Patent Publication Number: US-9430917-B2

Title: Dynamically mapping wagering game content

Description:
RELATED APPLICATIONS 
     This application is a continuation application of, and claims priority benefit of, U.S. application Ser. No. 13/544,330 filed Jul. 9, 2012, which claims the priority benefit of U.S. Provisional Application No. 61/505,658 filed Jul. 8, 2011. The Ser. No. 13/544,330 application is incorporated by reference herein in its entirety. The 61/505,658 Application is incorporated by reference herein in its entirety. 
    
    
     LIMITED COPYRIGHT WAIVER 
     A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. Copyright 2015, WMS Gaming, Inc. 
     TECHNICAL FIELD 
     Embodiments of the inventive subject matter relate generally to wagering game systems and networks that, more particularly, present multiple wagering games. 
     BACKGROUND 
     Wagering game machines, such as slot machines, video Poker machines and the like, have been a cornerstone of the gaming industry for several years. Generally, the popularity of such machines depends on the likelihood (or perceived likelihood) of winning money at the machine and the intrinsic entertainment value of the machine relative to other available gaming options. Where the available gaming options include a number of competing wagering game machines and the expectation of winning at each machine is roughly the same (or believed to be the same), players are likely to be attracted to the most entertaining and exciting machines. Shrewd operators consequently strive to employ the most entertaining and exciting machines, features, and enhancements available because such machines attract frequent play and hence increase profitability to the operator. Therefore, there is a continuing need for wagering game machine manufacturers to continuously develop new games and gaming enhancements that will attract frequent play. For example, some wagering game providers have developed electronic gaming machines (EGMs) that can present more than one game or feature, such as a bonus game or an additional wagering game that can run on the same EGM configured to present a primary, or “base” wagering game. Wagering game providers, therefore, are continuously interested in developing new ways of presenting and controlling multiple games and features via the same device. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWING(S) 
       Embodiments are illustrated in the Figures of the accompanying drawings in which: 
         FIGS. 1A-1B  are illustrations of dynamically overlaying and controlling a secondary wagering application concurrently with a primary wagering game application, according to some embodiments; 
         FIG. 2  is an illustration of a wagering game system architecture  200 , according to some embodiments; 
         FIG. 3  is a flow diagram  300  illustrating dynamically overlaying and controlling a secondary wagering application concurrently with controlling and presenting a primary wagering game application, according to some embodiments; 
         FIGS. 4-8  are illustrations of dynamically overlaying presentation and function of a Keno-type, secondary wagering game application with a slot-style, primary wagering game application, according to some embodiments; 
         FIG. 9  is an illustration of dynamically overlaying presentation and controlling a Keno-type, secondary wagering game application secondary application with a slot-style, primary wagering game application, according to some embodiments; 
         FIG. 10  is an illustration of dynamically overlaying presentation and controlling a Poker type, secondary wagering game application with a slot-style, primary wagering game application, according to some embodiments; 
         FIG. 11  is an illustration of a wagering game machine architecture  1100 , according to some embodiments; and 
         FIG. 12  is an illustration of a wagering game machine  1200 , according to some embodiments. 
     
    
    
     DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS 
     This description of the embodiments is divided into six sections. The first section provides an introduction to embodiments. The second section describes example operating environments while the third section describes example operations performed by some embodiments. The fourth section describes additional example embodiments while the fifth section describes additional example operating environments. The sixth section presents some general comments. 
     Introduction 
     This section provides an introduction to some embodiments. 
     As mentioned previously, an EGM, or wagering game machine, can run multiple games, features, etc. The base game may be referred to as the “primary” content for the wagering game machine. Any other content that is presented via the wagering game machine may be referred to as “secondary” content, such as secondary wagering games. Presenting multiple games and features on the same wagering game machine can be appealing to a wagering game player (“player”) because the player can access different types of content at the same wagering game machine. However, secondary content can also distract a player from playing the primary wagering game, thus affecting an amount of money that the player spends on the primary wagering game during a wagering game session. 
     Embodiments of the inventive subject matter, however, present an innovative way of integrating presentation and function of secondary content with primary wagering game content on a wagering game machine to keep a player&#39;s attention focused on the primary wagering game. For example, some embodiments overlay a portion of secondary wagering game content over primary wagering game content while each game plays at approximately the same time. In some embodiments random game outcomes for each of the secondary wagering game and the primary wagering game remain separate, and independent, yet concurrent presentation of the primary and secondary wagering games are integrated in a way that incorporates characteristics (e.g., appearance, location, movement, etc.) of overlaid secondary wagering game content with characteristics (e.g., appearance, location, movement, etc.) of the primary wagering game content. The game outcomes for each game can also be revealed concurrently, in the superimposed configuration. Thus, in some examples, the overlaying of the portion of the secondary wagering game content over the primary wagering game content can keep a player&#39;s attention focuses on the area of a display dedicated to the presentation of the primary wagering game content. Further, in some examples, the concurrent play and reveal of outcomes for both games, in a superimposed configuration, can keep a player&#39;s attention focused on wagering for both a primary wagering game and a secondary wagering game. 
       FIGS. 1A-1B  are illustrations of dynamically overlaying and controlling a secondary wagering application concurrently with a primary wagering game application, according to some embodiments. In  FIG. 1A , a wagering game system (“system”)  100  includes a wagering game machine  160  connected to a wagering game server  150  via a communications network  122 . The system  100  can store and present primary wagering game content (“primary content”)  110  in a first area  102  of a display  101 , which presents a graphical user interface for the primary content  110 . The primary content  110  can be presented for a primary wagering game application controlled via the wagering game machine  160 , the wagering game server  150 , or a combination of both. The system  100  can also store and present secondary content  130 , such as for a secondary wagering game application (e.g., a Keno game), in a second area  103  of the display  101 . The second area  103  may be referred to as a secondary container, a toolbar, a side-window or side-bar, etc., which indicates its position of a secondary, or ancillary nature to that of the first area  103 . The secondary content  130  is secondary, or ancillary, in purpose, nature, priority, position, etc. to the primary content  110 . For example, the wagering game machine  160  can be configured to present the primary content  110  for a base game, or game that is primarily available and presentable during a wagering game session for the wagering game machine  160 . The secondary content  130 , however, can be temporary, or swappable, and therefore, may be considered as secondary, or ancillary, in purpose, nature, priority, position, etc., to that of the primary content  110 . Thus, the first area  102  is primary dedicated to the presentation of the primary content  110  and the second area  103  to the presentation of the secondary content  130 . In some embodiments, the primary content  110  is contained exclusively in the first area  102 . The wagering game machine  160  can present the primary content  110  and the secondary content  130  via the display  101 , via speakers, via emotive lighting, via peripheral devices, etc. In some embodiments, the wagering game server  150  can provide the primary content  110  (e.g., as server-based games), the secondary content  130  (e.g., server-side game applications), non-gaming content, or other content, information, services, control data, etc. to the wagering game machine  160 . The system  100  can further include an account server (e.g., see account server  270  of  FIG. 2 ) that hosts a player account (e.g., an account that the user “Marcus Miller” uses to track wagering account information, player profile data, player history, etc.), and which becomes associated with the wagering game machine  160  during a wagering game session when a player (e.g., Marcus Miller) logs in to the wagering game machine  160 . 
