Patent Publication Number: US-2022215716-A1

Title: Concurrent display and interaction between game types on an electronic gaming device

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     The present application is a continuation of and claims priority to U.S. patent application Ser. No. 16/927,120, filed Jul. 13, 2020, and entitled “CONCURRENT DISPLAY AND INTERACTION BETWEEN GAME TYPES ON AN ELECTRONIC GAMING DEVICE” which is hereby incorporated by reference in its entirety. 
    
    
     BACKGROUND 
     Electronic gaming machines (“EGMs”) or gaming devices provide a variety of wagering games such as slot games, video poker games, video blackjack games, roulette games, video bingo games, keno games and other types of games that are frequently offered at casinos and other locations. Play on EGMs typically involves a player establishing a credit balance by inputting money, or another form of monetary credit, and placing a monetary wager (from the credit balance) on one or more outcomes of an instance (or single play) of a primary or base game. In some cases, a player may qualify for a special mode of the base game, a secondary game, or a bonus round of the base game by attaining a certain winning combination or triggering event in, or related to, the base game, or after the player is randomly awarded the special mode, secondary game, or bonus round. In the special mode, secondary game, or bonus round, the player is given an opportunity to win extra game credits, game tokens or other forms of payout. In the case of “game credits” that are awarded during play, the game credits are typically added to a credit meter total on the EGM and can be provided to the player upon completion of a gaming session or when the player wants to “cash out.” 
     “Slot” type games are often displayed to the player in the form of various symbols arrayed in a row-by-column grid or matrix. Specific matching combinations of symbols along predetermined paths (or paylines) through the matrix indicate the outcome of the game. The display typically highlights winning combinations/outcomes for identification by the player. Matching combinations and their corresponding awards are usually shown in a “pay table” which is available to the player for reference. Often, the player may vary his/her wager to include differing numbers of paylines and/or the amount bet on each line. By varying the wager, the player may sometimes alter the frequency or number of winning combinations, frequency or number of secondary games, and/or the amount awarded. 
     Typical games use a random number generator (RNG) to randomly determine the outcome of each game. The game is designed to return a certain percentage of the amount wagered back to the player over the course of many plays or instances of the game, which is generally referred to as return to player (RTP). The RTP and randomness of the RNG ensure the fairness of the games and are highly regulated. Upon initiation of play, the RNG randomly determines a game outcome and symbols are then selected which correspond to that outcome. Notably, some games may include an element of skill on the part of the player and are therefore not entirely random. 
     In existing gaming methods and systems, a base game is commonly presented to the player, and optionally, a feature game will be may be triggered, for example, after conclusion of the base game results in a base game outcome. Such a feature game typically presents players an additional opportunity, or a greater opportunity, to win different awards or larger awards than may be wondering the base game. In some examples, such a feature game can offer different gameplay from that available during the base game. 
     The popularity of such gaming machines with players is often dependent on the graphical user interface usability and gaming machine&#39;s capability to enhance the user experience or new gaming functionality that could extend player time on the gaming machine. The gaming businesses therefore strive to provide new gaming functionality that not only engages players to use the gaming machines, but also have the machine satisfy gaming regulations that include maintaining a target RTP and game fairness. Specifically, the selective presentation of a feature game, with different or increased award opportunities, can provide a relatively enhanced user experience. Both the gameplay and the presentation of the feature game can also impact the game&#39;s volatility. As a result, any improvement to aspects of the game that produces a better user experience for the player would also need to be balanced with gaming regulation requirements. 
     BRIEF SUMMARY 
     In summary, the detailed description presents a number of innovations in user interface (UI) features of electronic gaming devices as well as innovations in features of backend processing to implement the UI features. For example, some innovations relate to allowing a base game and a feature game to proceed together on the same display. Other innovations include having multiple feature games be presented at the same time as a base game. Further innovations may include determining that a feature game trigger condition has occurred in either the base game or feature game and activating another feature game. In another example innovation, symbols from the outcome of a base game may be copied to a feature game as well as the reverse or copying from feature games to feature games. 
     For example, according to a first set of innovations described here, a computer system (e.g., a game controller) is configured to perform back end operations to control a UI of a gaming device. For example, the game controller may execute instructions which cause the game controller to perform various operations for concurrent display of a base game and one or more feature games on a display. For example, the game controller may be caused to determine a first base game outcome of a first instance of a base game based on a random number generator outcome. The game controller may be caused to control the display system to present the first base game outcome in a first window of the one or more display devices. In response to the first base game outcome, the game controller may be caused to determine whether a first feature game trigger condition of a feature game exists. When the first feature game trigger condition of a feature game exists, the game controller may be caused to control the display system to present a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices. Additionally, the game controller may be caused to determine a second base game outcome of a second instance of the base game and determine a first feature game outcome of a first instance of the feature game. The game controller may then control the display system to simultaneously present the second base game outcome in the first window and present the first feature game outcome in the second window. 
     As an example, according to a second set of innovations described herein, a computer system is configured to perform UI-focused operations to control the UI of an electronic gaming device. The UI-focused operations include displaying, in a first window of one of more display devices of a display system, a first base game outcome of a first instance of a base game. In an example, the first base game outcome may include symbols that satisfy a first feature game trigger (e.g., a combination of symbols that results in a feature game being activated). The operations may further include displaying, subsequent to the display of the first base outcome, a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices. Additionally, the operations may include displaying a second base game outcome of a second instance of the base game in the first window. Then, a first feature game outcome of a first instance of the first feature game may be displayed in the second window concurrently with displaying the second base outcome of the second instance of the base game. 
     The innovations can be implemented as part of a method, as part of an electronic gaming device such as an EGM or electronic gaming server configured to perform the method, or as part of non-transitory computer-readable media storing computer-executable instructions for causing one or more processors in a computer system to perform the method. The various innovations can be used in combination or separately. This summary is provided to introduce a selection of concepts in a simplified form that are further described below in the detailed description. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter. The foregoing and other objects, features, and advantages of the invention will become more apparent from the following detailed description, which proceeds with reference to the accompanying figures and illustrates a number of examples. Examples may also be capable of other and different applications, and some details may be modified in various respects all without departing from the spirit and scope of the disclosed innovations. 
    
    
     
       BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS 
       In the drawings, which are not necessarily drawn to scale, like numerals may describe similar components in different views. Like numerals having different letter suffixes may represent different instances of similar components. Some embodiments are illustrated by way of example, and not limitation, in the figures of the accompanying drawings. 
         FIG. 1  is a diagram showing several EGMs networked with various gaming related servers, according to various examples. 
         FIG. 2A  is a block diagram showing various functional elements of an EGM, according to various examples. 
         FIG. 2B  depicts a casino gaming environment, according to various examples. 
         FIG. 2C  is a diagram that shows examples of components of a system for providing online gaming according to some aspects of the present disclosure, according to various examples. 
         FIG. 3  illustrates, in block diagram form, an implementation of a game processing architecture algorithm that implements a game processing pipeline for the play of a game in accordance with various implementations described herein, according to various examples. 
         FIG. 4  is a flowchart illustrating a set of operations of a process to concurrently display a base game and a feature game, according to various examples. 
         FIG. 5A - FIG. 5H  are figures depicting example display screens that represent stages of game play, according to various examples. 
         FIG. 6A - FIG. 6E  are figures depicting example display screens that represent stages of game play, according to various examples. 
         FIG. 7  is a flowchart illustrating a set of operations of a process to copy symbols between a feature games and base game, according to various examples. 
         FIG. 8A  and  FIG. 8B  are figures depicting example display screens that represent stages of game play, according to various examples. 
         FIG. 9A  and  FIG. 9B  are figures depicting example display screens that represent stages of game play, according to various examples. 
         FIG. 10A  and  FIG. 10B  are figures depicting example display screens that represent stages of game play, according to various examples. 
         FIG. 11  is a flowchart illustrating a set of operations of a process to concurrently play a base game and a feature game, according to various examples. 
         FIG. 12  is a flowchart illustrating a set of operations to concurrently display a base game and a feature game, according to various examples. 
     
    
    
