wild, and/or any other wild symbol. Further, in some embodiments, an important aspect may be that the collection of specific symbols in different slot games where the symbols involved may change completely and/or may change completely from mission to mission and/or from level to level. In addition, the collection of individual symbols may be unweighted, weighted, and/or any combination thereof. For example, in a first mission, a first level, and/or a first game type, the collection symbols may be weighted while in a second mission, a second level, and/or a second game type, the collection symbols may be unweighted. In another example, in a first mission, a first level, and/or a first game type, the a first collection symbol may be weighted and a second collection symbol may be unweighted while in a second mission, a second level, and/or a second game type, the first collection symbol may be unweighted and the second collection symbol may be weighted. In another example, in a first mission, a first level, and/or a first game type, the a first collection symbol may be weighted and a second collection symbol may be unweighted while in a second mission, a second level, and/or a second game type, the first collection symbol may be unweighted and the second collection symbol may be unweighted. Therefore, different symbol schemes may be used but each symbol may have different weights. Further, any number of symbols could be used. For example, Symbol  1  which is weighted at a first weighting, Symbol  2  which is weighted at a second weighting, Symbol  3  which is weighted at a third weighting, and/or Symbol N which is weighted at an Nth weighting. All of these weightings may be different, one may be the same as another, a few may be the same, a plurality may be the same, and/or any combination thereof for any mission, game level, game type, and/or any combination thereof. 
     In  FIG.  23   , a flow diagram for game play is shown, according to one embodiment. A first method  2302  may include the game via one or more processors determining that a new mission is needed (step  2306 ). The first method  2302  may include filtering a derived list of mission for selection (step  2308 ). The first method  2302  may include selecting one of the missions from a list randomly with uniform weighting (step  2310 ). The first method  2302  may include setting as active mission for next game play (step  2312 ). The first method  2302  may include selecting one or more missions from a uniformly weighted list, a weighted list, allowing the player to select one or more missions for a level list (e.g., missions are tied to a specific achievement level), allowing the player to select one or more missions for a level list, allowing the gaming device to select one or more missions for a level list (e.g., missions are tied to a specific achievement level), and/or any combination thereof. 
     A second method  2304  may relate to derived list of missions for selection. The second method  2304  may include compiling the saved list of all missions that the player has already completed (step  2320 ). The second method  2304  may include deriving a list of missions that the player has not completed (step  2322 ). The second method  2304  may include determining whether the list is empty (e.g., no missions left in the list) (step  2324 ). The second method  2304  may include deriving a list of missions at level two (and/or two levels) (step  2326 ). The second method  2304  may include deriving a list of all gold (a specific level—N-1 level) and platinum level missions (a specific level—an Nth level) (step  2328 ). 
     In  FIG.  24 A , an illustration of game play is shown, according to one embodiment. In this example, a first game play  2471  has generated 5 of a first collection criteria symbols  2473 , a plurality of non-collection criteria symbols  2402  and 2 of an Nth collection criteria symbols  2404 . Since a first collection criteria symbol status bar  2472  already had 3 saved first collection criteria symbols  2474  and 8 first collection criteria symbols  2473  are needed for this mission, the first collection criteria symbol status bar  2472  is shown as a full first collection criteria status bar  2476  in  FIG.  24 B . Further, the first game play  2471  has generated 2 of an Nth collection criteria symbols  2402 . Since an Nth collection criteria symbol status bar  2406  already had 5 saved Nth collection criteria symbols  2408  and 8 Nth collection criteria symbols are needed for this mission, the Nth collection criteria symbol status bar  2406  is shown as only a partial full Nth collection criteria status bar  2410  in  FIG.  24 B . Since the first collection criteria is full but the Nth collection criteria is not full, the mission is incomplete and continues in the next game play, for a number of game plays, and/or resets. In one example, the game is configured with a list of possible collection criteria from one of the previously defined missions and/or any combination of these types. For example, collect 100 G7 symbols, 50 WB symbols, and/or 100 R7 symbols. 
     In  FIG.  25   , a flow diagram of game play is shown, according to one embodiment. A method  2500  may include one or more collection criteria being presented to the player (step  2502 ). The method  2500  may include determining via one or more processors whether the player has selected the required number of collection criteria (step  2504 ). If the player has not selected the required number of collection criteria, the method  2500  moves back to step  2502 . If the player has selected the required number of collection criteria, then the method  2500  may initiate game play and/or mission play (step  2506 ). 