     Still referring to  FIG. 1A , the system  100  presents a first portion  130 A of the secondary content  130  in the second area  103  while, concurrently, presenting a second portion  130 B of the secondary content  130  in the first area  102 . One example used in this description includes a type of Keno secondary game with graphical representations of Keno balls (e.g., objects  133 ) superimposed over slot reels (“reels”)  107  of the primary content  110 , however other examples might include other types of games, such as a Poker secondary game (e.g., as shown in  FIG. 10 ), a Black Jack secondary game, etc. For example, the system  100  presents the objects  133 , which represent Keno balls for the secondary content  130 , over the reels  107 . The objects  133  represent the second portion  130 B of the secondary content  130 . The system  100  uses the objects  133  to present an outcome associated with the secondary content  130  (e.g., to present an outcome for the Keno game). The outcome for the secondary content  130  can be independent and separate from an outcome for the primary content  110  (i.e., separate from an outcome for the slot game). For example, the system  100  randomly selects a number of values indicated within an organized grouping, such as a table, a matrix, or a grid  131  for the secondary content  130 . The number of values that the system  100  will randomly select from the grid  131  can coincide with a number of the objects  133  so that the system  100  can reveal each one of the randomly selected values in individuals ones of the objects. For instance, the system  100  presents twenty of the objects  133  because the system  100  is configured to randomly select twenty values from the grid  131  (e.g., to randomly draw twenty Keno balls). Other embodiments, however, may present fewer of the objects  133  (e.g., present only one large object that reveals all twenty of the randomly selected values). The amount of values in the grid  131  is more than the number of the objects  133  (e.g., the grid  131  contains eighty values). The system  100  can detect, via user input, that a user selects one or more of the values within the grid  131  (e.g., the user picks ten of the numbers from the grid  131  according to the Keno game rules). After a player has selected one or more of the numbers within the grid  131  (e.g., the player selects the ten of the numbers in the grid  131  for the Keno game), and after a player places a wager on the secondary wagering game and/or selects a control to activate the secondary wagering game, the system  100  randomly selects a subset of the numbers in the grid  131  (e.g., the system  100  draws twenty Keno balls by randomly selecting the twenty of the values in the grid  131  according to the rules of the Keno game). The system  100  presents the randomly selected subset of the numbers in the grid  131  on the objects  133  (e.g., the system presents the values for the twenty randomly drawn Keno balls). The system  100  also detects whether the one or more of the numbers selected by the player are included in the subset of the numbers in the grid  131  (e.g., detects whether any of the ten numbers selected by the player equate to any of the twenty numbers drawn for the Keno game). If enough of the player-selected numbers match up to the randomly-selected subset of the numbers (e.g., if more than a four of the player&#39;s selected numbers equate to the twenty numbers drawn for the Keno game), then the system  100  can highlight the matching number presented via the objects  133  and provide a reward based on a how many of the player-selected numbers matched. In some embodiments, the system  100  can also present play of the secondary content  130  concurrently with play of the primary content  110  (e.g., the system  100  causes the objects  133  to move in unison with the reels  107  as the reels spin), however the mathematical outcomes of both the primary game (e.g., the slot game) and the secondary game (e.g., the Keno game) can remain separate, and independent. 
       FIG. 1B  illustrates an example of presenting the second portion  130 B (e.g., the objects  133 ) of the secondary content  130  via the first area  102  of the display  101 . In  FIG. 1B , the system  100  presents a transparent layer  125  (e.g., a transparent window, transparent presentation layer, a transparent display, etc.) over a non-transparent layer  126 . The transparent layer  125  is assigned to the exclusive presentation of the secondary content  130 . The system  100  presents the first portion  130 A of the secondary content  130  over the portion of the display  101  that corresponds to the second area  103  and presents the second portion  130 B over the portion of the display  101  that corresponds to the first area  102 . The system  100  can also map and affix the objects  133  within the transparent layer  125  so that they remain locked into position relative to the reels  107 . Thus, when the reels  107  move, the objects  133  move in unison. For example, the system  100  maps a first point coordinate 137 on the transparent layer  125  to a point coordinate 138 on the non-transparent layer  116 . The first point coordinate 137 is associated with one of the objects  133  (e.g., specifically object  133 A). Each of the objects  133  can have similar point coordinates on the transparent layer  125  mapped to corresponding point coordinates on the non-transparent layer  126 . Thus, the system  100  can cause all of the objects  133  to move in concert with individual or collective movement of the reels  107 . 
     Thus, in some embodiments, because of the presentation of the second portion  130 B of the secondary content  130  in the first area  102 , the system  100  can focus a player&#39;s attention of wagering game play on the first area  102  during play of both the secondary wagering game and the primary wagering game. By maintaining a user&#39;s focus on the first area  102 , and by providing concurrent play features of the primary wagering game and the secondary wagering game, the system  100  can, in some embodiments, maximize game play of both the primary wagering game and the secondary wagering game. Further, in some embodiments, the overlapped content expands the presentation domain of the secondary wagering game application and also provides interesting integrated behaviors of the primary content  110  and the secondary content  130 , which can further captivate a player&#39;s interest and motivate continual game play. 
     Although  FIGS. 1A and 1B  describe some embodiments, the following sections describe many other features and embodiments. 
     Further, some embodiments of the inventive subject matter describe examples of overlaying and controlling wagering game content in a network wagering venue (e.g., an online casino, a wagering game website, a wagering network, etc.) using a communication network, such as the communications network  112  in  FIG. 1 . Embodiments can be presented over any type of communications network that provides access to wagering games, such as a public network (e.g., a public wide-area-network, such as the Internet), a private network (e.g., a private local-area-network gaming network), a file sharing network, a social network, etc., or any combination of networks. Multiple users can be connected to the networks via computing devices. The multiple users can have accounts that subscribe to specific services, such as account-based wagering systems (e.g., account-based wagering game websites, account-based casino networks, etc.). 
     Further, in some embodiments herein a user may be referred to as a player (i.e., of wagering games), and a player may be referred to interchangeably as a player account. Account-based wagering systems utilize player accounts when transacting and performing activities, at the computer level, that are initiated by players. Therefore, a “player account” represents the player at a computerized level. The player account can perform actions via computerized instructions. For example, in some embodiments, a player account may be referred to as performing an action, controlling an item, communicating information, etc. Although a player, or person, may be activating a game control or device to perform the action, control the item, communicate the information, etc., the player account, at the computer level, can be associated with the player, and therefore any actions associated with the player can also be associated with the player account. Therefore, for brevity, to avoid having to describe the interconnection between player and player account in every instance, a “player account” may be referred to herein in either context. Further, in some embodiments herein, the word “gaming” is used interchangeably with “gambling.” 