     DETAILED DESCRIPTION 
     A limitation of gameplay on EGMs is the inability for a player to play a feature game (e.g., a bonus game) at the same time as the base game. For example, as the user plays the base game, a feature game may be triggered based on an outcome of the base game. The feature game will then replace the base game on a display of an EGM. At this time, the player is unable to continue to play the base game until the feature game runs its course. 
     The inability for the player to continue the base game presents a number of challenges. For example, the player may not be able to tell if they are supposed to—or even have the ability to—continue to play the base game. Furthermore, the player may not know how long until the feature game ends. This time may be considerable if free spins continue to be accumulated on the feature game. The lack of information may result in confusion for the player if the player is new and not familiar with the game mechanics of base games and feature games. 
     Described herein are example implementations that improve user interfaces (UI) and gaming device operations that allow a gaming machine to present and execute a base game concurrently with one or more feature games. For example, when a base game outcome triggers a feature game, the UI may display the base game in a first window on a display of an EGM. The feature game may be displayed in a second window on a display of the EGM while the base game is displayed in the first window. The gaming device may continue to execute the base game at the same time the feature game is executing. In some instances, multiple feature games may be presented with the base game at the same time. Thus, the implementations herein improve efficiency of the presentation of the game to a player as well as gaming device operations, where feature games may be presented in parallel with a base game (and/or bonus games may be presented in parallel with a feature game and/or a base game). These presentations may also improve the user interface and/or gaming device operations by reducing time when a player is passively watching a feature of bonus game, which may be of lesser interest to the player. Additionally, these improved presentations increase the locations where the player can observe progress of the gameplay, to further enhance engagement of the player, and thereby improve the user experience. 
     The UI and gaming device operations may also be set up such that a player may understand that there is the possibility of having multiple bonus games occurring at the same time as the base game. For example, there may be a graphical indication (e.g., chains covering a window or greyed out graphics) for non-active feature games. As more triggers occur in the base game—or already active feature games—the non-active feature games may become active. Consequently, the UI and gaming device operations are established such that a player may readily ascertain a goal of the game is to unlock the feature games. Again, this visual representation of achievement of sequential goals of the game helps inform the player has two objectives of the game and engage the player&#39;s attention. 
     Another benefit of having concurrent play of a base game and feature game is the ability for symbol copying. For example, if the base game has a wild symbol or multiplier symbol, the wild symbol or multiplier symbol may be copied into the feature game. Similarly, if the feature game has a wild symbol or multiplier symbol at the end of a spin, and if the base game is still continuing, these symbols may be copied to the base game. Additional variations of interactivity between the base game and feature game are described in further detail below. 
       FIG. 1  illustrates several different models of EGMs which may be networked to various gaming related servers. Shown is a system  100  in a gaming environment including one or more server computers  102  (e.g., slot servers of a casino) that are in communication, via a communications network, with one or more gaming devices  104 A- 104 X (EGMs, slots, video poker, bingo machines, etc.) that can implement one or more aspects of the present disclosure. The gaming devices  104 A- 104 X may alternatively be portable and/or remote gaming devices such as, but not limited to, a smart phone, a tablet, a laptop, or a game console. Gaming devices  104 A- 104 X utilize specialized software and/or hardware to form non-generic, particular machines or apparatuses that comply with regulatory requirements regarding devices used for wagering or games of chance that provide monetary awards. 
     Communication between the gaming devices  104 A- 104 X and the server computers  102 , and among the gaming devices  104 A- 104 X, may be direct or indirect using one or more communication protocols. As an example, gaming devices  104 A- 104 X and the server computers  102  can communicate over one or more communication networks, such as over the Internet through a website maintained by a computer on a remote server or over an online data network including commercial online service providers, Internet service providers, private networks (e.g., local area networks and enterprise networks), and the like (e.g., wide area networks). The communication networks could allow gaming devices  104 A- 104 X to communicate with one another and/or the server computers  102  using a variety of communication-based technologies, such as radio frequency (RF) (e.g., wireless fidelity (WiFi®) and Bluetooth®), cable TV, satellite links and the like. 
     In some implementation, server computers  102  may not be necessary and/or preferred. For example, in one or more implementations, a stand-alone gaming device such as gaming device  104 A, gaming device  104 B or any of the other gaming devices  104 C- 104 X can implement one or more aspects of the present disclosure. However, it is typical to find multiple EGMs connected to networks implemented with one or more of the different server computers  102  described herein. 
     The server computers  102  may include a central determination gaming system server  106 , a ticket-in-ticket-out (TITO) system server  108 , a player tracking system server  110 , a progressive system server  112 , and/or a casino management system server  114 . Gaming devices  104 A- 104 X may include features to enable operation of any or all servers for use by the player and/or operator (e.g., the casino, resort, gaming establishment, tavern, pub, etc.). For example, game outcomes may be generated on a central determination gaming system server  106  and then transmitted over the network to any of a group of remote terminals or remote gaming devices  104 A- 104 X that utilize the game outcomes and display the results to the players. 
     Gaming device  104 A is often of a cabinet construction which may be aligned in rows or banks of similar devices for placement and operation on a casino floor. The gaming device  104 A often includes a main door which provides access to the interior of the cabinet. Gaming device  104 A typically includes a button area or button deck  120  accessible by a player that is configured with input switches or buttons  122 , an access channel for a bill validator  124 , and/or an access channel for a ticket-out printer  126 . 
     In  FIG. 1 , gaming device  104 A is shown as a Relm XL™ model gaming device manufactured by Aristocrat® Technologies, Inc. As shown, gaming device  104 A is a reel machine having a gaming display area  118  comprising a number (typically 3 or 5) of mechanical reels  130  with various symbols displayed on them. The mechanical reels  130  are independently spun and stopped to show a set of symbols within the gaming display area  118  which may be used to determine an outcome to the game. 
     In many configurations, the gaming device  104 A may have a main display  128  (e.g., video display monitor) mounted to, or above, the gaming display area  118 . The main display  128  can be a high-resolution liquid crystal display (LCD), plasma, light emitting diode (LED), or organic light emitting diode (OLED) panel which may be flat or curved as shown, a cathode ray tube, or other conventional electronically controlled video monitor. 
     In some implementations, the bill validator  124  may also function as a “ticket-in” reader that allows the player to use a casino issued credit ticket to load credits onto the gaming device  104 A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device  104 A may also include a “ticket-out” printer  126  for outputting a credit ticket when a “cash out” button is pressed. Cashless TITO systems are used to generate and track unique bar-codes or other indicators printed on tickets to allow players to avoid the use of bills and coins by loading credits using a ticket reader and cashing out credits using a ticket-out printer  126  on the gaming device  104 A. The gaming device  104 A can have hardware meters for purposes including ensuring regulatory compliance and monitoring the player credit balance. In addition, there can be additional meters that record the total amount of money wagered on the gaming device, total amount of money deposited, total amount of money withdrawn, total amount of winnings on gaming device  104 A. 
     In some implementations, a player tracking card reader  144 , a transceiver for wireless communication with a mobile device (e.g., a player&#39;s smartphone), a keypad  146 , and/or an illuminated display  148  for reading, receiving, entering, and/or displaying player tracking information is provided in gaming device  104 A. In such implementations, a game controller within the gaming device  104 A can communicate with the player tracking system server  110  to send and receive player tracking information. 
     Gaming device  104 A may also include a bonus topper wheel  134 . When bonus play is triggered (e.g., by a player achieving a particular outcome or set of outcomes in the primary game), bonus topper wheel  134  is operative to spin and stop with indicator arrow  136  indicating the outcome of the bonus game. Bonus topper wheel  134  is typically used to play a bonus game, but it could also be incorporated into play of the base or primary game. 
     A candle  138  may be mounted on the top of gaming device  104 A and may be activated by a player (e.g., using a switch or one of buttons  122 ) to indicate to operations staff that gaming device  104 A has experienced a malfunction or the player requires service. The candle  138  is also often used to indicate a jackpot has been won and to alert staff that a hand payout of an award may be needed. 
     There may also be one or more information panels  152  which may be a back-lit, silkscreened glass panel with lettering to indicate general game information including, for example, a game denomination (e.g., $0.25 or $1), pay lines, pay tables, and/or various game related graphics. In some implementations, the information panel(s)  152  may be implemented as an additional video display. 
     Gaming devices  104 A have traditionally also included a handle  132  typically mounted to the side of main cabinet  116  which may be used to initiate game play. 
     Many or all the above described components can be controlled by circuitry (e.g., a game controller) housed inside the main cabinet  116  of the gaming device  104 A, the details of which are shown in  FIG. 2A . 
     An alternative example gaming device  104 B illustrated in  FIG. 1  is the Arc™ model gaming device manufactured by Aristocrat® Technologies, Inc. Note that where possible, reference numerals identifying similar features of the gaming device  104 A implementation are also identified in the gaming device  104 B implementation using the same reference numbers. Gaming device  104 B does not include physical reels and instead shows game play functions on main display  128 . An optional topper screen  140  may be used as a secondary game display for bonus play, to show game features or attraction activities while a game is not in play, or any other information or media desired by the game designer or operator. In some implementations, the optional topper screen  140  may also or alternatively be used to display progressive jackpot prizes (e.g., Mini, Minor, Major, and Grand) available to a player during play of gaming device  104 B. 
     Example gaming device  104 B includes a main cabinet  116  including a main door which opens to provide access to the interior of the gaming device  104 B. The main or service door is typically used by service personnel to refill the ticket-out printer  126  and collect bills and tickets inserted into the bill validator  124 . The main or service door may also be accessed to reset the machine, verify, and/or upgrade the software, and for general maintenance operations. 
     Another example gaming device  104 C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device  104 C includes a main display  128 A that is in a landscape orientation. Although not illustrated by the front view provided, the main display  128 A may have a curvature radius from top-to-bottom, or alternatively from side to side. In some implementations, main display  128 A is a flat panel display. Main display  128 A is typically used for primary game play while secondary display  128 B is typically used for bonus game play, to show game features or attraction activities while the game is not in play or any other information or media desired by the game designer or operator. In some implementations, example gaming device  104 C may also include speakers  142  to output various audio such as game sound, background music, etc. 