     In one example, before a mission begins, the game selects a combination of collection criteria for the game play and then the player must make an input to accept or decline the mission. In some cases, the game, the gaming system, the gaming device, and/or any combination thereof may make and/or generate multiple such selections and present a player with options (A), (B) or (C). In case of accept/reject flow, the player may reject offers until the player receives an offer they wish to accept. In a multiple choice flow, the player must choose one of the available options. 
     In  FIG.  26 A , an illustration of game play is shown, according to one embodiment. In this example, a first game play  2600  may show a game board  2604  with a first symbol  2606 , a second symbol  2608 , an Nth symbol  2610 , and a challenge me button  2602 . In one case, this “Challenge Me” function is a mission as described in earlier embodiments that is always available; in this case, it would have a promotional state that is an increased prize on one or several of the mission prizes. 
     In  FIG.  26 B , an illustration of game play is shown, according to one embodiment. In this example, a second game play  2650  may show a second game board  2656  with the first symbol  2606 , the second symbol  2608 , the Nth symbol  2610 , and a challenge me button  2652 . In this example, the challenge me button  2652  is only available for the next five minutes and/or the next 10 spins  2654 . In addition, the challenge me button  2652  may be activated by one or more of the first symbol  2606 , the second symbol  2608 , the Nth symbol  2610 , a challenge me symbol  2658 , and/or any combination thereof. In another case, the challenge me button  2652  and/or functionality is a promotional state that is available for a limited time only, for select players, for a specific players, for a player category, for a few player categories, for all player categories, for a player level, for a few player levels, for all player levels, for a gaming site, for a few gaming sites, and/or all gaming sites. In one example, the challenge me symbol  2658  may have two functions, such as, a challenge me function to initiate and/or present the challenge me option to the player and a symbol payout function. For example, if the player does not elect to utilize the challenge me function, the challenge me symbol  2658  may convert into another symbol (e.g., symbol  1 , a bonus symbol, a wild symbol, a multiplier symbol, a scatter symbol, etc. and/or any combination thereof). 
     In another embodiment, a mission selection algorithm may be based on player betting habits: 
     Multiple mission selection algorithms 
     Configurable as a global parameter in the deployed game 
     Configurable as a parameter that is global to all players from a given operator. 
     Configurable as a parameter that is assigned to specific players or segments 
     Adaptive mission selection algorithms based on player data. 
     Adapting the mission selection algorithm based on player behavior data, such as betting habits as you mentioned. 
     Adapting the mission selection algorithm based on operator marketing strategies. 
     Adapting based on a combination of the above. 
     In one embodiment, the electronic gaming device management system includes a memory including one or more promotional gaming structures, one or more processors configured to implement the one or more promotional gaming structures where the one or more promotional gaming structures including a first promotional gaming structure relating to a first gaming site. 
     In another example, the electronic gaming device management system includes a second promotional gaming structure relating to a plurality of gaming sites. In another example, the electronic gaming device management system includes a third promotional gaming structure relating to a subset of gaming sites. In another example, the electronic gaming device management system includes a fourth promotional gaming structure relating to a first player category. In another example, the fourth promotional gaming structure is implemented for the first player category in the first gaming site, the plurality of gaming sites, and/or the subset of gaming sites. In another example, the one or more promotional gaming structures includes a fifth promotional gaming structure relating to the first player category and a second player category, wherein the fifth promotional gaming structure is implemented for the first player category in the first gaming site and the fifth promotional gaming structure is implemented for the second player category in a second gaming site. In another example, the fifth promotional gaming structure is implemented for the first player category in the first gaming site for a first time period and the fifth promotional gaming structure is implemented for the second player category in a second gaming site for the first time period. In another example, the fifth promotional gaming structure is implemented for the first player category in the first gaming site for a first time period and the fifth promotional gaming structure is implemented for the second player category in a second gaming site for a second time period. 
     In another embodiment, an electronic gaming device includes a plurality of display areas, one or more paylines formed on at least a portion of the plurality of display areas, a memory, the memory including one or more mission game play structures, and a processor configured to initiate the one or more mission game play structures where the processor is configured to determine a mission outcome for a mission game play and display a mission status on a mission meter. 