     Example Operating Environments 
     This section describes example operating environments and networks and presents structural aspects of some embodiments. More specifically, this section includes discussion about wagering game system architectures. 
     Wagering Game System Architecture 
       FIG. 2  is a conceptual diagram that illustrates an example of a wagering game system architecture  200 , according to some embodiments. The wagering game system architecture  200  can include an account server  270  configured to control user related accounts accessible via wagering game networks and social networking networks. The account server  270  can store wagering game player account information, such as account settings (e.g., settings related to group games, settings related to social contacts, etc.), preferences (e.g., player preferences regarding audio, player preferences regarding text, player preferences regarding game themes, player preferences regarding award types, preferences related to virtual assets, etc.), player profile data (e.g., name, avatar, screen name, etc.), and other information for a player&#39;s account (e.g., financial information, account identification numbers, virtual assets, social contact information, etc.). The account server  270  can contain lists of social contacts referenced by a player account. The account server  270  can also provide auditing capabilities, according to regulatory rules. The account server  270  can also track performance of players, machines, and servers. 
     The wagering game system architecture  200  can also include a wagering game server  250  configured to control wagering game content, provide random numbers, and communicate wagering game information, account information, and other information to and from a wagering game machine  260 . The wagering game server  250  can include a content controller  251  configured to manage and control content for the presentation of content on the wagering game machine  260 . For example, the content controller  251  can generate game results (e.g., win/loss values), including win amounts, for games played on the wagering game machine  260 . The content controller  251  can communicate the game results to the wagering game machine  260 . The content controller  251  can also generate random numbers and provide them to the wagering game machine  260  so that the wagering game machine  260  can generate game results. The wagering game server  250  can also include a content store  252  configured to contain content to present on the wagering game machine  260 . The wagering game server  250  can also include an account manager  253  configured to control information related to player accounts. For example, the account manager  253  can communicate wager amounts, game results amounts (e.g., win amounts), bonus game amounts, etc., to the account server  270 . The wagering game server  250  can also include a communication unit  254  configured to communicate information to the wagering game machine  260  and to communicate with other systems, devices and networks. The wagering game server  250  can also include a content management module  259  configured, in some embodiments, to dynamically overlay and control secondary wagering applications concurrently with primary wagering game applications. 
     The wagering game system architecture  200  can also include a secondary content server  280  configured to provide content and control information for secondary games and other secondary content available on a wagering game network (e.g., secondary wagering game content, promotions content, advertising content, player tracking content, web content, etc.). The secondary content server  280  can provide “secondary” content, or content for “secondary” games presented on the wagering game machine  260 . “Secondary” in some embodiments can refer to an application&#39;s importance or priority of the data. In some embodiments, “secondary” can refer to a distinction, or separation, from a primary application (e.g., separate application files, separate content, separate states, separate functions, separate processes, separate programming sources, separate processor threads, separate data, separate control, separate domains, etc.). Nevertheless, in some embodiments, secondary content and control can be passed between applications (e.g., via application protocol interfaces), thus becoming, or falling under the control of, primary content or primary applications, and vice versa. In some embodiments, the secondary content can be in one or more different formats, such as Adobe® Flash®, Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc. In some embodiments, the secondary content server  280  can provide and control content for community games, including networked games, social games, competitive games, or any other game that multiple players can participate in at the same time. In some embodiments, the secondary content server  280  can control and present an online website that hosts wagering games. The secondary content server  280  can also be configured to present multiple wagering game applications on the wagering game machine  260  via a wagering game website, or other gaming-type venue accessible via the Internet. The secondary content server  280  can host an online wagering website and/or a social networking website. The secondary content server  280  can include other devices, servers, mechanisms, etc., that provide functionality (e.g., controls, web pages, applications, etc.) that web users can use to connect to a social networking application and/or website and utilize social networking and website features (e.g., communications mechanisms, applications, etc.). The secondary content server  280  can also be configured to, in some embodiments, dynamically overlay and control secondary wagering applications concurrently with primary wagering game applications. In some embodiments, the secondary content server  280  can also host social networking accounts, provide social networking content, control social networking communications, store associated social contacts, etc. The secondary content server  280  can also provide chat functionality for a social networking website, a chat application, or any other social networking communications mechanism. In some embodiments, the secondary content server  280  can utilize player data to determine marketing promotions that may be of interest to a player account. The secondary content server  280  can also analyze player data and generate analytics for players, group players into demographics, integrate with third party marketing services and devices, etc. The secondary content server  280  can also provide player data to third parties that can use the player data for marketing. In some embodiments, the secondary content server  280  can provide one or more social networking communication mechanisms that publish (e.g., post, broadcast, etc.) a message to a mass (e.g., to multiple people, users, social contacts, accounts, etc.). The social networking communication mechanism can publish the message to the mass simultaneously. Examples of the published message may include, but not be limited to, a blog post, a mass message post, a news feed post, a profile status update, a mass chat feed, a mass text message broadcast, a video blog, a forum post, etc. Multiple users and/or accounts can access the published message and/or receive automated notifications of the published message. 