     Many different types of games, including mechanical slot games, video slot games, video poker, video blackjack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices  104 A- 104 C and other similar gaming devices. Each gaming device may also be operable to provide many different games. Games may be differentiated according to themes, sounds, graphics, type of game (e.g., slot game vs. card game vs. game with aspects of skill), denomination, number of paylines, maximum jackpot, progressive or non-progressive, bonus games, and may be deployed for operation in Class  2  or Class  3 , etc. 
       FIG. 2A  is a block diagram depicting exemplary internal electronic components of a gaming device  200  connected to various external systems. All or parts of the gaming device  200  shown could be used to implement any one of the example gaming devices  104 A-X depicted in  FIG. 1 . As shown in  FIG. 2A , gaming device  200  includes a topper display  216  or another form of a top box (e.g., a topper wheel, a topper screen, etc.) that sits above cabinet  218 . Cabinet  218  or topper display  216  may also house a number of other components which may be used to add features to a game being played on gaming device  200 , including speakers  220 , a ticket printer  222  which prints bar-coded tickets or other media or mechanisms for storing or indicating a player&#39;s credit value, a ticket reader  224  which reads bar-coded tickets or other media or mechanisms for storing or indicating a player&#39;s credit value, and a player tracking interface  232 . Player tracking interface  232  may include a keypad  226  for entering information, a player tracking display  228  for displaying information (e.g., an illuminated or video display), a card reader  230  for receiving data and/or communicating information to and from media or a device such as a smart phone enabling player tracking.  FIG. 2A  also depicts utilizing a ticket printer  222  to print tickets for a TITO system server  108 . Gaming device  200  may further include a bill validator  234 , player-input buttons  236  for player input, cabinet security sensors  238  to detect unauthorized opening of the cabinet  218 , a primary game display  240 , and a secondary game display  242 , each coupled to and operable under the control of game controller  202 . 
     The games available for play on the gaming device  200  are controlled by a game controller  202  that includes one or more processors  204 . Processor  204  represents a general-purpose processor, a specialized processor intended to perform certain functional tasks, or a combination thereof. As an example, processor  204  can be a central processing unit (CPU) that has one or more multi-core processing units and memory mediums (e.g., cache memory) that function as buffers and/or temporary storage for data. Alternatively, processor  204  can be a specialized processor, such as an application specific integrated circuit (ASIC), graphics processing unit (GPU), field-programmable gate array (FPGA), digital signal processor (DSP), or another type of hardware accelerator. In another example, processor  204  is a system on chip (SoC) that combines and integrates one or more general-purpose processors and/or one or more specialized processors. Although  FIG. 2A  illustrates that game controller  202  includes a single processor  204 , game controller  202  is not limited to this representation and instead can include multiple processors  204  (e.g., two or more processors). 
       FIG. 2A  illustrates that processor  204  is operatively coupled to memory  208 . Memory  208  is defined herein as including volatile and nonvolatile memory and other types of non-transitory data storage components. Volatile memory is memory that does not retain data values upon loss of power. Nonvolatile memory is memory that does retain data upon a loss of power. Examples of memory  208  include random access memory (RAM), read-only memory (ROM), hard disk drives, solid-state drives, universal serial bus (USB) flash drives, memory cards (e.g., Compact Fast (CFast) memory card), floppy disks accessed via an associated floppy disk drive, optical discs accessed via an optical disc drive, magnetic tapes accessed via an appropriate tape drive, and/or other memory components, or a combination of any two or more of these memory components. In addition, examples of RAM include static random access memory (SRAM), dynamic random access memory (DRAM), magnetic random access memory (MRAM), and other such devices. Examples of ROM include a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or other like memory device. Even though  FIG. 2A  illustrates that game controller  202  includes a single memory  208 , game controller  202  could include multiple memories  208  for storing program instructions and/or data. 
     Memory  208  can store one or more game programs  206  that provide program instructions and/or data for carrying out various implementations (e.g., game mechanics) described herein. Stated another way, game program  206  represents an executable program stored in any portion or component of memory  208 . In one or more implementations, game program  206  is embodied in the form of source code that includes human-readable statements written in a programming language or machine code that contains numerical instructions recognizable by a suitable execution system, such as a processor  204  in a game controller or other system. Examples of executable programs include: (1) a compiled program that can be translated into machine code in a format that can be loaded into a random access portion of memory  208  and run by processor  204 ; (2) source code that may be expressed in proper format such as object code that is capable of being loaded into a random access portion of memory  208  and executed by processor  204 ; and (3) source code that may be interpreted by another executable program to generate instructions in a random access portion of memory  208  to be executed by processor  204 . 
     Alternatively, game programs  206  can be set up to generate one or more game instances based on instructions and/or data that gaming device  200  exchanges with one or more remote gaming devices, such as a central determination gaming system server  106  (not shown in  FIG. 2A  but shown in  FIG. 1 ). For purpose of this disclosure, the term “game instance” refers to a play or a round of a game that gaming device  200  presents (e.g., via a UI) to a player. The game instance is communicated to gaming device  200  via the network  214  and then displayed on gaming device  200 . For example, gaming device  200  may execute game program  206  as video streaming software that allows the game to be displayed on gaming device  200 . When a game is stored on gaming device  200 , it may be loaded from memory  208  (e.g., from a read only memory (ROM)) or from the central determination gaming system server  106  to memory  208 . 
     Gaming devices, such as gaming device  200 , are highly regulated to ensure fairness and, in many cases, gaming device  200  is operable to award monetary awards (e.g., typically dispensed in the form of a redeemable voucher). Therefore, to satisfy security and regulatory requirements in a gaming environment, hardware and software architectures are implemented in gaming devices  200  that differ significantly from those of general-purpose computers. Adapting general purpose computers to function as gaming devices  200  is not simple or straightforward because of: (1) the regulatory requirements for gaming devices  200 , (2) the harsh environment in which gaming devices  200  operate, (3) security requirements, (4) fault tolerance requirements, and (5) the requirement for additional special purpose componentry enabling functionality of an EGM. These differences require substantial engineering effort with respect to game design implementation, game mechanics, hardware components, and software. 
     One regulatory requirement for games running on gaming device  200  generally involves complying with a certain level of randomness. Typically, gaming jurisdictions mandate that gaming devices  200  satisfy a minimum level of randomness without specifying how a gaming device  200  should achieve this level of randomness. To comply,  FIG. 2A  illustrates that gaming device  200  could include an RNG  212  that utilizes hardware and/or software to generate RNG outcomes that lack any pattern. The RNG operations are often specialized and non-generic in order to comply with regulatory and gaming requirements. For example, in a slot game, game program  206  can initiate multiple RNG calls to RNG  212  to generate RNG outcomes, where each RNG call and RNG outcome corresponds to an outcome for a reel. In another example, gaming device  200  can be a Class II gaming device where RNG  212  generates RNG outcomes for creating Bingo cards. In one or more implementations, RNG  212  could be one of a set of RNGs operating on gaming device  200 . More generally, an output of the RNG  212  can be the basis on which game outcomes are determined by the game controller  202 . Game developers could vary the degree of true randomness for each RNG (e.g., pseudorandom) and utilize specific RNGs depending on game requirements. The output of the RNG  212  can include a random number or pseudorandom number (either is generally referred to as a “random number”). 
     In  FIG. 2A , RNG  212  and hardware RNG  244  are shown in dashed lines to illustrate that RNG  212 , hardware RNG  244 , or both can be included in gaming device  200 . In one implementation, instead of including RNG  212 , gaming device  200  could include a hardware RNG  244  that generates RNG outcomes. Analogous to RNG  212 , hardware RNG  244  performs specialized and non-generic operations in order to comply with regulatory and gaming requirements. For example, because of regulation requirements, hardware RNG  244  could be a random number generator that securely produces random numbers for cryptography use. The gaming device  200  then uses the secure random numbers to generate game outcomes for one or more game features. In another implementation, the gaming device  200  could include both hardware RNG  244  and RNG  212 . RNG  212  may utilize the RNG outcomes from hardware RNG  244  as one of many sources of entropy for generating secure random numbers for the game features. 
     Another regulatory requirement for running games on gaming device  200  includes ensuring a certain level of RTP. Similar to the randomness requirement discussed above, numerous gaming jurisdictions also mandate that gaming device  200  provides a minimum level of RTP (e.g., RTP of at least 75%). A game can use one or more lookup tables (also called weighted tables) as part of a technical solution that satisfies regulatory requirements for randomness and RTP. In particular, a lookup table can integrate game features (e.g., trigger events for special modes or bonus games; newly introduced game elements such as extra reels, new symbols, or new cards; stop positions for dynamic game elements such as spinning reels, spinning wheels, or shifting reels; or card selections from a deck) with random numbers generated by one or more RNGs, so as to achieve a given level of volatility for a target level of RTP. (In general, volatility refers to the frequency or probability of an event such as a special mode, payout, etc. For example, for a target level of RTP, a higher-volatility game may have a lower payout most of the time with an occasional bonus having a very high payout, while a lower-volatility game has a steadier payout with more frequent bonuses of smaller amounts.) Configuring a lookup table can involve engineering decisions with respect to how RNG outcomes are mapped to game outcomes for a given game feature, while still satisfying regulatory requirements for RTP. Configuring a lookup table can also involve engineering decisions about whether different game features are combined in a given entry of the lookup table or split between different entries (for the respective game features), while still satisfying regulatory requirements for RTP and allowing for varying levels of game volatility. 
       FIG. 2A  illustrates that gaming device  200  includes an RNG conversion engine  210  that translates the RNG outcome from RNG  212  to a game outcome presented to a player. To meet a designated RTP, a game developer can set up the RNG conversion engine  210  to utilize one or more lookup tables to translate the RNG outcome to a symbol element, stop position on a reel strip layout, and/or randomly chosen aspect of a game feature. As an example, the lookup tables can regulate a prize payout amount for each RNG outcome and how often the gaming device  200  pays out the prize payout amounts. The RNG conversion engine  210  could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. The mapping between the RNG outcome to the game outcome controls the frequency in hitting certain prize payout amounts. 
     The lookup tables, in the form of weighted tables, can have one of many possible configurations. In general, a weighted table can be implemented as any data structure that assigns probabilities to different options, in order for one of the different options to be selected using a random number. Different options are represented in different entries of a weighted table. For example, there may be multiple possible values within each tier of the weighted table, and the multiple possible values may be unequally weighted. The probabilities for different options can be reflected in threshold values (e.g., for a random number RND, generated by an RNG, in the range of 1&lt;RND&lt;=40 for option 1, 40&lt;RND&lt;=70 for option 2, 70&lt;RND&lt;=90 for option 3, and 90&lt;RND&lt;=100 for option 4, given four options and a random number RND where 0&lt;RND&lt;=100). The threshold values can represent percentages or, more generally, sub-ranges within the range for a random number. In some example implementations, the threshold values for a weighted table are represented as count values for the respective entries of the weighted table. For example, the following table shows count values for the four options described above: 
     