     In another example, an initiated mission game play structure is based on one or more criteria selections. In another example, an initiated mission game play structure is based on a selection by a player. In another example, a mission achievement carries over to a next game play. In another example, a mission achievement is reset to a baseline for a next game play. In another example, the one or more mission game play structures are tied to one or more mission levels. In another example, a first mission, a second mission, and a third mission are in a first mission level, a fourth mission, a fifth mission, and a sixth mission are in a second mission level, and a seventh mission, an eighth mission, and an N-1 mission are in a Nth mission level. In another example, the processor is configured to initiate the second mission level based on the first mission, the second mission, and the third mission being completed, the processor further configured to initiate the Nth mission level based on the first mission, the second mission, the third mission, the fourth mission, the fifth mission, and the sixth mission being completed. 
     In another embodiment, an electronic gaming system includes a server including a server memory and a server processor, the server memory including one or more promotional gaming structures and the server processor is configured to implement the one or more promotional gaming structures, where the one or more promotional gaming structures are displayed on one or more electronic gaming devices, the one or more promotional gaming structures including a first promotional gaming structure relating to a first gaming site. 
     In another example, the one or more promotional gaming structures include a second promotional gaming structure relating to a plurality of gaming sites. In another example, the one or more promotional gaming structures include a third promotional gaming structure relating to a subset of gaming sites. In another example, the one or more promotional gaming structures include a fourth promotional gaming structure relating to a first player category. In another example, the fourth promotional gaming structure is implemented for the first player category in at least one of the first gaming site, the plurality of gaming sites, and the subset of gaming sites. 
     The most likely scenario is that we would design multiple selection algorithms (say 4)—some with higher weighting toward higher-level (i.e. more difficult, more aggressive) missions, some with more weighting elsewhere. Another dimension of varying the mission selection is the speed of advancement—that is, some algorithms may progress more slowly from weighting the lower levels to the higher levels; others may progress very quickly. This can be accomplished by filtering the missions from the available list differently, and by assigning a non-uniform weight to the different missions. 
     In one embodiment, the gaming system either physical or virtual may accept a wager using virtual currency (i.e. social casino). 
     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 be an online system with the following components: client device (a PC or mobile, or even an electronic gaming machine such as a lottery terminal) where the game is displayed and where user interaction is received; client software, which is either preloaded on the client device or downloaded when the user initiates the game; a network connection, such as the internet, over which content, user interaction, and game results are sent; server hardware; server software which processes game results for individual bets; a database or other repository of persisted game, user, configuration, and promotional award data; and an account management system, which stores player information such as cash available and identity information (name, address, etc.). 
     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 methods and/or 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. Further, one or more gaming options may be Internet based gaming options. Therefore, all of the examples and/or embodiments may be utilized via an Internet based gaming system. 
     This is a game feature and promotions system designed for casino games with online/mobile casinos. The design can be applied to brick and mortar casino systems, especially those in which user data can be stored. The main design is with a slot machine game in mind but can be used with other games. 
     In various examples, missions general functionality may include: on every spin, there is  1  mission active, according to one embodiment; each mission, according to one embodiment, is defined with a Name—the logical name of the mission; a category—a name for the group of missions to which it belongs; a level —bronze, silver, gold, or platinum; a paytable; a list of paytable levels; each paytable level has an associated prize and a requirement for winning that level; and/or mission progress, according to one embodiment, is stored within a game cycle (a base game spin plus any triggered respins). 
     The mission prize may be determined at the end of the game cycle by evaluating the number of accumulated items toward the active mission against the paytable for the mission. The mission prize may be the paytable value multiplied by the total bet on the initiating game. At most, according to one embodiment, one mission prize is awarded per game cycle. After a mission is awarded, the game automatically selects a new active mission, according to one embodiment. Before a bet is placed, a player can change the active mission via a menu in the main game, however the player may only select from different levels of mission within the same category, according to one embodiment. Mission progress and the items accumulated on each spin may be communicated to the client. Mission progress may not (and/or may) be stored from one base game spin to the next base game spin, according to one embodiment. 
     Mission Category  1 : Total Win×Bet. According to one embodiment, on each spin, item accumulated is the truncated integer value ((total win from game cycle after current spin)−(total win from game cycle before current spin))/(totalbet). In this example, the final prize is determined based on the sum of line wins from all spins in the game cycle, divided by the bet, rounded down to the nearest integer value, according to one embodiment. 