     The wagering game system architecture  200  can also include a gaming environment server  290  configured to present environmental light and sound effects in a casino environment. The gaming environment server  290  is further configured to provide content data, user data, and control information regarding gaming effects within a casino environment. For example, the gaming environment server  290  can coordinate a synchronized presentation of lighting and sound effects across a bank of wagering game machines and/or other lighting and sound producing devices within one or more areas of a casino. The gaming environment server  290  can also be configured to detect gaming events, such as events generated by the wagering game server  250  and/or the wagering game machine  260 . The gaming environment server  290  can generate data for a synchronized light/sound show based on the gaming events. The gaming environment server  290  can control environmental light presentation devices within a casino. The gaming environment server  290  can provide emotive lighting presentation data, including light presentation commands on emotive lighting devices on or near wagering game machines, as well as other devices within the casino such as spotlights, overhead emotive lighting, projectors, etc. The gaming environment server  290  can be configured to determine multi-media, casino-content, including casino-wide special effects that include sound effects and light effects. The multi-media casino content can be presentable across a plurality of casino content presentation devices (“presentation devices”) in a casino. The multi-media, casino-content effect can be related to a wagering game presentation or event. The wagering game presentation or event can be tied to the functionality, activity, or purpose of a wagering game. For instance, wagering game presentations can be related to attracting wagering game players to groups of wagering game machines, presenting game related outcomes across multiple wagering game machines, expressing group gaming activity across multiple wagering game machines, focusing attention on a particular person or machine in response to a gaming event, etc. The presentation devices present sound and light effects that accompany a gaming event (e.g., a jackpot celebratory effect that focuses on a wagering game machine, a lightning strike that introduces a community gaming event, and a musical chair game that reveals a community wagering game winner). The gaming environment server  290  can also be configured to determine timing control data for the multi-media effect. In some embodiments, timing control data can be stored on the gaming environment server  290 , or be accessible to the gaming environment server  290  via another device (e.g., a lighting controller associated with a bank of wagering game machines), to use to send lighting commands in sequential order to network addresses of presentation device on a casino network. The gaming environment server  290  can determine channels assigned with casino-content presentation devices, such as the wagering game machine  260 . In some embodiments, the presentation devices can have an addresses assigned to a channel. For example, the wagering game machine  260  could be on one channel, peripheral devices could be on another channel, network light presentation devices can be on other channels, etc. In some embodiments, the gaming environment server  290  can be a DMX controller connected in parallel to an emotive lighting controller on, or associated with, the wagering game machine  260 . The DMX controller can also be connected in parallel to a plurality of other presentation devices (e.g., other wagering game machines, lighting presentation devices, etc.) within a casino, and can simultaneously provide DMX lighting commands to the wagering game machine  260  and to the other presentation devices. DMX can change light intensity, or other light characteristics, over time. Some embodiments of DMX controllers can update commands very quickly (e.g., 30-47 times a second) across multiple channels (e.g., 512 channels). A DMX controller can put different commands in every channel (e.g., one channel can have show “X,” one channel can have show “Y,” etc.). The DMX can also have a frame number within a show. Some devices can take up more than one channel (e.g., an emotive light might have three colors and may take up a channel for each color, a spotlight might have seven channels, etc.). Each device can receive 512 bytes of data from the DMX controller at any given time interval (e.g., frame). The 512 bytes of data can be divided in different ways. For example, 6 bytes may address light effect behavior, 6 bytes may include show numbers, 6 bytes may include frame numbers, 1 byte may include priority values, and so on for various light effect characteristics (e.g., intensity, color, pan, tilt, etc.). The presentation device that receives the DMX command data is programmed to interpret the lighting data in the channel. In some embodiments, the presentation devices can be DMX compliant including having a DMX input port to accept DMX commands. In some embodiments, presentation devices can convert the DMX commands to proprietary commands. In addition to the DMX protocol, other types of dedicated lighting protocols can include AMX 192, CMX, SMX, PMX, protocols included in the EIA-485 standard, etc. In some embodiments, the gaming environment server  290  can integrate with the content management module  259  to generate anticipatory and celebratory effects for events related to overlaid content, such as for portions of secondary game content that is overlaid onto a primary wagering game, or that spans multiple machines. For example, the content management module  259 , in cooperation with the secondary content server  280  may overlay objects for a group, or community, game onto primary gaming content at multiple wagering game machines in a bank, or across a casino. The gaming environment server  290  can detect winning events, for example, on one or more of the wagering game machines, and present lighting and sound effects that highlight the wagering game machines that experience the winning events. 
     The wagering game system architecture  200  can also include the wagering game machine  260  configured to present wagering games and receive and transmit information to manage multiple wagering game applications. The wagering game machine  260  can include a primary content controller  261  configured to manage and control the presentation of primary content on the wagering game machine  260 . The wagering game machine  260  can also include a primary content store  262  configured to contain primary content to present on the wagering game machine  260 . The wagering game machine  260  can also include a content management module  269  configured, in some embodiments, to dynamically overlay and control secondary content, such as for secondary wagering games, concurrently with primary wagering game applications. The content management module  269  can further manage multiple instances of gaming applications. For example, the content management module  269  can be configured to launch, load, unload and control applications and instances of applications. The content management module  269  can launch different software players (e.g., a Microsoft® Silverlight™ player, an Adobe® Flash® player, etc.) and manage, coordinate, and prioritize what the software players do. The content management module  269  can also coordinate instances of server applications in addition to local copies of applications. The content management module  269  can control window locations on a wagering game screen or display for the multiple gaming applications. In some embodiments, the content management module  269  can manage window locations on multiple displays including displays on devices associated with and/or external to the wagering game machine  260  (e.g., a top display and a bottom display on the wagering game machine  260 , a peripheral device connected to the wagering game machine  260 , a mobile device connected to the wagering game machine  260 , etc.). The content management module  269  can manage priority or precedence of client applications that compete for the same display area. For instance, the content management module  269  can determine each client application&#39;s precedence. The precedence may be static (i.e. set only when the client application first launches or connects) or dynamic. The applications may provide precedence values to the content management module  269 , which the content management module  269  can use to establish order and priority. The precedence, or priority, values can be related to tilt events, administrative events, primary game events (e.g., hierarchical, levels, etc.), secondary game events, local bonus game events, advertising events, etc. As each client application runs, it can also inform the content management module  269  of its current presentation state. The applications may provide presentation state values to the content management module  269 , which the content management module  269  can use to evaluate and assess priority. Examples of presentation states may include celebration states (e.g., indicates that client application is currently running a win celebration), playing states (e.g., indicates that the client application is currently playing), game starting states (e.g., indicates that the client application is showing an invitation or indication that a game is about to start), status update states (e.g., indicates that the client application is not ‘playing’ but has a change of status that should be annunciated, such as a change in progressive meter values or a change in a bonus game multiplier), idle states (e.g., indicates that the client application is idle), etc. In some embodiments, the content management module  269  can be pre-configurable. The system can provide controls and interfaces for operators to control screen layouts and other presentation features for the configuring the content management module  269 . The content management module  269  can communicate with, and/or be a communication mechanism for, a base game stored on a wagering game machine. For example, the content management module  269  can communicate events from the base game such as the base game state, pay line status, bet amount status, etc. The content management module  269  can also provide events that assist and/or restrict the base game, such as providing bet amounts from secondary gaming applications, inhibiting play based on gaming event priority, etc. The content management module  269  can also communicate some (or all) financial information between the base game and other applications including amounts wagered, amounts won, base game outcomes, etc. The content management module  269  can also communicate pay table information such as possible outcomes, bonus frequency, etc. 
     In some embodiments, the content management module  269  can control different types of applications. For example, the content management module  269  can perform rendering operations for presenting applications of varying platforms, formats, environments, programming languages, etc. For example, the content management module  269  can be written in one programming language format (e.g., JavaScript, Java, C++, etc.) but can manage, and communicate data from applications that are written in other programming languages or that communicate in different data formats (e.g., Adobe® Flash®, Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc.). The content management module  269  can include a portable virtual machine capable of generating and executing code for the varying platforms, formats, environments, programming languages, etc. The content management module  269  can enable many-to-many messaging distribution and can enable the multiple applications to communicate with each other in a cross-manufacturer environment at the client application level. For example, multiple gaming applications on a wagering game machine may need to coordinate many different types of gaming and casino services events (e.g., financial or account access to run spins on the base game and/or run side bets, transacting drink orders, tracking player history and player loyalty points, etc.). 