       
         
           
               
             
               
                 TABLE 1 
               
             
            
               
                   
               
               
                 EXAMPLE WEIGHTED TABLE 
               
            
           
           
               
               
            
               
                 count value 
                 entry 
               
               
                   
               
               
                 40 
                 &lt;value a1, value a2, . . . &gt; 
               
               
                 30 
                 &lt;value b1, value b2, . . . &gt; 
               
               
                 20 
                 &lt;value c1, value c2, . . . &gt; 
               
               
                 10 
                 &lt;value d1, value d2, . . . &gt; 
               
               
                   
               
            
           
         
       
     
     The sum total of the count values indicates the range of the options. Control logic can use a random number, generated between 1 and the sum total of the count values, to select one of the entries in the weighted table by comparing the random number to successive running totals. In the example shown in Table 1, if the random number is 40 or less, the first entry is selected. Otherwise, if the random number is between 41 and 70, the second entry is selected. Otherwise, if the random number is between 71 and 90, the third entry is selected. Otherwise, the last entry is selected. 
     The threshold values for a weighted table can be fixed and predetermined. Or, the threshold values for a weighted table can vary dynamically (e.g., depending on bet level). Or, a weighted table can be dynamically selected (e.g., depending on bet level) from among multiple available weighted tables. Different parameters or choices during game play can use different weighted tables. Or, different combinations of parameters or choices can be combined in entries of a given weighted table. 
       FIG. 2A  also depicts that gaming device  200  is connected over network  214  to player tracking system server  110 . Player tracking system server  110  may be, for example, an OASIS® system manufactured by Aristocrat® Technologies, Inc. Player tracking system server  110  is used to track play (e.g. amount wagered, games played, time of play and/or other quantitative or qualitative measures) for individual players so that an operator may reward players in a loyalty program. The player may use the player tracking interface  232  to access his/her account information, activate free play, and/or request various information. Player tracking or loyalty programs seek to reward players for their play and help build brand loyalty to the gaming establishment. The rewards typically correspond to the player&#39;s level of patronage (e.g., to the player&#39;s playing frequency and/or total amount of game plays at a given casino). Player tracking rewards may be complimentary and/or discounted meals, lodging, entertainment, and/or additional play. Player tracking information may be combined with other information that is now readily obtainable by a casino management system. 
     When a player wishes to play the gaming device  200 , he/she can insert cash or a ticket voucher through a coin acceptor (not shown) or bill validator  234  to establish a credit balance on the gaming device. The credit balance is used by the player to place wagers on instances of the game and to receive credit awards based on the outcome of winning instances. The credit balance is decreased by the amount of each wager and increased upon a win. The player can add additional credits to the balance at any time. The player may also optionally insert a loyalty club card into the card reader  230 . During the game, the player views with one or more UIs, the game outcome on one or more of the primary game display  240  and secondary game display  242 . Other game and prize information may also be displayed. 
     For each game instance, a player may make selections, which may affect play of the game. For example, the player may vary the total amount wagered by selecting the amount bet per line and the number of lines played. In many games, the player is asked to initiate or select options during course of game play (such as spinning a wheel to begin a bonus round or select various items during a feature game). The player may make these selections using the player-input buttons  236 , the primary game display  240  which may be a touch screen, or using some other device which enables a player to input information into the gaming device  200 . 
     During certain game events, the gaming device  200  may display visual and auditory effects that can be perceived by the player. These effects add to the excitement of a game, which makes a player more likely to enjoy the playing experience. Auditory effects include various sounds that are projected by the speakers  220 . Visual effects include flashing lights, strobing lights or other patterns displayed from lights on the gaming device  200  or from lights behind the information panel  152  ( FIG. 1 ). 
     When the player is done, he/she cashes out the credit balance (typically by pressing a cash out button to receive a ticket from the ticket printer  222 ). The ticket may be “cashed-in” for money or inserted into another machine to establish a credit balance for play. 
     Additionally, or alternatively, gaming devices  104 A- 104 X and  200  can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in  FIGS. 1 and 2A ) that communicate (e.g., Bluetooth® or other near-field communication technology) with one or more mobile devices to perform a variety of wireless operations in a casino environment. Examples of wireless operations in a casino environment include detecting the presence of mobile devices, performing credit, points, comps, or other marketing or hard currency transfers, establishing wagering sessions, and/or providing a personalized casino-based experience using a mobile application. In one implementation, to perform these wireless operations, a wireless transmitter or transceiver initiates a secure wireless connection between a gaming device  104 A- 104 X and  200  and a mobile device. After establishing a secure wireless connection between the gaming device  104 A- 104 X and  200  and the mobile device, the wireless transmitter or transceiver does not send and/or receive application data to and/or from the mobile device. Rather, the mobile device communicates with gaming devices  104 A- 104 X and  200  using another wireless connection (e.g., WiFi® or cellular network). In another implementation, a wireless transceiver establishes a secure connection to directly communicate with the mobile device. The mobile device and gaming device  104 A- 104 X and  200  sends and receives data utilizing the wireless transceiver instead of utilizing an external network. For example, the mobile device would perform digital wallet transactions by directly communicating with the wireless transceiver. In one or more implementations, a wireless transmitter could broadcast data received by one or more mobile devices without establishing a pairing connection with the mobile devices. 
     Although  FIGS. 1 and 2A  illustrate specific implementations of a gaming device (e.g., gaming devices  104 A- 104 X and  200 ), the disclosure is not limited to those implementations shown in  FIGS. 1 and 2 . For example, not all gaming devices suitable for implementing implementations of the present disclosure necessarily include top wheels, top boxes, information panels, cashless ticket systems, and/or player tracking systems. Further, some suitable gaming devices have only a single game display that includes only a mechanical set of reels and/or a video display, while others are designed for bar counters or tabletops and have displays that face upwards. Gaming devices  104 A- 104 X and  200  may also include other processors that are not separately shown. Using  FIG. 2A  as an example, gaming device  200  could include display controllers (not shown in  FIG. 2A ) configured to receive video input signals or instructions to display images on game displays  240  and  242 . Alternatively, such display controllers may be integrated into the game controller  202 . The use and discussion of  FIGS. 1 and 2  are examples to facilitate ease of description and explanation. 
       FIG. 2B  depicts a casino gaming environment according to one example. In this example, the casino  251  includes banks  252  of EGMs  104 . In this example, each bank  252  of EGMs  104  includes a corresponding gaming signage system  254  (also shown in  FIG. 2A ). According to this implementation, the casino  251  also includes mobile gaming devices  256 , which are also configured to present wagering games in this example. The mobile gaming devices  256  may, for example, include tablet devices, cellular phones, smart phones, and/or other handheld devices. In this example, the mobile gaming devices  256  are configured for communication with one or more other devices in the casino  251 , including but not limited to one or more of the server computers  102 , via wireless access points  258 . 
     According to some examples, the mobile gaming devices  256  may be configured for stand-alone determination of game outcomes. However, in some alternative implementations the mobile gaming devices  256  may be configured to receive game outcomes from another device, such as the central determination gaming system server  106 , one of the EGMs  104 , etc. 
     Some mobile gaming devices  256  may be configured to accept monetary credits from a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, via a patron casino account, etc. However, some mobile gaming devices  256  may not be configured to accept monetary credits via a credit or debit card. Some mobile gaming devices  256  may include a ticket reader and/or a ticket printer whereas some mobile gaming devices  256  may not, depending on the particular implementation. 
     In some implementations, the casino  251  may include one or more kiosks  260  that are configured to facilitate monetary transactions involving the mobile gaming devices  256 , which may include cash out and/or cash-in transactions. The kiosks  260  may be configured for wired and/or wireless communication with the mobile gaming devices  256 . The kiosks  260  may be configured to accept monetary credits from casino patrons  262  and/or to dispense monetary credits to casino patrons  262  via cash, a credit or debit card, via a wireless interface (e.g., via a wireless payment app), via tickets, etc. According to some examples, the kiosks  260  may be configured to accept monetary credits from a casino patron and to provide a corresponding amount of monetary credits to a mobile gaming device  256  for wagering purposes, e.g., via a wireless link such as a near-field communications link. In some such examples, when a casino patron  262  is ready to cash out, the casino patron  262  may select a cash out option provided by a mobile gaming device  256 , which may include a real button or a virtual button (e.g., a button provided via a graphical user interface) in some instances. In some such examples, the mobile gaming device  256  may send a “cash out” signal to a kiosk  260  via a wireless link in response to receiving a “cash out” indication from a casino patron. The kiosk  260  may provide monetary credits to the casino patron  262  corresponding to the “cash out” signal, which may be in the form of cash, a credit ticket, a credit transmitted to a financial account corresponding to the casino patron, etc. 
     In some implementations, a cash in process and/or a cash-out process may be facilitated by the TITO system server  108 . For example, the TITO system server  108  may control, or at least authorize, ticket-in and ticket-out transactions that involve a mobile gaming device  256  and/or a kiosk  260 . 
     Some mobile gaming devices  256  may be configured for receiving and/or transmitting player loyalty information. For example, some mobile gaming devices  256  may be configured for wireless communication with the player tracking system server  110 . Some mobile gaming devices  256  may be configured for receiving and/or transmitting player loyalty information via wireless communication with a patron&#39;s player loyalty card, a patron&#39;s smartphone, etc. 
     According to some implementations, a mobile gaming device  256  may be configured to provide safeguards that prevent the mobile gaming device  256  from being used by an unauthorized person. For example, some mobile gaming devices  256  may include one or more biometric sensors and may be configured to receive input via the biometric sensor(s) to verify the identity of an authorized patron. Some mobile gaming devices  256  may be configured to function only within a predetermined or configurable area, such as a casino gaming area. 
       FIG. 2C  is a diagram that shows examples of components of a system for providing online gaming according to some aspects of the present disclosure. As with other figures presented in this disclosure, the numbers, types, and arrangements of gaming devices shown in  FIG. 2C  are merely shown by way of example. In this example, various gaming devices, including but not limited to end user devices (EUDs)  264   a ,  264   b  and  264   c  are capable of communication via one or more networks  417 . The networks  417  may, for example, include one or more cellular telephone networks, the Internet, etc. In this example, the EUDs  264   a  and  264   b  are mobile devices: according to this example the EUD  264   a  is a tablet device and the EUD  264   b  is a smart phone. In this implementation, the EUD  264   c  is a laptop computer that is located within a residence  266  at the time depicted in  FIG. 2C . Accordingly, in this example the hardware of EUDs is not specifically configured for online gaming, although each EUD is configured with software for online gaming. For example, each EUD may be configured with a web browser. Other implementations may include other types of EUD, some of which may be specifically configured for online gaming. 
     In this example, a gaming data center  276  includes various devices that are configured to provide online wagering games via the networks  417 . The gaming data center  276  is capable of communication with the networks  417  via the gateway  272 . In this example, switches  278  and routers  280  are configured to provide network connectivity for devices of the gaming data center  276 , including storage devices  282   a , servers  284   a  and one or more workstations  570   a . The servers  284   a  may, for example, be configured to provide access to a library of games for online game play. In some examples, code for executing at least some of the games may initially be stored on one or more of the storage devices  282   a . The code may be subsequently loaded onto a server  284   a  after selection by a player via an EUD and communication of that selection from the EUD via the networks  417 . The server  284   a  onto which code for the selected game has been loaded may provide the game according to selections made by a player and indicated via the player&#39;s EUD. In other examples, code for executing at least some of the games may initially be stored on one or more of the servers  284   a . Although only one gaming data center  276  is shown in  FIG. 2C , some implementations may include multiple gaming data centers  276 . 
     In this example, a financial institution data center  270  is also configured for communication via the networks  417 . Here, the financial institution data center  270  includes servers  284   b , storage devices  282   b , and one or more workstations  286   b . According to this example, the financial institution data center  270  is configured to maintain financial accounts, such as checking accounts, savings accounts, loan accounts, etc. In some implementations one or more of the authorized users  274   a - 274   c  may maintain at least one financial account with the financial institution that is serviced via the financial institution data center  270 . 
     According to some implementations, the gaming data center  276  may be configured to provide online wagering games in which money may be won or lost. According to some such implementations, one or more of the servers  284   a  may be configured to monitor player credit balances, which may be expressed in game credits, in currency units, or in any other appropriate manner. In some implementations, the server(s)  284   a  may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player&#39;s “cash-in” selections, wagering game results and a player&#39;s “cash out” instructions. According to some such implementations, the server(s)  284   a  may be configured to electronically credit or debit the account of a player that is maintained by a financial institution, e.g., an account that is maintained via the financial institution data center  270 . The server(s)  284   a  may, in some examples, be configured to maintain an audit record of such transactions. 
     In some alternative implementations, the gaming data center  276  may be configured to provide online wagering games for which credits may not be exchanged for cash or the equivalent. In some such examples, players may purchase game credits for online game play, but may not “cash out” for monetary credit after a gaming session. Moreover, although the financial institution data center  270  and the gaming data center  276  include their own servers and storage devices in this example, in some examples the financial institution data center  270  and/or the gaming data center  276  may use offsite “cloud-based” servers and/or storage devices. In some alternative examples, the financial institution data center  270  and/or the gaming data center  276  may rely entirely on cloud-based servers. 
     One or more types of devices in the gaming data center  276  (or elsewhere) may be capable of executing middleware, e.g., for data management and/or device communication. Authentication information, player tracking information, etc., including but not limited to information obtained by EUDs  264  and/or other information regarding authorized users of EUDs  264  (including but not limited to the authorized users  274   a - 274   c ), may be stored on storage devices  282  and/or servers  284 . Other game-related information and/or software, such as information and/or software relating to leaderboards, players currently playing a game, game themes, game-related promotions, game competitions, etc., also may be stored on storage devices  282  and/or servers  284 . In some implementations, some such game-related software may be available as “apps” and may be downloadable (e.g., from the gaming data center  276 ) by authorized users. 
     In some examples, authorized users and/or entities (such as representatives of gaming regulatory authorities) may obtain gaming-related information via the gaming data center  276 . One or more other devices (such EUDs  264  or devices of the gaming data center  276 ) may act as intermediaries for such data feeds. Such devices may, for example, be capable of applying data filtering algorithms, executing data summary and/or analysis software, etc. In some implementations, data filtering, summary and/or analysis software may be available as “apps” and downloadable by authorized users. 