     Mission Category  2 : Count of 7 symbols appearing. According to one embodiment, on each spin, the item accumulated is the total count of G7, S7, R7, and B7 symbols appearing. In this example, the final mission prize is determined based on the sum of the count of G7, S7, R7, and B7 symbols from all spins in the game cycle, according to one embodiment. 
     Mission Category  3 : Total Count of Multipliers Appearing. According to one embodiment, on each spin, item accumulated is the number of incremental bonus multiplier (WB, W2×, W3×) symbols appearing. In this example, the final prize is determined based on the total count of bonus multiplier symbols appearing at the end of a game cycle, according to one embodiment. 
     Mission Category  4 : Sum of Multiplier symbols appearing. According to one embodiment, on each spin, the item accumulated is the incremental sum of multipliers on bonus multiplier symbols (i.e. each WB counts as 1, each W2× counts as 2, each W3× counts as 3). In this example, the final mission prize is determined based on the sum of all bonus multiplier symbols appearing at the end of a game cycle, according to one embodiment. 
     Mission Category  5 : Count of G7 symbols. According to one embodiment, on each spin, the item accumulated is the count of G7 symbols that appear. In this example, the final mission prize is determined based on the sum of the count of G7 symbols from all spins in the game cycle, according to one embodiment. 
     Variations of Mission Functionality. Missions may be prizes within N games, according to one embodiment. Mission progress is stored over N game rounds, according to one embodiment. Prize is evaluated and paid only after the Nth game round, according to one embodiment. Prize is awarded as a multiple floor of (highest integer less than or equal to) the average bet over the N game rounds, according to one embodiment. Any remained is stored in an “escrow” account and is added to the pay multiple for the following prize evaluation, according to one embodiment. Many other types of accumulations —any event in the game can be accumulated to be the basis for a mission prize, according to one embodiment. The prize for completing a mission may be an accumulated prize, jackpot, and/or entries in a prize drawing, according to one embodiment. 
     Promotional States—In each of the promotional states, a new paytable overrides the default paytable for some or all missions, for a specific time frame (between a defined start date and end date), according to one embodiment. When a promotional state is active, the start date, end date, and missions promotion configuration may be communicated to the client (as well as obviously that a promotional state is active), according to one embodiment. Promotional states can be enabled globally (for all users) or for select segments of users, according to one embodiment. Different promotional states can be active or different users or segments of users, according to one embodiment. The promotional states only affect the mission&#39;s paytable—not the game paytable, according to one embodiment. Operators can decide whether to self-manage the promotional states or use a global promotions schedule managed by Kalamba (e.g., third party) (we expect that the first operators will want to self-manage but with Kalamba&#39;s assistance), according to one embodiment. The system therefore comprises a back office component where Kalamba or an operator can enable the promotional state for: All users on all operators (casino sites); All users on specific operators; and/or Specific users on specific operators. There is meant to be an API for operators to schedule promos—for example if operators already have a tool used to schedule promotions, an interface exists for this engine to communicate a user ID, a start date, end date, and configuration to the Kalamba promotions database and use that to determine what promotions are eligible for a user upon loading the game, according to one embodiment. Each mission is meant to add about 1.5% (and/or any other percentage and/or amount) to the RTP of the game, according to one embodiment. 
     Specific Promo States—Promo State  1 : Top Prize Blowout—The top (or top N) prizes for each mission paytable are increased throughout the mission, according to one embodiment. Promo State  2 : Platinum &amp; Silver Bonanza—The paytables for the platinum and silver level missions alone are increased for the duration of the promo state, according to one embodiment. Promo State  3 : Free Rounds Bonanza—There is a free rounds prize added to the prize payout for select prizes in the mission, in all levels (defined according to a fixed specification), according to one embodiment. 
     Variations of Promotional States—Additional payouts, according to various embodiments. Pays for completing multiple missions, according to one embodiment. For example have a separate paytable that lasts over multiple game rounds and pays for completion of N missions, or M missions of Gold level or higher, according to one embodiment. Replacement of a fixed pay with a share of a jackpot prize proportional to total bet on one session or the average among multiple games, according to one embodiment. Missions award entries to a prize drawing that is made randomly at the end of the promotion period, according to one embodiment. Multiple missions in progress at a time, according to one embodiment. For example play for two missions simultaneously rather than one, according to one embodiment. Additional missions that are only available during a promotional state, according to one embodiment. 