     The wagering game machine  260  can also include a windows controller  264  configured to work in conjunction with the content management module  269  to perform instructions received by, and or generate instructions on behalf of, the content management module  269 , that manipulate and control windows, or other user interfaces, presented on the wagering game machine  260 . The wagering game machine  260  can also include an account processor  268  configured to control and communicate account information (e.g., financial transactions, player tracking information, etc.). The wagering game machine  260  can also include at least one secondary content client  265  configured to present secondary content applications (e.g., client player instances). The secondary content client  265  can receive event data from, and provide event data to, the content management module  269 . The secondary content client  265  can include a secondary content controller  266  and a secondary content store  267 . The secondary content controller  266  can be configured to manage and control the presentation of secondary content on the wagering game machine  260 , which secondary content is specific to the secondary content client  265 . The secondary content store  267  can be configured to store secondary content on the wagering game machine  260 . In some examples, the content management module  269  can stack presentation layers related to the secondary content client  265 , and other secondary content clients, over each other and over primary content using degrees of transparency to give the appearance of superimposition of the content. 
     Each component shown in the wagering game system architecture  200  is shown as a separate and distinct element connected via a communications network  222 . However, some functions performed by one component could be performed by other components. For example, the wagering game server  250  can also be configured to perform functions of the secondary content server  280 , the gaming environment server  290 , and other network elements and/or system devices. Furthermore, the components shown may all be contained in one device, but some, or all, may be included in, or performed by, multiple devices, as in the configurations shown in  FIG. 2  or other configurations not shown. For example, the account manager  253  and the communication unit  254  can be included in the wagering game machine  260  instead of, or in addition to, being a part of the wagering game server  250 . Further, in some embodiments, the wagering game machine  260  can determine wagering game outcomes, generate random numbers, etc. instead of, or in addition to, the wagering game server  250 . 
     The wagering game machines described herein (e.g., wagering game machine  260 ) can take any suitable form, such as floor standing models, handheld mobile units, bar-top models, workstation-type console models, surface computing machines, etc. Further, wagering game machines can be primarily dedicated for use in conducting wagering games, or can include non-dedicated devices, such as mobile phones, personal digital assistants, personal computers, etc. 
     In some embodiments, wagering game machines and wagering game servers work together such that wagering game machines can be operated as thin, thick, or intermediate clients. For example, one or more elements of game play may be controlled by the wagering game machines (client) or the wagering game servers (server). Game play elements can include executable game code, lookup tables, configuration files, game outcome, audio or visual representations of the game, game assets or the like. In a thin-client example, the wagering game server can perform functions such as determining game outcome or managing assets, while the wagering game machines can present a graphical representation of such outcome or asset modification to the user (e.g., player). In a thick-client example, the wagering game machines can determine game outcomes and communicate the outcomes to the wagering game server for recording or managing a player&#39;s account. 
     In some embodiments, either the wagering game machines (client) or the wagering game server(s) can provide functionality that is not directly related to game play. For example, account transactions and account rules may be managed centrally (e.g., by the wagering game server(s)) or locally (e.g., by the wagering game machines). Other functionality not directly related to game play may include power management, presentation of advertising, software or firmware updates, system quality or security checks, etc. 
     Furthermore, the wagering game system architecture  200  can be implemented as software, hardware, any combination thereof, or other forms of embodiments not listed. For example, any of the network components (e.g., the wagering game machines, servers, etc.) can include hardware and machine-readable storage media including instructions for performing the operations described herein. 
     Example Operations 
     This section describes operations associated with some embodiments. In the discussion below, some flow diagrams are described with reference to block diagrams presented herein. However, in some embodiments, the operations can be performed by logic not described in the block diagrams. 
     In certain embodiments, the operations can be performed by executing instructions residing on machine-readable storage media (e.g., software), while in other embodiments, the operations can be performed by hardware and/or other logic (e.g., firmware). In some embodiments, the operations can be performed in series, while in other embodiments, one or more of the operations can be performed in parallel. Moreover, some embodiments can perform more or less than all the operations shown in any flow diagram. 
       FIG. 3  is a flow diagram (“flow”)  300  illustrating dynamically overlaying and controlling a secondary wagering application concurrently with controlling and presenting a primary wagering game application, according to some embodiments.  FIGS. 4-8, 9 and 10  are conceptual diagrams that help illustrate the flow of  FIG. 3 , according to some embodiments.  FIGS. 4-8  illustrate dynamically overlaying presentation and function of a Keno-type, secondary wagering game application with a slot-style, primary wagering game application, according to some embodiments.  FIG. 9  also illustrates dynamically overlaying presentation and function of a Keno-type, secondary wagering game application with a slot-style, primary wagering game application, according to some embodiments.  FIG. 10  illustrates dynamically overlaying presentation and function of a Poker-type, secondary wagering game application with a slot-style, primary wagering game application, according to some embodiments. This description will present  FIG. 3  in concert with  FIGS. 4-8, 9 and 10 . 
     In  FIG. 3 , the flow  300  begins at processing block  302 , where a wagering game system (“system”) presents primary wagering game content, in a first area of a display assigned to a primary wagering game application, detects first player input that indicates activation of a secondary wagering game application and presents a first portion of secondary wagering game content in a second area of the display in response to the first player input. For example, in  FIG. 4 , for example, system presents primary wagering game content (“primary content”)  410  in a first area  402  of a display  401  (e.g., a graphical user interface, a monitor, a window, etc.) for a primary wagering game application (“primary wagering game”). The primary content  410  includes a plurality of playing elements, such as reel symbols presented on a plurality of reels  407 . The primary content  410  can also include a bet meter  411  that indicates a betting, or wager, amount associated with a primary wagering game (e.g., for each spin of a slot game). The primary content  410  also include a spin control  412 , which will cause the reels  407  to spin randomly, according to a random number generation, and come to rest in a reel-stop position that will indicate an outcome for the slot game during one playing turn. The amount in the bet meter  411  is transacted for playing the one playing turn. A pay table for the primary wagering game indicates specific reel-stop configurations, with specific reel symbol combinations, that qualify as winning results for the playing turn. The primary wagering game will payout different amounts for the different reel-stop configurations and specific reel symbol combinations to odds associated with the pay table and based on an amount the wager indicated in the bet meter  411 . Any amounts wagered are deducted from a credit meter  414 , which indicates a monetary balance for a wagering game session. The credits can be stored and/or transferred to and from a wagering game player account (“player account”) which a player uses, in some examples, to track funds wagered and won during the wagering game session. During the wagering game session the system can detect a selection of a control, such as the control  438  presented in a second area  403  of the display  401 . When the system detects the activation of the control  438  the system presents secondary wagering game content. For example, in  FIG. 5  the system presents secondary wagering game content (“secondary content”)  430  within the second area  403 . The secondary content  430  can include a grid  431  that specifies a plurality of numbers for a player to select during a Keno game. Keno is a lottery style game that randomly selects, or “draws” values from a set of possible, pre-configured values, such as the numerical values from “1” to “80” shown in the grid  431 . A player can select a small subset from the pre-configured values according to Keno rules. For example, a pay table  439  associated with the Keno game indicates that up to ten of the eighty pre-configured values can be selected by a player. Later, the Keno game will select twenty random values from the eighty pre-configured values, and then compare those values against the ten values selected by the player. Depending on a number of values that match (i.e., “hits”) the Keno game can pay out a reward as specified in the pay table  439 . A betting control  432  indicates an amount of a bet to wager on each playing turn for the Keno game. The reward amounts specified in the pay table  439  may vary based on the amount of the wager indicated in the betting control  432 . The betting control  432 , therefore, is separate from the betting control  411 , and computations for the primary wagering game (i.e., the slot game), and its pay table mathematics, can be independent from computations for the secondary wagering game and its pay table mathematics. In other words, the primary wagering game and the secondary wagering game can be separate applications that utilize separate and independent processing (e.g., via different threads), algorithms, game assets, libraries, etc. 