       FIG. 3  illustrates, in block diagram form, an implementation of a game processing architecture  300  that implements a game processing pipeline for the play of a game in accordance with various implementations described herein. As shown in  FIG. 3 , the gaming processing pipeline starts with having a UI system  302  receive one or more player inputs for the game instance. Based on the player input(s), the UI system  302  generates and sends one or more RNG calls to a game processing backend system  314 . Game processing backend system  314  then processes the RNG calls with RNG engine  316  to generate one or more RNG outcomes. The RNG outcomes are then sent to the RNG conversion engine  320  to generate one or more game outcomes for the UI system  302  to display to a player. The game processing architecture  300  can implement the game processing pipeline using a gaming device, such as gaming devices  104 A- 104 X and  200  shown in  FIGS. 1 and 2 , respectively. Alternatively, portions of the gaming processing architecture  300  can implement the game processing pipeline using a gaming device and one or more remote gaming devices, such as central determination gaming system server  106  shown in  FIG. 1 . 
     The UI system  302  includes one or more UIs that a player can interact with. The UI system  302  could include one or more game play UIs  304 , one or more bonus game play UIs  308 , and one or more multiplayer UIs  312 , where each UI type includes one or more mechanical UIs and/or graphical UIs (GUIs). In other words, game play UI  304 , bonus game play UI  308 , and the multiplayer UI  312  may utilize a variety of UI elements, such as mechanical UI elements (e.g., physical “spin” button or mechanical reels) and/or GUI elements (e.g., virtual reels shown on a video display or a virtual button deck) to receive player inputs and/or present game play to a player. Using  FIG. 3  as an example, the different UI elements are shown as game play UI elements  306 A- 306 N and bonus game play UI elements  310 A- 310 N. 
     The game play UI  304  represents a UI that a player typically interfaces with for a base game. During a game instance of a base game, the game play UI elements  306 A- 306 N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system  302  could transition out of the base game to one or more bonus games (e.g., a feature game). The bonus game play UI  308  represents a UI that utilizes bonus game play UI elements  310 A- 310 N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element  306 A- 306 N are similar to the bonus game play UI elements  310 A- 310 N. In other implementations, the game play UI element  306 A- 306 N can differ from the bonus game play UI elements  310 A- 310 N. 
       FIG. 3  also illustrates that UI system  302  could include a multiplayer UI  312  purposed for game play that differs or is separate from the typical base game. For example, multiplayer UI  312  could be set up to receive player inputs and/or presents game play information relating to a tournament mode. When a gaming device transitions from a primary game mode that presents the base game to a tournament mode, a single gaming device is linked and synchronized to other gaming devices to generate a tournament outcome. For example, multiple RNG engines  316  corresponding to each gaming device could be collectively linked to determine a tournament outcome. To enhance a player&#39;s gaming experience, tournament mode can modify and synchronize sound, music, reel spin speed, and/or other operations of the gaming devices according to the tournament game play. After tournament game play ends, operators can switch back the gaming device from tournament mode to a primary game mode to present the base game. Although  FIG. 3  does not explicitly depict that multiplayer UI  312  includes UI elements, multiplayer UI  312  could also include one or more multiplayer UI elements. 
     Based on the player inputs, the UI system  302  could generate RNG calls to a game processing backend system  314 . As an example, the UI system  302  could use one or more application programming interfaces (APIs) to generate the RNG calls. To process the RNG calls, the RNG engine  316  could utilize gaming RNG  318  and/or non-gaming RNGs  319 A- 319 N. Gaming RNG  318  could correspond to RNG  212  or hardware RNG  244  shown in  FIG. 2A . As previously discussed with reference to  FIG. 2A , gaming RNG  318  often performs specialized and non-generic operations that comply with regulatory and/or game requirements. For example, because of regulation requirements, gaming RNG  318  could correspond to RNG  212  by being a cryptographic RNG or pseudorandom number generator (PRNG) (e.g., Fortuna PRNG) that securely produces random numbers for one or more game features. To securely generate random numbers, gaming RNG  318  could collect random data from various sources of entropy, such as from an operating system (OS) and/or a hardware RNG (e.g., hardware RNG  244  shown in  FIG. 2A ). Alternatively, non-gaming RNGs  319 A- 319 N may not be cryptographically secure and/or be computationally less expensive. Non-gaming RNGs  319 A- 319 N can, thus, be used to generate outcomes for non-gaming purposes. As an example, non-gaming RNGs  319 A- 319 N can generate random numbers for generating random messages that appear on the gaming device. 
     The RNG conversion engine  320  processes each RNG outcome from RNG engine  316  and converts the RNG outcome to a UI outcome that is feedback to the UI system  302 . With reference to  FIG. 2A , RNG conversion engine  320  corresponds to RNG conversion engine  210  used for game play. As previously described, RNG conversion engine  320  translates the RNG outcome from the RNG  212  to a game outcome presented to a player. RNG conversion engine  320  utilizes one or more lookup tables  322 A- 322 N to regulate a prize payout amount for each RNG outcome and how often the gaming device pays out the derived prize payout amounts. In one example, the RNG conversion engine  320  could utilize one lookup table to map the RNG outcome to a game outcome displayed to a player and a second lookup table as a pay table for determining the prize payout amount for each game outcome. In this example, the mapping between the RNG outcome and the game outcome controls the frequency in hitting certain prize payout amounts. Different lookup tables could be utilized depending on the different game modes, for example, a base game versus a bonus game. 
     After generating the UI outcome, the game processing backend system  314  sends the UI outcome to the UI system  302 . Examples of UI outcomes are symbols to display on a video reel or reel stops for a mechanical reel. In one example, if the UI outcome is for a base game, the UI system  302  updates one or more game play UI elements  306 A- 306 N, such as symbols, for the game play UI  304 . In another example, if the UI outcome is for a bonus game, the UI system could update one or more bonus game play UI elements  310 A- 310 N (e.g., symbols) for the bonus game play UI  308 . In response to updating the appropriate UI, the player may subsequently provide additional player inputs to initiate a subsequent game instance that progresses through the game processing pipeline 
       FIG. 4  is a flowchart  400  illustrating a set of operations of a process to concurrently display a base game and a feature game, according to various examples. The process may be implemented using gaming device  200 , in various examples. Additionally, the operations may be performed using a game processing architecture such as described in  FIG. 3 . More specific references to the game processing architecture and components of gaming device  200  are made below in the context of the operations of  FIG. 4 . 
     The process may begin when a player initiates play of a base game on a gaming device, such as gaming device  200  (e.g., UI system  302  may receive an input from a player using game play UI  304 ). At operation  402 , gaming device  200  may establish a credit balance for the player. The credit balance may be displayed on player tracking display  228  in various examples. To this end, a player may insert a physical item having monetary value into a credit input mechanism or device, such as the ticket reader  224  or bill validator  234 , of the gaming device  200 . In response to the received physical item, the gaming device  200  may increase a credit value of a credit meter displayed to a player based on the monetary value of the physical item. 
     At operation  404 , the gaming device  200  may receive a wager. A player may use the player input buttons  236  to specify a value of an amount to be wagered with the wager being funded by the credit value of the credit meter. The gaming device  200  may display a message such as “Press SPIN to play” in a message box, e.g., on the primary game display  240 . When the player presses a SPIN button, e.g., in the player-input buttons  236 , the gaming device  200 , at operation  406 , may decrease the player&#39;s credit balance by the specified wager and initiate play of a spinning reel game (e.g., the base game) by spinning one or more reels. 
     Next, at operation  408 , the gaming device  200  may determine a base game outcome and update a credit balance of the player. The base game outcome may be based on an RNG call to game processing backend system  314 , for example, that obtains the base game outcome using a lookup table (e.g., lookup table  322 A) based on an RND generated by gaming RNG  318 . For example, gaming device  200  may stop the reels based on one or more random values generated by RNG  212  to obtain the base game outcome comprising a matrix, or any other formation or arrangement, of symbols. In other embodiments, gaming device  200  may stop the reels based on information received from central determination gaming system server  106 , or using a bingo game outcome. In various examples, the base outcome may result in one or more progressive jackpots (e.g. Mini, Minor, Major, and Grand) being won. 
     Gaming device  200  may then determine whether the symbols displayed in the display matrix include one or more winning symbol combinations (e.g., based on RNG conversion engine  320 ). For example, gaming device  200  may determine if there are any winning combinations of symbols along one of the activated paylines. Winning symbol combinations along the activated paylines may result in the award of prize(s) by increasing the credit value of the credit meter based on the prize(s) for such winning combination(s). 
     Gaming device  200  may adjust the credit balance on the credit meter in accordance with any winning symbol combinations that were identified in operation  408 . Gaming device  200  may also control primary game display  240  to provide a message reflective of the game outcome. For example, when the game outcome includes one or more winning symbol combinations, the primary game display  240  may display a message such as “Congratulations—You Won X Credits!” (where X is the number of credits won by the player). Conversely, when the game outcome does not include any winning symbol combinations, a message such as “Sorry—You Didn&#39;t Win—Spin Again” may be displayed to the player. 
     At operation  410  it is determined whether a feature game trigger condition has occurred. As discussed later, the feature game trigger condition may occur in a base game or feature game; however, in the present example it assumed the feature game trigger condition is checked with respect to the outcome of the base game. 
     A feature game trigger condition may be satisfied on the occurrence of one or more trigger symbols in the base game outcome or trigger symbols in a feature game outcome, as generated by game processing backend system  314 ; or in other embodiments the feature game trigger condition may be established at random, or by some other process. Subsequent to determining a trigger condition has been satisfied, game processing backend system  314  may send the UI outcome determined through use of RNG outcomes  320  back to UI system  302  for presentation on the gaming device. 
     In various embodiments, the minimum number of trigger symbols needed to trigger the feature game may be predetermined, randomly determined, or based on a wager amount, etc. In certain embodiments, the trigger symbols may be certain types of symbols (e.g., credit symbols, certain value symbols), or other specific forms of configurable symbols. The satisfaction of a feature game trigger condition may include a change in appearance of the configurable symbol, such as a change in color, shape, or other appearance of one or more configurable symbols contributing to the trigger condition, which also may also include a text indication of the trigger condition. In an example embodiment, a feature game triggering event will occur when at least a predetermined quantity of, such as six, configurable symbols are displayed in the base game outcome. If a feature game trigger condition has not been met, flow continues back to operation  404 . 
     When the feature game trigger condition has been met, operation  412  determines if a maximum number of feature games have already been activated on gaming device  200 . An additional constraint may be the processing power needed to simultaneously play—and determine outcomes for—the feature games and the base game. For example, each gaming device  200  may have a limited amount of display area for which to show a base game and feature games. Accordingly, one gaming device  200  may have the maximum number of feature games set at four, whereas another may have six. 
     In various examples, operation  412  may be performed with respect to the number of active feature games on gaming device  200 . For example, primary game display  240  may present the base game in one window (e.g., a visible or non-visible partition of primary game display  240 ) and each available feature game in its own respective window. Each feature game may be either active or inactive. An active feature game signifies that the feature game has been triggered. 
     An inactive feature game may be visually distinct from an inactive feature game. For example, there be graphical depictions of chains with a lock in the center that are overlaid on the reels of an inactive feature game. In other examples, there may be a message displayed below the inactive feature game that the inactive feature game is locked. In other examples, colors of the inactive feature game may be presented with less saturation—or other color effect. 
     Even if a feature game is inactive, gaming device  200  may present (e.g., using bonus game play UI  308 ) the reels of the inactive feature game as spinning during an instance of the base game or an active feature game. Consequently, gaming device  200  is configured such that a player may be able to see which symbols are on the inactive feature game reels, should it be activated. 
     Each feature game (inactive or otherwise) may have different symbols or frequency of certain symbols, in various examples. Accordingly, if there are four possible feature games to activate, the last feature game that may be activated may have a higher percentage of possible wild symbols or higher payout symbols compared to the first feature game activated. Thus, the payouts between different feature games may be different. For example, for the overall game RTP to be 90%, the base game could have an RTP of 50% while the first game feature has an RTP of 150%, the second game feature has an RTP of 200%, the third game feature has an RTP of 300%, and the fourth game feature has an RTP of 400%. The trigger rate for each bonus feature decreases since the RTP is much higher for the fourth game feature. Accordingly, the RTP contribution of a particular feature game would be the feature game spin&#39;s RTP multiplied by its chance to trigger. The chance to trigger for each feature game gets smaller for each subsequent feature game such that the RTP contribution is balanced. 
     The changes may be progressive such that the last possible feature game that may be activated has the highest percentage of wilds or highest payout symbols. As discussed in further detail below, the feature game trigger conditions may also differ between feature games. Accordingly, even though the last feature game may have the highest possible payout, the trigger conditions for activating the last feature game may be higher (e.g., more scatter symbols) than triggering an additional feature game in a first feature game. The term “scatter symbols” is used herein to identify symbols that individually or in combination may establish a trigger condition for a feature game (from a base game), or in a feature game, for an additional feature game. Thus, such scatter symbols may include symbols of multiple graphical forms providing that functionality in a base or feature game. 
     Returning back to flowchart  400 , once it is determined that the maximum feature game limit has not been met, at operation  416  a feature game may be activated. Activating may include updating one or more display devices of gaming device  200  to display the base game concurrently with the activated feature game using game play UI  304  and bonus game play UI  308 . For example, primary game display  240  may be split into two windows stacked vertically. The base game may continue to be presented in a lower of the two windows (e.g., a first window) and the feature game may be presented in the higher of the two windows (e.g., a second window). The multiple windows can be displayed on a single display screen (e.g., primary game display  240 , or secondary game display  242 ). Or, the multiple windows can be split among multiple display screens (e.g., two windows on a first display screen, and a third window on a second display screen). A message may also be presented overlaid on the base game that informs the user that the feature game has been activated and to look “up” to see the feature game. 
     In general, a window spans m reels in a first dimension and spans n symbols in a second dimension orthogonal to the first dimension. The value of m can be 4, 5, 6, 7, 8, or some other number of reels. The value of n may be 2, 3, 4, 5, 6, or some other number of symbols. In some example implementations, the reels in a window are organized in a 5×3 configuration (5 reels, with 3 symbols visible per reel). Typically, the m reels are arranged horizontally in the window from left-to-right, with the m reels spinning vertically and the window showing n symbols of each of the respective reels. Alternatively, the m reels are arranged vertically in the window from top-to-bottom, with the m reels spinning horizontally and the window showing n symbols of each of the respective reels. Also, instead of having the same value of n for all reels across a window, the window can have different numbers of symbols visible for different reels. Thus, the value of n can be different for different reels (e.g., n=3 for a leftmost reel, n=4 for a second reel, n=5 for a center reel, n=4 for a fourth reel, and n=3 for a rightmost reel). Each of the reels has an associated reel strip that is movable through a window upon a spin of the reel. 