     Promotional States for Standalone Progressive Jackpots—For a limited time, the configuration of the jackpot award changes in one or more of the following ways: The reset amount increases for a limited time (e.g. instead of 1000× bet for the reset amount, win up to 2000× bet); and/or the increment rate (the amount the jackpot increases per bet placed) increases for a limited time (e.g. instead of increasing by 2% of each bet, a jackpot increases by 4%), according to various embodiments. 
     Promotional States for Collection+Bonus Spins—Within the bonus feature games, one or several of the following items may be modified for a limited time to form the promotional state: The collection prize may award a different bonus game feature; one or several of the prizes within the bonus feature may be increased; and/or the number of symbols required to complete a collection may be reduced, according to various embodiments. 
     Standalone Progressive Jackpots—There is one or several personal progressive jackpot prize(s)—Each jackpot prize consists of 2 components: a reset amount (which is either a fixed amount or varies only in relation to the bet amount on a single spin such that it is multiplied in proportion to the bet), and an increment pool, which increases for each bet placed until the jackpot is awarded, and then it resets to 0 or a fraction of a coin/credit, which is represented as 0, according to one embodiment. Each progressive jackpot prize may be awarded by a combination of symbols—E.g. Count of symbols appearing on a single spin. In one example, some symbols may count as 2 or 3 instances of a symbol toward the total. In another example, symbols may substitute for other symbols in the count toward the total. In another example, symbol combinations appearing in a sequence on a pattern, such as a payline. In another example, symbol combinations appearing in specific positions on the reels, e.g. the center position. In another example, each progressive jackpot prize may be awarded for thresholds of collection in a bonus feature. In another example, within a free spins bonus, collect 5 items for bronze level, 7 items for silver level, 10 items for gold level, 12 items for platinum level; where items are awarded from symbols that appear during the free spins. In another example, each progressive jackpot may be awarded for a function within a bonus prize. In another example, a random selection, such as where a bonus feature is triggered, via a symbol combination, and the game randomly determines which progressive to award. In another example, a wheel spin, where individual slices of the wheel represent a progressive jackpot award. In another example, each progressive jackpot may be awarded via a “lucky coin” functionality. In another example, the game determines the interval in coins/credits bet from the last jackpot hit to the next. 
     Collection+Bonus Spins—The game has one or several symbols that count towards a collection meter. In one example, when the collection meter is full, a player can play a bonus game feature which awards a prize. In some embodiments, the player can opt to continue collecting symbols and play the bonus when reaching a higher number of symbols collected. When the higher number of symbols is collected, in some embodiments the player plays the same bonus feature with higher prize values; in other embodiments, the player plays a different bonus feature. In another example, the bonus game feature can vary. In some embodiments, this bonus feature is a free spins or similar bonus, with a prize table for combinations of symbols on different reels. In other embodiments, this bonus feature may be a wheel spin, where the wheel spins and awards a prize. In other embodiments, this bonus feature may be a free spins or similar bonus where the objective is to collect symbols, which greater numbers of symbols awarding greater prizes. 
     Retention Marketing is Key to B2C Operations—The model for any B2C ecommerce business may be to acquire users via marketing activity, then maximize the value of these users (their lifetime value—LTV). This maximization effort may be performed along three pillars: Making users as highly engaged as possible while they are “active” (usually defined as having visited within N days). Maximizing monetization for engagement. Performing retention marketing activity to reactivate users that have dropped in their activity level. This feature is meant to increase all three pillars and therefore lead to a substantial jump in casino LTV for users that play games with this feature, according to one embodiment. Monetization for engaged users is increased by showing potential for very large prizes. Engagement of active users increased by providing a promotional system with limited duration, so users may maximize activity within a time period to be most eligible for prizes. The activation of promotional states allows for retargeting marketing campaigns to draw known users back into the online casino without having to give away free bonus cash, free game rounds, etc., and thereby increase net revenue. 
     Examples may be Combined—All examples, embodiments, and/or any other information in this disclosure may be combined with any other example, embodiment, and/or information regardless of where the example, embodiment, and/or information is located. For example, an example located on page one may be combined with another example located on the last page of this disclosure. Further, an example located on page two may be combined with an embodiment located on page ten.