     The flow  300  continues at processing block  304 , where the system detects second player input, via the first portion of the secondary wagering game content, which indicates player-preferred values selected from pre-configured values associated with play of the secondary wagering game application, and superimposes a second portion of the secondary wagering game content over the primary wagering game content in the first area of the display. The first portion of the secondary wagering game content is configured to indicate player-preferred values associated with play of the secondary wagering game application. The player-preferred values are a subset of a plurality of preconfigured values from which to select randomly during the play of the secondary wagering game application. In  FIG. 6 , for instance, the grid  431  includes controls configured to detect player input. The controls are selectable graphics that display the plurality of preconfigured values (e.g., display the values from “1” to “80”). The selectable graphics respond to player input, such as to a player&#39;s touch against a touch-screen. The player can select only a portion, or a limited number, of the pre-configured values for a playing turn of the Keno game (e.g., the grid  431  will only accept ten user-selections of the values from “1” to “80). For example, in  FIG. 6 , the player selects the ten values “7,” “17,” “19,” “20,” “27,” “37,” “44,” “45,” “64,” and “65.” The system marks those values on the grid  431  using “x” symbols. A button  436  can clear the player-selections from the grid  431 . The values associated with selected graphics may be referred to as “player-preferred” values because the player preferred those values, and thus selected them, for the playing turn of the Keno game. The system will, subsequently during the playing turn of the Keno game, select at random from the pre-configured values of the grid  431  (e.g., the system will, subsequently, select at random twenty of the values from “1” to “80” specified in the grid  431 ). In other embodiments, such as shown in  FIG. 9 , a secondary game does not need to have selectable graphics, but can have other ways of detecting player-preferred values. For instance, input fields  931  can receive typed input, to specify numbers within a specified range of pre-configured values. Returning again to  FIG. 6 , the system superimposes a portion of secondary content associated with the Keno game over one or more of the playing elements (e.g., over reel symbols) of the primary content  410  in the first area of the display. For example the system superimposes one or more objects, such as object  433 , which depicts a graphical representation of a Keno ball. The system can superimpose the objects (e.g., object  433 ) in response to player input, such as via selection of the button  437 . The objects are initially empty (i.e., the objects depict no values). The system can map, or assign, first coordinates, or first locations, for the objects to second coordinates, or second locations, of the symbols on the reels  407  or to a point in proximity to the symbols on the reels  407 . The system can lock positions of the objects in the first locations to the associated second locations. The system, as similarly described previously in  FIG. 1 , can lock the positions of the objects to a transparent presentation layer, associated with the secondary wagering game application. The transparent, presentation layer overlays a portion of a presentation layer that corresponds to the first area  402  of the display. In some embodiments, the number of objects corresponds to a number of the playing elements (e.g., twenty Keno balls correspond to the twenty reel symbols on the reels  407 ). In other embodiments, the system maps the locations of the objects to locations of the primary wagering game content that do not necessarily correspond to a specific wagering game element (e.g. that do not necessarily correspond to one particular reel symbol). For example, if there were only three reels instead of five, then only twelve reel symbols would be visible. The system, however, would, in one embodiment, place twenty Keno ball graphics over the reels in a configuration that spread out the placement of the Keno balls in a way that did not have a one-to-one correlation with the reel symbols. 
     In some embodiments, placement of the second portion (e.g., objects such as object  433 ) of secondary content  430  is independent of symbols, numbers, or other values for the playing elements of the primary content  410  or of a relationship between playing elements of the primary content  410 . For instance, the object  433  is placed at a coordinate associated with the reel symbol  419 ; however the placement of the object  433 , in one embodiment, is independent of the image, value, potential value, etc. associated with the reel symbol  419 . Other embodiments, however, can detect and use characteristics of the symbols, and/or relationship of the symbols, in placing the objects, controlling game functions, generating rewards, etc. for the secondary content, for example, as illustrated in  FIG. 9 , described further below. 
     Further, the system communicates state data, hardware data, playing element values, bet data, etc. between a primary wagering game application and the secondary wagering game application. For example, the system can determine primary game data from the primary wagering game application concerning locations (e.g. coordinates for reel symbols), state (e.g., spin start events, spin end events, idle states of the reels, reel spin timing, etc.), properties (e.g., reel configuration values, numbers of reels, etc.), content types (e.g., reel shapes, themes, etc.), physics (e.g., reel speeds, reel mass, etc.), bet denomination, credit balance, or other information about the primary wagering game and use the primary game data to control the secondary wagering game application (e.g., to position the transparent layer associated with the secondary wagering game application, to map the objects to the positions on the reels, to determine a minimum bet value for the secondary wagering game, to communicate secondary wagering game outcome values to the primary wagering game and vice-versa, etc.). The system further communicates capabilities, properties, etc. of each of the games (e.g. wagering versus non-wagering properties). The system can subscribe to data from the primary wagering game application and the secondary wagering game application. 
     The flow  300  continues at processing block  306 , where the system determines whether a request is made to concurrently play the primary wagering game application and the secondary wagering game application. If, at processing block  306 , a request is not made to concurrently play the primary wagering game application and the secondary wagering game application, the flow  300  continues at processing block  308 , where the system activates play of only the secondary wagering game in response to third player input. For example, the system can cause the secondary wagering game application to play one or more turns independently from play for the primary wagering game application (e.g., if a player does not select the button  437  and uses the button  435 ). The system does not have to perform a playing turn for the secondary wagering game application concurrently with a playing turn of the primary wagering game application. The flow  300  would then continue at processing block  312  as described further below. 
     If, however, at processing block  306 , a request is made to concurrently play the primary wagering game application and the secondary wagering game application, the flow  300  continues at processing block  310 . At processing block  310 , the system activates concurrent play of the primary wagering game and the secondary wagering game in response to third player input and concurrently modifies presentation of the primary wagering game content and the second portion of the secondary wagering game in the first area of the display in response to the activation of the concurrent play. In some embodiments, a player input for either the primary wagering game application or the secondary wagering game application can initiate concurrent play. For instance, as shown in  FIG. 7 , pressing the spin button  412  for the primary wagering game application can indicate concurrent play for both the primary wagering game and the secondary wagering game. The button  437  can further indicate a request for simultaneous play. Activating a control associated with the secondary wagering game (e.g., pressing the button  435 ) may activate play for only the secondary wagering game application, unless a player preference is set to make the activation of the button  435  also indicate a concurrent play request. The concurrent play for the primary wagering game application and the secondary wagering game application can include receiving independent bets for each game and initiating playing turns for both the primary wagering game and the secondary wagering game, at approximately the same time and/or during overlapping presentation periods. 