     The manner in which a feature game may be activated may be based on how the game elements of the base game (e.g., game play UI elements  306 ) and the game elements of the feature game (e.g., bonus game play UI element  310 ) are arranged prior to the feature game being activated. For example, in one variation, the feature game(s) are not presented—in any fashion—prior to the feature game being activated. Thus, in that variation, graphics that are current displayed in an upper window may be replaced by the feature game. Furthermore, should a second feature game be activated, the second window may be resized (e.g., half of its original width) and a third window may be presented with the second feature game. The third window may be the same width as the second window in various examples. The process of resizing windows may be repeated until the maximum number of feature games has been reached. 
     In an example, in which gaming device  200  is configured to make inactive feature games visible to the player (e.g., via bonus game play UI  308 ), activating a feature game may include removing the indications that the feature game was inactive. For example, the colors of a previous inactive feature game may be set to the same saturation as other active feature games, or an animation of unlocking a lock may be presented. 
     At operation  418 , the spin counter for the activated feature game may be initialized. For example, the spin counter may be a value of free spins that a player has won based on the base game outcome as determined by an RNG call from UI system  302  to game processing backend system  314 . 
     At operation  420 , outcomes of all instances of active feature games may be determined (e.g., based on RNG conversion engine  320 ) and the credit balance updated. In some examples, instances of inactive feature games may be determined as well if they are currently displayed to the player. An outcome of a feature game may lead to further triggering of another feature game. In these instances, flow may branch back to operation  410  to determine if another feature game may be activated. In various examples, a feature game outcome may result in one or more progressive jackpots (e.g. Mini, Minor, Major, and Grand) being won. 
     Trigger rates for triggering a feature game within a feature game may be different than the trigger rate within the base game. Furthermore, the trigger rate with respect to feature games may be different among the feature games themselves. For example, the first feature game that is activated may have a higher chance of triggering a second feature game than the second feature game&#39;s trigger rate with respect to activating a third feature game. The triggering rates may be stored in a lookup table (e.g., lookup table  322 A) that are used when an RNG call is made from UI system  302 , in various examples. Each feature game may have its own lookup table, in many examples with different weighting, to allow for different triggering rates between feature games. 
     Furthermore, increasing a triggering rate may be achieved by having different reel strips (potentially with different symbol sets), for each of the N possible feature games a gaming device may unlock (e.g., based on a game outcome). For example, a reel may have a greater density of trigger symbols to increase the trigger frequency. In various examples, the symbols in a reel may remain unchanged in order to maintain a consistent trigger frequency. As discussed in greater detail above, an overall game RTP may be maintained, for example by use of separate weighted tables for each triggered feature game. Thus, game play may be kept fair and consistent with regulations while also enabling variation of volatility for the designated level of RTP. Accordingly, the described examples are not merely new game rules or new display patterns. 
     In various examples, operation  420  and operation  408  occur in a synchronous manner. Thus, when a spin input is received from a player, gaming device  200  may initiate a spin on the base game and spins on the feature games at the same time. In other examples, the feature games are played asynchronously from the base game—and/or each other in some instances. Accordingly, the feature games may progress through their respective spins (and outcomes) without any additional input from the player whereas spin inputs are still received for the base game. One advantage of synchronous play is that a gaming device (e.g., gaming device  200 ) and its respective game play UIs (e.g., game play UI  304  and bonus game play UI  308 ) are configured to permit previously unavailable interactivity between the base game and feature games due to the games both being displayed. This interactivity may result in copying symbols between base games and feature games as further discussed below with respect to  FIG. 7 . 
     At operation  424 , feature games for which their free spins are exhausted (e.g., at zero) are deactivated. Deactivating a feature game may include providing an indication (e.g., using bonus game play UI  308 ) on the feature game that it is inactive as discussed above. In instances in which inactive feature games are not presented, deactivating may include removing the window of the deactivated feature game and resizing the remaining windows of the feature games. 
     When a feature game trigger condition has been met (e.g., using RNG outcomes  320  as discussed previously), but the maximum number of concurrent feature games is met (e.g., operation  412 ), the number of free games (e.g., extra spins) on the existing feature games may be increased. For example, the feature game trigger condition would normally result in a new feature game with eight free spins, each of the existing feature games would receive an additional eight free games. As indicated previously, a feature game trigger condition may occur in the base game or any of the active feature games. 
     In various examples, the feature game trigger conditions may differ between a base game and a feature game, as well as between feature games. For example, a feature game trigger condition in a base game may require three scatter symbols, but a feature game trigger condition that occurs within a first feature game may require two scatter symbols, while a feature game trigger condition in a second feature game may require four scatter symbols. Other differences in trigger conditions between a base game and feature games and/or between multiple feature games may be provided by game processing backend system  320 , for example. 
     Furthermore, the feature game trigger conditions may be based on the number of feature games currently being presented by a gaming device. For example, if there is single game active, the feature game trigger conditions may require three scatter symbols on a game outcome (feature game or base game). Then, once two feature games are active, the feature game trigger condition (for each feature game, or for each feature game and the base game) may only require two scatter symbols in all subsequent feature games (or may require a greater number of scatter symbols). Once only a single feature game remains active, the feature game trigger condition may revert back to requiring three scatter symbols. 
     In various examples, instead of (or in addition to) adding free spins to existing feature games when the maximum number of concurrent feature games is met, a gaming device may perform other operations. For example, a jackpot prize may be awarded, a bonus multiplier may be added to all active games, additional wild symbols or credit symbols may be added to one or more reels of one or more games, etc. 
       FIG. 5A  to  FIG. 5H  are figures depicting example display screens that represent stages of game play in accordance with the process described in  FIG. 4 . 
     For example, display screen  502  may be a block representation of information presented on a display device of a gaming device such as primary game display  240 . As depicted, there is a base game window  504  illustrating the symbols associated with an outcome of the base game (e.g., operation  408 ). Graphic window  506  may present artwork or other information associated with the base game, in various examples. 
     As depicted, the outcome of the base game includes three trigger symbols (e.g., trigger symbol  508  depicted as a fish). In this simplified example, when three trigger symbols are in the results symbol set of an instance of a base game, a feature game is triggered. Other trigger conditions may be used as discussed previously.  FIG. 5B  illustrates display screen  510 . Display screen  510  includes a message in base game window  504  that a feature game has been triggered. 
       FIG. 5C  illustrates display screen  512 . In various examples, display screen  512  includes base game window  504  and feature game window  514 . As shown, graphic window  506  has been replaced with a first instance of the feature game in feature game window  514  (e.g., operation  406 ). The type of symbols in the outcome of an instance of the feature game are illustrated as being the same as the type of symbols in the base game; however, different symbol sets and number of reels may differ in various examples. Additionally, a message has been presented in base game window  504  to inform the player that the feature game is being presented above base game window  504 . 
       FIG. 5D  illustrates display screen  516 . Here, it can be seen that the free spin counter for the feature game presented in feature game window  514  has been increased from one to two. Additionally, both feature game window  514  and base game window  504  have been updated to include symbols associated with an outcome of a second instances of the feature game and a second instance of the base game, respectively. In the instance case, the outcome of the second instance of the base game results triggers another feature game based on base game window  504  showing three trigger symbols.  FIG. 5E  illustrates display screen  518  in which another message is presented in base game window  504  to inform the user they have won free games again. 
       FIG. 5F  illustrates display screen  520  which introduces feature game window  522 . Feature game window  522  may include a second feature game. The second feature game may be of the same type as the feature game presented in feature game window  514  in various examples. Similarly, the set of available symbols on reels of the second feature game may be the same or different than the base game or first feature game and may occur at different frequencies. As illustrated, the size of feature game window  514  has shrunk to accommodate the presentation of feature game window  522 . 
       FIG. 5G  illustrates display screen  524  in which a number of spins have occurred on both of the feature games. As illustrated, the feature game being presented in feature game window  514  has used its last free spin. Accordingly, a message may be presented in base game window  504  informing the player of their credit wins for the first feature game. Then, the first feature game may be deactivated (e.g., operation  424 ). 
     Because the second feature game that is presented in feature game window  522  still has free spins, a display screen such as display screen  526  in  FIG. 5H  may be presented. Here, it can be seen that feature game window  514  is no longer presented and feature game window  522  has been resized to take advantage of the newly available display screen area. Additionally, feature game window  522  indicates that an outcome of an instance of the second feature game has triggered additional free games. Thus, the spin counter beneath feature game window  522  is shown as resetting to one. 
       FIG. 6A  to  FIG. 6E  are figures depicting example display screens that represent stages of game play in accordance with the process described in  FIG. 4 . The display screens depict an example in which inactive and active feature games are presented to the player. The information on the display screens may be presented on a single display device or across multiple display devices of a gaming device  200  (e.g., primary game display  240 , secondary game display  242 , etc.). 
       FIG. 6A  illustrates display screen  602  in which there four possible feature games and three of the feature games have been unlocked based on the most recent outcomes of the base game and three active feature games. Display screen  602  includes a window for each feature game (e.g., feature game window  604 ) and a window for the base game (e.g., base game window  608 ). In this example, the feature game windows are all presented as smaller than the base game window  608 , but other examples may have different sizing (e.g., all windows are the same size). 
     Feature game window  606  presents an inactive feature game. In this scenario, a message is presented below feature game window  606  to indicate to the player that the feature game is presently locked. 
     At the current stage of game play in  FIG. 6A , an outcome of the base game indicates the player has won  10  free games. Moving to  FIG. 6B , which depicts display screen  610 , a message is presented to the player for them to look up to see their new feature game. As shown, the message beneath feature game window  606  has changed to indicate the current spin count of the feature game and has removed the message indicating the feature game was locked (e.g., inactive). 
       FIG. 6C  illustrates display screen  612 . At this stage, each of the feature games and base game have had new game outcomes determined (e.g., by making RNG calls to game processing backend system  314  or RNG  212 ) with corresponding symbols received and displayed. Each spin counter has also been increased for each feature game. Display screen  612  depicts that no payouts (e.g., no winning symbol combinations) occurred based on the determined outcomes. 
       FIG. 6D  illustrates display screen  614  in which another instance of game play has concluded for each feature game and the base game. The outcome of the base game depicted in base game window  608  includes three trigger symbols (e.g., trigger symbol  616 ). The presence of three trigger symbols may result in a feature game trigger condition being satisfied. Display screen  614 , however, also shows that despite the feature game trigger condition being satisfied, there are no more inactive feature games. 
       FIG. 6E  illustrates display screen  618 . This screen may be presented after  FIG. 6D  to inform the user that they have won additional free games on their existing feature games because no new feature games could be activated. As illustrated, a message is presented in base game window  608  as well as for each of the active feature games. 
       FIG. 7  is a flowchart  700  illustrating a set of operations of a process to copy symbols between a feature games and base games, according to various examples. The process may be implemented using gaming device  200  and the components illustrated in  FIG. 3 , in various examples. 
     The operations of flowchart  700  already assumes that at least one feature game has been activated and is currently being displayed concurrently with a base game. For example, at operation  702 , outcomes for a base game and one or feature game(s) are determined. Operation  702  may occur in a similar process pattern as operations  408  and  420  with respect to  FIG. 4 . The outcomes may be determined based on one or more calls to gaming RNG engine  318  from game play UI  304  and bonus game play UI  308  or RNG  212  in various examples. 
     The outcomes may identify which symbols are to be presented by game play UI  304  and bonus game play UI  308  after a spin of a reel is stopped at operation  704 . For example, the base game and each active feature game may be configured to have five reels, each with three possible symbols displayed per reel. Each reel may its own set of possible symbols. If an outcome of the base game or feature game(s) results in the player winning credits, the credits may be awarded to the player. In this manner, the potential copying of symbols would not take away a winning combination of symbols in the base game or feature game. 
     At operation  706 , it may be determined that a copy symbol condition exists in one of the outcomes of the base game or feature games. For example, game processing backend system  314  or memory  208  may store a set of rules that define one or more copy symbol conditions. A copy symbol condition may be defined in a number of manners. For example, a copy symbol condition may be the presence of a wild symbol or multiplier symbol in a game outcome as stored in RNG conversion engine  320 . 
     Another copy symbol condition may be a threshold number of a certain type of symbol. For example, a copy symbol condition may be established based on the presence of one or more value symbols, for example, such as a credit symbol, a jackpot symbol (e.g. Mini, Minor, Major, and Grand), a “wild” symbol, etc.; and such a copy symbol condition may require a selected number of any one or more symbols. For example, a copy symbol condition might require three credit symbols, potentially in a specific relationship to one another; but might require presence of only one (or more) jackpot symbols. The copy symbol condition may also be based on more than one criterion. For example, consider that the feature game is a hold-and-spin feature in which certain symbols (e.g., credit symbols) remain static between spins. After a number of spins, there may enough credit symbols to meet the threshold, but another criterion may be that the hold-and-spin feature completes. Accordingly, additional credit symbols may accumulate before the copy symbol condition is satisfied. 
     In various examples, the copy symbol conditions may be based on a specific arrangement of symbols. Consider an outcome of a feature game in which there is a vertical stack of three credit symbols in a first reel and a second reel with two stacked credit symbols (see, for example,  FIG. 8A ). In an example, the copy symbol condition may specify that only the three vertically stacked credit symbols are copied. In other examples, all the credit symbols in an outcome may be copied. 
     At operation  708 , in various examples, a source game and a set of destination games for copying are determined. In an example, the source game may be the game instance (e.g., of a base game or feature game) in which the copy symbol condition has been satisfied. The destination games may be one or more of the other active games. Game processing backend system  314  may be configured in a variety of ways to determine the destination games. In some instances, for example, if the source game is a feature game, the destination game may be only the base game. In other examples, if the source game is a feature game, the destination games may be the base game and any other active feature games. In another example, if the source game is the base game the destination games may be all active feature games. 
     At operation  710 , a set of symbols (e.g., a set of copy symbols) to copy from the source game to the destination game(s) are identified based on the copy symbol condition. In an example, the set of symbols are the symbols that satisfied the copy symbol condition. For example, the set of symbols may be any wild symbol present in the source game. The identification may also include the relative location of any identified copy symbols in the source game. For example, if the source game includes five reels with three symbols displayed for each row, the identification may be [1st reel, top position] or if a coordinate system is used [1, 1]. 