     The system can concurrently modify presentation of the primary wagering game content and the second portion of the secondary wagering game in the first area of the display by causing simultaneous movement, change, etc. of the playing elements of the primary wagering game content and the second portion of the secondary wagering game content within the first area of the display during the concurrent activation of the play of the primary wagering game and the secondary wagering game. For example, referring to  FIG. 7 , the system cause the superimposed objects to move in unison with the playing elements of the primary wagering game content in their locked positions relative to playing elements of the primary wagering game content (e.g., cause the object  433  to spin in a locked location relative to reel symbol  419  as the reel symbols appear to move on/with the reels  407 ). The movement of the reels  407  is associated with a visual depiction of randomization of the playing elements of the primary content  410 . 
     The flow  300  continues at processing block  312 , where the system randomly selects a portion of the preconfigured values and presents a representation of the portion of the preconfigured values via the second portion of the secondary wagering game content. In some embodiments, the random selection of the number of the player-preferred values for the secondary wagering game is independent of random number generation associated with the primary wagering game. Further, the system can present the number of the player-preferred values on the second portion of the secondary wagering concurrently with presentation of a randomly selected configuration of the playing elements of the primary wagering game content (e.g., playing turns for primary wagering game and secondary wagering appear to end at approximately the same moment, such as when slot-reels stop spinning, and remain in same state until an additional playing turn occurs). For example, in  FIG. 7 , while the reels  407  spin, the system selects twenty values at random between “1” and “80.” Then, in  FIG. 8 , after the reels  407  stop spinning, the reels  407  depict a randomized configuration of symbols for the primary content  410  and the system also reveals the twenty randomly selected values for the Keno game. For instance, the system depicts, within the grid  431 , the twenty values, each having a shaded box (i.e., the numbers “2,” “3,” “5,” “7,” “9,” “14,” 15,” 18, “21,” “24,” “25,” “27,” “30,” “32,” “37,” “39,” “64,” “68,” “71,” and “74”). The system also presents the twenty randomly selected values on the objects (i.e., on the object  433  and all other Keno ball objects previously superimposed over the reels  407 ). 
     The flow  300  continues at processing block  314 , where the system determines that one or more of the player-preferred values are included in the portion of the preconfigured values presented via the second portion of the secondary wagering game content and highlights the one or more of the player-preferred values via the second portion of the secondary wagering game content. For example, in  FIG. 8 , the system determines that one or more of the player-preferred values (i.e., the values in the grid  431  that are marked by the “x” symbol) are equivalent in value to one of the randomly selected twenty values (i.e., the values in the grid  431  that are marked by the shading). The system determines that four of the values are equivalent, the values “4,” “27,” 37,” and “64.” The system modifies the appearance and/or behavior (e.g., changes color, size, border, effect, etc.) of objects that correspond to the equivalent values “4,” “27,” 37,” and “64.” (e.g., the system increases the size of the object  433  which corresponds to the value of “37”). The system can also highlight, in the grid  431 , the values “4,” “27,” 37,” and “64” (e.g., by adding a thick border, such as border  437 , to the value of “37” in the grid  431 ). 
     The flow  300  continues at processing block  316 , where the system provides a reward based on a number of the one or more of the player-preferred values that were included in the portion of the preconfigured values. For example, in  FIG. 8 , according to the pay table, because four hits occurred (e.g., four player-preferred numbers matched four of the randomly selected values), then the player receives an award of ten credits. The system therefore awards ten credits to the session balance, and the credit meter  414  increases in number by ten credits. 
     Referring again to  FIG. 3 , in some embodiments, the system can provide the reward based on a characteristic of the second portion of the secondary wagering game content as well as characteristics of the playing elements. For example the system can provide the reward based on a position of objects in relation to playing elements for the primary wagering game content. For example, the system can determine that first locations for the one or more of the player-preferred values coincide with second locations of one or more portions of the playing elements of the primary wagering game content that comprise a winning outcome for the primary wagering game. The system can, thus, determine a value for the reward based on the first locations coinciding with the second locations. For example, in  FIG. 9 , the system presents a secondary wagering game (e.g., an additional Keno-type game) via the display  901 , with a first portion of secondary content  930  in area  903  of the display  901  and a second portion of the secondary content  930  in the area  902 , superimposed over portions of the reels  907 . The additional Keno-type game requires the player to drag depictions of an “empty” object  947  onto specific symbols on reels  907 . According to game rules, if the player arranges a depiction of the object  947  onto a reel symbol that, after activation of a playing turn, is part of a payline  945  for the primary content  910 , then the system increases a reward for either the primary content  910  or the secondary content  930  by a multiplier. For instance, prior to the reel spin, a bet meter  911  indicates a specific bet value for each of four paylines, indicated by a payline meter  913 . The system detects an activation of the spin button  912 , which causes the reels  907  to spin. After the reels  907  stop spinning, the reels  907  show the randomized elements for the playing turn of the primary content  910 . The secondary content  930  also randomly selects eight Keno values and places them on the objects superimposed on the reels  907  (e.g., the object  933 ). Two of the player&#39;s preferred valued (e.g., the values “27,” and “32,” as specified previously in the input fields  931 ) match up, or equate, to two of the eight Keno values placed on the secondary content objects. The object  933 , for example, indicates the value of “32.” Further, according to the outcome for the primary content  910 , one payline  945  wins. Thus, based on the game rules for the secondary wagering game, because the object  933  is associated with a reel symbol that is part of the winning payline  945 , the system increases a value for the reward for either the primary wagering game or the secondary wagering game. 
     Returning momentarily to  FIG. 3 , in another example, the system can provide the reward based on a property or appearance of second portion of secondary wagering game content. For instance, one or more of the secondary content objects can appear as a different color, shape, behavior etc. from the remainder of the other secondary content objects (e.g., a golden ball amongst white balls, a sparkling ball amongst non-sparkling balls, etc.). The different in characteristic can, for example, result in a multiplier to one or more of the primary wagering game or the secondary wagering game. In yet another example, the system can provide the reward based on a value of a primary wagering game playing element. For example, in  FIG. 9 , the playing element  946  has a certain value (e.g. a  2 X wild symbol) and an object  937  is a winning value for the secondary content  930 . The system, therefore, modifies the reward accordingly (e.g. multiplies the reward for the secondary wagering game by a factor of 2 because of the 2× value of the playing element  946 ). 
     Additional Example Embodiments 
     According to some embodiments, a wagering game system (“system”) can provide various example devices, operations, etc., to dynamically overlay and control wagering game content. The following paragraphs enumerate some possible embodiments. 