     At operation  712 , in various examples, the set of copy symbols may be copied to the destination games. For example, UI system  302  may update game play UI  304  or bonus game play UI  308  corresponding to the destination games. Updating may include replacing the symbols of the destination games with the set of copy symbols. The location of each symbol in the set of copy symbols in the destination games may correspond to the location of the symbol in the source game. Thus, if the position of a copied symbol is [1,1] in the source game, the symbol at position at [1,1] in a destination game may be replaced. 
     At operation  714 , updated game outcomes for the destination games may be determined, and at operation  716  the updated outcomes may be presented. An updated game outcome may include determining if a payout condition (e.g., a payline) based on the change to the symbols in the destination game. For example, game processing backend system  314  or game controller  202  may perform the same analysis as would normally occur to determine if a payout exists. 
       FIG. 8A  and  FIG. 8B  are figures depicting example display screens that represent stages of game play in accordance with the process described in  FIG. 7 . In various examples,  FIG. 8A  and  FIG. 8B  illustrate a copy condition associated with credit symbols. 
       FIG. 8A  illustrates display screen  802  that includes feature game window  804  and base game window  806 . Feature game window  804  and base game window  806  may be displayed on primary game display  240  and/or secondary game display  242  in accordance with various examples. 
     As depicted, feature game window  804  includes a copy symbol condition in the outcome of the feature game. As discussed previously, the copy symbol condition may be based on a minimum number (and possibly arrangement) of value symbols. In the depicted example of feature game window  804 , the copy symbol condition may be the presence of a minimum number of credit symbols (e.g., credit symbol  808 ). In this instance, feature game window  804  includes seven credit symbols in the feature game outcome. Thus, the feature game would be the source game for symbol copying, and the base game would be the destination game for symbol copying. Furthermore, the set of copy symbols would include each of the credit symbols. However, as noted above relative to operation  706  of  FIG. 7 , the set of copy symbols may include only credit symbols and/or other value symbols that appear in a specified relation to one another (for example, in a single row or column). 
     Display screen  810  illustrates the result of the copying (e.g., operation  712 ). As illustrated, seven symbols in base game window  806  have been replaced with the credit symbols (e.g., credit symbol  812 ) from feature game window  804 . Additionally, the locations of the copied symbols correspond with the credit symbol locations in feature game window  804 . 
       FIG. 9A  and  FIG. 9B  are figures depicting example display screens that represent stages of game play in accordance with the process described in  FIG. 7 . In various examples,  FIG. 9A  and  FIG. 9B  illustrate a copy condition associated with wild symbols. 
       FIG. 9A  illustrates display screen  902  that includes feature game window  904  and base game window  906 . Feature game window  904  and base game window  906  may be displayed on primary game display  240  and/or secondary game display  242  in accordance with various examples. 
     As depicted, base game window  906  includes two wild symbols signified by the four-point star shape (e.g., wild symbol  908 ). The copy symbol condition may be the presence of any wild symbols in a game outcome. Thus, the base game is the source game and the feature game is the destination game. If more than one feature game was active (as depicted in  FIG. 6A ), each feature game may be a destination game for the symbol copy functionality. The set of copy symbols may be the two wild symbols. 
     In various examples a wild symbol may change into another form of configurable symbol, for example a multiplier symbol as illustrated in display screen  910 . Accordingly, when wild symbol  908  is copied to feature game window  904 , it may be copied as a multiplier symbol (e.g., multiplier symbol  912 ). 
       FIG. 10A  and  FIG. 10B  are figures depicting example display screens that represent stages of game play in accordance with the process described in  FIG. 7 . In various examples,  FIG. 10A  and  FIG. 10B  illustrate a copy condition associated with real power symbols. 
     A real power symbol may be a symbol that is paid out based on the number of symbols in order (e.g., from left to right) and in each reel. For example, if there are two real power symbols in the first reel and three real power symbols in the second reel a 6× multiplier may be used to determine a payout. However, if there is a blank reel between the real power symbols no winning condition may exist. 
       FIG. 10A  illustrates display screen  1002  that includes feature game window  1004  and base game window  1006 . Feature game window  1004  includes seven real power symbols (e.g., real power symbol  1008 ). The copy symbol condition may be the presence of any real power symbols. As illustrated base game window  1006  also includes two real power symbols (e.g., real power symbol  1010 ). When multiple windows have real power symbols game processing backend system  314  or game controller  202  may default to copying from a feature game to a base game. Other rules may be used in other situations (e.g., all real power symbols are copied to each additional ongoing game) without departing from the scope of this disclosure. 
     Accordingly, the feature game may be the source game and the base game may be the destination game. The set of copy symbols may be each of the real power symbols in feature game window  1004 . Display screen  1012  illustrates the result of the copying. The updated game outcome (e.g., operation  714 ) may be a  12 X multiplier whereas originally there was none in display screen  1002 . 
       FIG. 11  is a flowchart  1100  illustrating a set of operations of a process to concurrently play a base game and a feature game, according to various examples. The process may be implemented using gaming device  200  and the components illustrated in  FIG. 3 , in accordance with various examples. For example, a game controller ( 202 ) of a gaming device (e.g., gaming device  200 ) may execute instructions on one or more processors of the gaming device to cause the gaming device  200  to perform the operations of  FIG. 11 . 
     Actions taken in operation  1102  may include determining a first base game outcome of a first instance of a base game. For example, a call may be issued to an RNG to determine the base game outcome. Further details of determining outcomes are discussed above in  FIG. 4 . 
     Actions taken in operation  1104  may include controlling a display system to present the first base game outcome in a first window of the one or more display devices. The one or more display devices may be part of the gaming device in various examples. 
     Actions taken in operation  1106  may include, in response to the first base game outcome, determining whether a first feature game trigger condition of a feature game exists. Further details of determining whether of trigger condition exists are discussed above in  FIG. 4 . 
     Actions taken in operation  1108  may include performing a set of actions in response to determining that the first feature game trigger condition exists. For example, the actions taken may include operation  1110  in which the display system is controlled to present a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices. In various examples, the display system may be controlled to present an indication (e.g., a message, animation, or graphical image) that the first feature game trigger condition has been met. 
     Actions taken in operation  1112  may include determining a second base game outcome of a second instance of the base game. Further details of determining game outcomes are discussed above in  FIG. 4 . 
     Actions taken in operation  1114  may include determining a first feature game outcome of a first instance of the feature game. Further details of determining game outcomes are discussed above in  FIG. 4 . 
     Actions taken in operation  1116  may include controlling the display system to present the second base game outcome in the first window. 
     Actions taken in operation  1118  may include controlling the display system to present the first feature game outcome in the second window. 
     In various examples, spins of the feature game and base game are performed synchronously. In other examples, the spins are performed asynchronously. 
     The instructions may further cause the game controller to perform additional operations. For example, an operation may include determining that a second feature game trigger condition exists and in response to this determination, controlling the display system to present a second feature game in a third window of the one or more display devices. In an example, the second feature game may be displayed in the third window as inactive before the second feature game trigger condition exists. 
     In an example, a frequency of wild symbols per reel in the second feature game is greater than a frequency of wild symbols per reel in the first feature game. In an example, a return to player value of the second feature game is greater than a return to player value of the first feature game. In an example, the game controller may be caused to control the display system to present reels of the second feature game as spinning during the first instance of the base game and when the second feature game is inactive. 
     In an example, the game controller is caused to resize the second window based on the second feature game trigger condition existing. In an example, the second feature game trigger condition existing is based on the second base game outcome of the base game. In an example, the second feature game trigger condition existing is based on the first feature game outcome. 
     In various examples, the instructions may further cause the game controller to perform additional operation related to copying symbols between windows. For example, the game controller may be caused to determine that a copy symbol condition exists in a second outcome of a second instance of the first feature game. Then, the game controller may be caused to identify a set of symbols (e.g., a set of copy symbol) and their symbol locations in the second outcome of the second instance to copy from the first feature game to the base game and to the second feature game. Then, the game controller may be caused to copy the set of symbols to the base game and second feature game in symbol locations of the base game and second feature game corresponding to the respective symbol locations in the second outcome of the second instance of the first feature game. 
     The instructions may further cause the game controller to perform additional operations. For example, an operation may include determining that a third feature game trigger condition exists. In response to this determination the game controller may be caused to determine that a maximum number of feature games are active. Then in response to this determination, the game controller may be caused to increase a free spin counter of the first feature game and the second feature game. 
     In various examples, the instructions may further cause the game controller to perform additional operation related to copying symbols from the base game to the feature game. For example, the game controller may be caused to determine that a copy symbol condition exists in the second base game outcome. Then, the game controller may be caused to identify a set of symbols (e.g., a set of copy symbols) and their respective symbol locations in the second base game outcome to copy from the base game to the feature game. Then, the game controller may be caused to copy the set of symbols to the first feature game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     After the copying, the game controller may be further caused to determine an updated game outcome for the first instance of the first feature game based on the copied set of symbols. Then, the display system may be caused to present the updated game outcome. 
     In various examples, the instructions may further cause the game controller to perform additional operation related to copying symbols from the feature game to the base game. For example, the game controller may be caused to determine that a copy symbol condition exists in the first feature game outcome. Then, the game controller may be caused to identify a set of symbols (e.g., a set of copy symbols) and their symbol locations in the first feature game outcome to copy from the first feature game to the base game. After the identification, the game controller may be caused to copy the set of symbols to the base game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     In an example, the copy symbol condition is based on a minimum number of symbols (e.g., three credit symbols or three wild symbols) being present in the first feature game outcome. In an example, the set of symbols includes a wild symbol. In an example, the set of symbols includes a credit symbol. 
     After the copying, the game controller may be caused to determine an updated game outcome for the second instance of the base game based on the copied set of symbols. Then, the display system may be controlled to present the updated game outcome. 
       FIG. 12  is a flowchart  1200  illustrating a set of operations to concurrently display a base game and a feature game, according to various examples. In various examples, method includes presenting a player graphical user interface on a display system of a gaming machine (e.g., gaming device  200 ). 
     Operation  1202  may include displaying, in a first window of one of more display devices of the display system, a first base game outcome of a first instance of a base game. In an example (operation  404 ), the first base game outcome includes symbols that satisfy a first feature game trigger. In an example, an operation may include displaying, in the first window, an indication that the first feature game trigger condition has been satisfied. In various examples, operations may include displaying a spin of the base game and a spin of the first feature game synchronously. In various examples, operations may include displaying a spin of the base game and a spin of the first feature game asynchronously. Asynchronous play may include a gaming device receiving input with respect to the first base game for spinning, wagering, etc., while the feature game(s) spin automatically without additional user input. 
     Operation  1206  may include displaying, subsequent to the display of the first base outcome, a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices. 
     Operation  1208  may include displaying a second base game outcome of a second instance of the base game in the first window. 
     Operation  1210  may include displaying a first feature game outcome of a first instance of the first feature game in the second window concurrently with displaying the second base outcome of the second instance of the base game 
     Operation  1212  may include displaying, in a third window of the one or more display devices, a second feature game. In various examples, displaying the second feature game may be based on a second feature game trigger condition. Operation  1214  may include displaying the second feature game in the third window as inactive prior to the second feature condition being satisfied. 
     In various examples, operation  1216  may include displaying reels of the second feature game as spinning during while the feature game is inactive. 
     In various examples, operation  1218  may include displaying copying of symbols from the outcome of the second instance of the base game to outcome of the first instance of the feature game. In various examples, an operation may include displaying copying of symbols from the outcome of the first instance of the feature game to the outcome of the second instance of the base game. 
     Numerous embodiments are described in this disclosure and are presented for illustrative purposes only. The described embodiments are not, and are not intended to be, limiting in any sense. As an example, although the disclosure generally describes presenting simultaneously multiple bonus games in a Class III reel or slot game context the disclosure is not limited to this type of game and/or gaming device. For example, other implementations and/or portions of presenting simultaneously multiple bonus games may be implemented as a Class II gaming device. For example, a gaming device may present display screens shown in  FIGS. 5A-6E , while implementing a Class II bingo game. Additionally, or alternatively, portions of the repeat accrual meter mechanic can be utilized for other types of wagering games, such as keno, lottery, and pachinko. 
     Example 1 is a gaming device comprising: a player interface; a display system comprising one or more display devices; a game controller comprising one or more processors, the game controller executing instructions which cause the game controller to: determine a first base game outcome of a first instance of a base game based on a random number generator outcome; control the display system to present the first base game outcome in a first window of the one or more display devices; and in response to the first base game outcome, determine whether a first feature game trigger condition of a feature game exists; in response to determining that the first feature game trigger condition exists: control the display system to present a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices; determine a second base game outcome of a second instance of the base game; determine a first feature game outcome of a first instance of the feature game; control the display system to present the second base game outcome in the first window; and control the display system to present the first feature game outcome in the second window while the second base outcome is presented in the first window. 
     In Example 2, the subject matter of Example 1 wherein the instructions further cause the game controller to: determine that a second feature game trigger condition exists; and in response to the determination the second feature game trigger condition exists, control the display system to present a second feature game in a third window of the one or more display devices. 
     In Example 3, the subject matter of Example 2 wherein the second feature game trigger condition existing is based on the second base game outcome of the base game. 
     In Example 4, the subject matter of any one or more of Examples 2-3 wherein the second feature game trigger condition existing is based on the first feature game outcome. 
     In Example 5, the subject matter of any one or more of Examples 2-4 wherein the instructions further cause the game controller to: resize the second window based on the second feature game trigger condition existing. 
     In Example 6, the subject matter of any one or more of Examples 2-5 wherein the instructions further cause the game controller to: determine that a copy symbol condition exists in a second outcome of a second instance of the first feature game; identify a set of symbols and their symbol locations in the second outcome of the second instance to copy from the first feature game to the base game and to the second feature game; and copy the set of symbols to the base game and second feature game in symbol locations of the base game and second feature game corresponding to the respective symbol locations in the second outcome of the second instance of the first feature game. 
     In Example 7, the subject matter of any one or more of Examples 2-6 wherein the instructions further cause the game controller to: determine a third feature game trigger condition exists; and in response to determining that the third feature game trigger condition exists: determine that a maximum number of feature games are active; and in response to determining that the maximum number of feature games are active, increase a free spin counter of the first feature game and the second feature game. 
     In Example 8, the subject matter of any one or more of Examples 2-7 wherein the instructions further cause the game controller to: control the display system to display the second feature game in the third window as inactive before the second feature game trigger condition exists. 
     In Example 9, the subject matter of Example 8 wherein a return to player value of the second feature game is greater than a return to player value of the first feature game. 
     In Example 10, the subject matter of Example 9 wherein the instructions further cause the game controller to: control the display system to present reels of the second feature game as spinning during the first instance of the base game and when the second feature game is inactive. 
     In Example 11, the subject matter of any one or more of Examples 1-10 wherein a spin of the base game and a spin of the first feature game are performed synchronously. 
     In Example 12, the subject matter of any one or more of Examples 1-11 wherein a spin of the base game and a spin of the first feature game are performed asynchronously. 
     In Example 13, the subject matter of any one or more of Examples 1-12 wherein the instructions further cause the game controller to: determine that a copy symbol condition exists in the second base game outcome; identify a set of symbols and their respective symbol locations in the second base game outcome to copy from the base game to the feature game; and copy the set of symbols to the first feature game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     In Example 14, the subject matter of Example 13 wherein the instructions further cause the game controller to: determine an updated game outcome for the first instance of the first feature game based on the copied set of symbols; and control the display system to present the updated game outcome. 
     In Example 15, the subject matter of any one or more of Examples 1-14 wherein the instructions further cause the game controller to: determine that a copy symbol condition exists in the first feature game outcome; identify a set of symbols and their symbol locations in the first feature game outcome to copy from the first feature game to the base game; and copy the set of symbols to the base game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     In Example 16, the subject matter of Example 15 wherein the instructions further cause the game controller to: determine an updated game outcome for the second instance of the base game based on the copied set of symbols; and control the display system to present the updated game outcome. 
     In Example 17, the subject matter of any one or more of Examples 15-16 wherein the copy symbol condition is based on a minimum number of credit symbols being present in the first feature game outcome. 
     In Example 18, the subject matter of any one or more of Examples 15-17 wherein the set of symbols includes a wild symbol. 
     In Example 19, the subject matter of any one or more of Examples 15-18 wherein the set of symbols includes a credit symbol. 
     In Example 20, the subject matter of any one or more of Examples 1-19 wherein the instructions further cause the game controller to: control the display system to present an indication that the first feature game trigger condition has been met. 
     Example 21 is a method comprising: determining a first base game outcome of a first instance of a base game based on a random number generator outcome; controlling a display system to present the first base game outcome in a first window of one or more display devices of the display system; and in response to the first base game outcome, determining whether a first feature game trigger condition of a feature game exists; in response to determining that the first feature game trigger condition exists: controlling the display system to present a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices; determining a second base game outcome of a second instance of the base game; determining a first feature game outcome of a first instance of the feature game; controlling the display system to present the second base game outcome in the first window; and controlling the display system to present the first feature game outcome in the second window while the second base outcome is presented in the first window. 
     In Example 22, the subject matter of Example 21 further includes determining that a second feature game trigger condition exists; and in response to the determination the second feature game trigger condition exists, controlling the display system to present a second feature game in a third window of the one or more display devices. 
     In Example 23, the subject matter of Example 22 wherein the second feature game trigger condition existing is based on the second base game outcome of the base game. 
     In Example 24, the subject matter of any one or more of Examples 22-23 wherein the second feature game trigger condition existing is based on the first feature game outcome. 
     In Example 25, the subject matter of any one or more of Examples 22-24 further includes resizing the second window based on the second feature game trigger condition existing. 
     In Example 26, the subject matter of any one or more of Examples 22-25 further includes determining that a copy symbol condition exists in a second outcome of a second instance of the first feature game; identifying a set of symbols and their symbol locations in the second outcome of the second instance to copy from the first feature game to the base game and to the second feature game; and copying the set of symbols to the base game and second feature game in symbol locations of the base game and second feature game corresponding to the respective symbol locations in the second outcome of the second instance of the first feature game. 
     In Example 27, the subject matter of any one or more of Examples 22-26 further includes determining a third feature game trigger condition exists; and in response to determining that the third feature game trigger condition exists: determining that a maximum number of feature games are active; and in response to determining that the maximum number of feature games are active, increasing a free spin counter of the first feature game and the second feature game. 
     In Example 28, the subject matter of any one or more of Examples 22-27 further includes controlling the display system to display the second feature game in the third window as inactive before the second feature game trigger condition exists. 
     In Example 29, the subject matter of Example 28 wherein a return to player value of the second feature game is greater than a return to player value of the first feature game. 
     In Example 30, the subject matter of Example 29 further includes controlling the display system to present reels of the second feature game as spinning during the first instance of the base game and when the second feature game is inactive. 
     In Example 31, the subject matter of any one or more of Examples 21-30 wherein a spin of the base game and a spin of the first feature game are performed synchronously. 
     In Example 32, the subject matter of any one or more of Examples 21-31 wherein a spin of the base game and a spin of the first feature game are performed asynchronously. 
     In Example 33, the subject matter of any one or more of Examples 21-32 further includes determining that a copy symbol condition exists in the second base game outcome; identifying a set of symbols and their respective symbol locations in the second base game outcome to copy from the base game to the feature game; and copying the set of symbols to the first feature game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     In Example 34, the subject matter of Example 33 further includes determining an updated game outcome for the first instance of the first feature game based on the copied set of symbols; and controlling the display system to present the updated game outcome. 
     In Example 35, the subject matter of any one or more of Examples 21-34 further includes determining that a copy symbol condition exists in the first feature game outcome; identifying a set of symbols and their symbol locations in the first feature game outcome to copy from the first feature game to the base game; and copying the set of symbols to the base game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     In Example 36, the subject matter of Example 35 further includes determining an updated game outcome for the second instance of the base game based on the copied set of symbols; and controlling the display system to present the updated game outcome. 
     In Example 37, the subject matter of any one or more of Examples 35-36 wherein the copy symbol condition is based on a minimum number of credit symbols being present in the first feature game outcome. 
     In Example 38, the subject matter of any one or more of Examples 35-37 wherein the set of symbols includes a wild symbol. 
     In Example 39, the subject matter of any one or more of Examples 35-38 wherein the set of symbols includes a credit symbol. 
     In Example 40, the subject matter of any one or more of Examples 21-39 controlling the display system to present an indication that the first feature game trigger condition has been met. 
     Example 41 is a non-transitory computer-readable storage medium, the computer-readable storage medium including instructions that when executed by a computer, cause the computer to: determine a first base game outcome of a first instance of a base game based on a random number generator outcome; control a display system to present the first base game outcome in a first window of one or more display devices of the display system; and in response to the first base game outcome, determining whether a first feature game trigger condition of a feature game exists; in response to determining that the first feature game trigger condition exists: control the display system to present a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices; determine a second base game outcome of a second instance of the base game; determine a first feature game outcome of a first instance of the feature game; control the display system to present the second base game outcome in the first window; and control the display system to present the first feature game outcome in the second window while the second base outcome is presented in the first window. 
     In Example 42, the subject matter of Example 41 wherein the instructions further configure the computer to: determine that a second feature game trigger condition exists; and in response to the determination the second feature game trigger condition exists, control the display system to present a second feature game in a third window of the one or more display devices. 
     In Example 43, the subject matter of Example 42 wherein the second feature game trigger condition exist is based on the second base game outcome of the base game. 
     In Example 44, the subject matter of any one or more of Examples 42-43 wherein the second feature game trigger condition exist is based on the first feature game outcome. 
     In Example 45, the subject matter of any one or more of Examples 42-44 wherein the instructions further configure the computer to: resize the second window based on the second feature game trigger condition existing. 
     In Example 46, the subject matter of any one or more of Examples 42-45 wherein the instructions further configure the computer to: determine that a copy symbol condition exists in a second outcome of a second instance of the first feature game; identify a set of symbols and their symbol locations in the second outcome of the second instance to copy from the first feature game to the base game and to the second feature game; and copy the set of symbols to the base game and second feature game in symbol locations of the base game and second feature game corresponding to the respective symbol locations in the second outcome of the second instance of the first feature game. 
     In Example 47, the subject matter of any one or more of Examples 42-46 wherein the instructions further configure the computer to: determine a third feature game trigger condition exists; and in response to determining that the third feature game trigger condition exists: determine that a maximum number of feature games are active; and in response to determining that the maximum number of feature games are active, increase a free spin counter of the first feature game and the second feature game. 
     In Example 48, the subject matter of any one or more of Examples 42-47 wherein the instructions further configure the computer to: control the display system to display the second feature game in the third window as inactive before the second feature game trigger condition exists. 
     In Example 49, the subject matter of Example 48 wherein a return to player value of the second feature game is greater than a return to player value of the first feature game. 
     In Example 50, the subject matter of Example 49 wherein the instructions further configure the computer to: control the display system to present reels of the second feature game as spinning during the first instance of the base game and when the second feature game is inactive. 
     In Example 51, the subject matter of any one or more of Examples 41-50 wherein a spin of the base game and a spin of the first feature game are performed synchronously. 
     In Example 52, the subject matter of any one or more of Examples 41-51 wherein a spin of the base game and a spin of the first feature game are performed asynchronously. 
     In Example 53, the subject matter of any one or more of Examples 41-52 wherein the instructions further configure the computer to: determine that a copy symbol condition exists in the second base game outcome; identify a set of symbols and their respective symbol locations in the second base game outcome to copy from the base game to the feature game; and copy the set of symbols to the first feature game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     In Example 54, the subject matter of Example 53 wherein the instructions further configure the computer to: determine an updated game outcome for the first instance of the first feature game based on the copied set of symbols; and control the display system to present the updated game outcome. 
     In Example 55, the subject matter of any one or more of Examples 41-54 wherein the instructions further configure the computer to: determine that a copy symbol condition exists in the first feature game outcome; identify a set of symbols and their symbol locations in the first feature game outcome to copy from the first feature game to the base game; and copy the set of symbols to the base game in symbol locations of the first feature game corresponding to the respective symbol locations in the second base game outcome. 
     In Example 56, the subject matter of Example 55 wherein the instructions further configure the computer to: determine an updated game outcome for the second instance of the base game based on the copied set of symbols; and control the display system to present the updated game outcome. 
     In Example 57, the subject matter of any one or more of Examples 55-56 wherein the copy symbol condition is based on a minimum number of credit symbols being present in the first feature game outcome. 
     In Example 58, the subject matter of any one or more of Examples 55-57 wherein the set of symbols includes a wild symbol. 
     In Example 59, the subject matter of any one or more of Examples 55-58 wherein the set of symbols includes a credit symbol. 
     In Example 60, the subject matter of any one or more of Examples 41-59 wherein the instructions further configure the computer to: control the display system to present an indication that the first feature game trigger condition has been met. 
     Example 61 is a method for presenting a player graphical interface on display system of a gaming machine, the method including: displaying, in a first window of one of more display devices of the display system, a first base game outcome of a first instance of a base game based on a random number generator outcome, wherein the first base game outcome includes symbols that satisfy a first feature game trigger; displaying, subsequent to the display of the first base outcome, a first feature game in a second window of the one or more display devices concurrently with presenting the base game in the first window of the one or more display devices; displaying a second base game outcome of a second instance of the base game in the first window; displaying a first feature game outcome of a first instance of the first feature game in the second window concurrently with displaying the second base outcome of the second instance of the base game. 
     In Example 62, the subject matter of Example 61 displaying, in a third window of the one or more display devices, a second feature game. 
     In Example 63, the subject matter of Example 62 wherein displaying the second feature game is based on a second feature game trigger condition. 
     In Example 64, the subject matter of Example 63 displaying the second feature game in the third window as inactive prior to the second feature condition being satisfied. 
     In Example 65, the subject matter of Example 64 displaying reels of the second feature game as spinning during while the feature game is inactive. 
     In Example 66, the subject matter of any one or more of Examples 61-65 displaying, in the first window, an indication that the first feature game trigger condition has been satisfied. 
     In Example 67, the subject matter of any one or more of Examples 61-66 displaying a spin of the base game and a spin of the first feature game synchronously. 
     In Example 68, the subject matter of any one or more of Examples 61-67 displaying a spin of the base game and a spin of the first feature game asynchronously. 
     In Example 69, the subject matter of any one or more of Examples 61-68 displaying copying of symbols from the outcome of the second instance of the base game to outcome of the first instance of the feature game. 
     In Example 70, the subject matter of any one or more of Examples 61-69 displaying copying of symbols from the outcome of the first instance of the feature game to the outcome of the second instance of the base game.