     In some embodiments, the system can position secondary wagering game content according to player preferences and player input. In some embodiments, the system can remove, minimize, miniaturize, slide, modify, etc., first or second portions of secondary wagering game content (e.g. minimize or remove positions of the objects on a display, minimize a pay table, miniaturize a grid while minimizing all other elements of secondary wagering game content, etc.). For example, the system can provide controls to hide (e.g., minimize) the Keno ball objects when superimposed over the primary content (e.g., deselect the button  437 ). In some embodiments, the system can move a grid item out of a secondary content container to a position associated with the primary wagering game content. For instance, a player can miniaturize, drag, and dock, a secondary container (e.g., the grid  431 ) to a portion of an area of a display (e.g., the first area  403 ) associated with the primary wagering game content, such as over a portion of the reels. In some embodiments, the system can insert objects in response to player touch, move objects in response to player input via instruments and controls, move objects in response to player&#39;s finger movements on a screen (e.g., drag and drop), etc. For example, as described above for  FIG. 9 , the system moves the object  947  onto the first area  902  in response to a drag and drop input from a player. 
     In some embodiments, the system can present multiple transparent layers and/or opaque layers of games and bring one of the games to a top layer, or forefront, based on game related events. For example, a player may select multiple Keno cards and play each of the Keno games simultaneously. The multiple Keno games can also play concurrently with play of a primary wagering game. The system stacks the multiple Keno cards upon each other and stacks their respective object sets (e.g., stacks sets of Keno ball objects for each of the Keno games upon each other) in an area of a display associated with the primary wagering game content so that only one set is seen at a time on the top layer. If a win event occurs to one of the Keno game instances that is stacked below the top layer, the system automatically moves the Keno ball objects for the winning game to the top layer. In another embodiment, the system can stack secondary game objects, such as Keno grids. 
     In some embodiments, the system can place secondary content in multiple displays, such as in an area associated with a peripheral display or a top box. In some embodiments the system can overlay secondary content associated with a group game, or community game feature, on multiple displays associated with multiple wagering game machines. 
     In some embodiments, the system adjusts presentation of overlaid secondary content to physics and/or game properties of primary content. For example, a primary wagering game may be configured to hold steady one or more reels of a primary wagering game while spinning other reels. The system can detect the properties of the reels via query of the primary wagering game&#39;s properties before each spin to determine what the primary wagering game application plans to do with the reels. The system can, thus, match movement of overlaid objects accordingly (e.g., cause some of the overlay objects to remain steady while others spin). In other embodiments, the system detects speed, mass, air density, or other virtual physical properties programmed into the primary wagering game that govern movement, action, behavior, etc. of primary wagering game elements. The system can use those physical properties of the primary wagering game to control movement, action, behavior, etc. of the secondary game objects that are overlaid onto the primary wagering game content. For example, if a reel spins at a given speed, the system can match the speed of movement of Keno ball objects. In another example, if a character in a primary wagering game moves around on a display, or one of the reel symbols experiences an animation that depicts movement, the system can, in response, cause the secondary objects (e.g., Keno ball objects, card objects, etc.) to move (e.g., as if moved by a breeze or as if movement to shrink away), modify shape (e.g., as if to morph temporarily into an object that has counteracting properties, such as to morph into a water drop to protect itself from a fiery character that appears in the primary wagering game content), etc. 
     In some embodiments, the system can present secondary objects according to a cascading reel operation. Cascading reel games reveal additional symbols that drop down if a winning combination takes place in the base game. For instance, if a player gets a winning symbol combination the system will payout for the winning symbol combination and then remove a set of the displayed symbols (e.g., remove some, or all, of the winning symbols, remove other displayed symbols, etc.) and symbols that were not removed will drop or shuffle downwards from their current position into the empty spaces that remain after the set of the displayed symbols were removed. If dropping or shuffling downward of the symbols that were not removed results in a winning symbol combination, the operations of removing and dropping/shuffling additional sets of symbols can repeat—with the possibility of multiple wins occurring consecutively. Accordingly, when the system removes the set, or additional sets, of symbols additional secondary objects can also drop/shuffle into place creating the ability to draw even more numbers. If, for example, a Keno ball matches a number that a player selected, then it would be marked for that game, however all other non-winning balls have the possibility of being replaced by the additional balls/numbers being drawn through the cascading feature. For example, if a symbol drops into a vacant space, and the vacant space was not a winning Keno number, then the system can randomly select another number from the set of possible numbers for the Keno game (e.g., randomly select a twenty-first number from the original eighty numbers in a Keno game). If one of the additionally selected random numbers matches a number that the player had selected, via their initial selection of Keno numbers, the system can payout out more according to a pay table for the Keno game. 
     In some embodiments, the system can fund progressives for primary wagering game based on wins in a secondary game. In some embodiments, the system can also fund second-screen bonuses, multipliers, base-screen modifiers, etc. 
     In some embodiments, the secondary wagering game can be any type of wagering game. In some embodiments, the secondary wagering game is a slot-type wagering game and the system superimposes reels, or portions of reels, for the secondary wagering game over primary wagering game content (e.g., over or next to reels for the primary wagering game). In some embodiments, the secondary wagering game is a Black Jack type game where the system overlays card hands over the primary wagering game content (e.g., a player uses cards randomly drawn and present over reels to beat a dealer&#39;s cards located in a side-bar). In another embodiment, the secondary wagering game is a Poker type game. For instance the secondary game can deal graphical representations of Poker cards over reels and other wagering game elements of the primary wagering game similar to the Keno type examples described. The Poker cards would replace the representation of some of the Keno balls within the area of the display assigned to the primary wagering game content. The number of cards, however, can be different. For example, instead of dealing twenty cards over twenty reel symbols, the system can deal five cards over some of the reel symbols. For instance, in  FIG. 10 , a display  1001  includes a first area  1002  and a second area  1003 . The first area  1002  presents primary wagering game content (“primary content”)  1010 , which includes reels  1007 , symbols on the reels, a bet meter  1011 , a spin control  1012 , a credit meter  1014 , and a payline meter  1013 . A secondary wagering game (e.g., a Poker-style game), presents secondary wagering game content (“secondary content”)  1030 , including a pocket hand  1031 , a bet meter  1032 , an activation control  1035 , a side-bet control  1037 , and a pay table  1049 . In one embodiment, the system detects simultaneous activation of the reels  1007  and the secondary content  1030  (e.g., a player presses the spin control  1012  which is configured to activate a playing turn for both the primary content  1010  and secondary content  1030  if the side-bet control  1037  has been activated). Before the reels  1007  stop spinning, the system can randomly select five card values from a virtual deck. When the reels  1007  stop spinning and present a reel-stop configuration for the primary content  1010 , the system can concurrently present card objects  1033  over one row of the symbols on the reels  1007  that display the randomly selected card values. Some of the cards in the row are highlighted (i.e., the “10 of Diamonds,” the “9 of Clubs,” the “8 of Clubs,” and the “6 of Spades” are highlighted with a thick border), as well as one of the cards in the pocket hand  1031  (i.e., the “Seven of Diamonds”) to indicate the highest hand combination (i.e., a “10-6 Straight”) from the pocket hand  1031  and the card objects  1033 . In some examples, the system can present multiple rows of cards for multiple concurrently running card games. For example, the secondary content  1030  may provide an option to have multiple deals for a single playing turn. Thus, the system could present multiple card objects for other rows of symbols on the reels  1007  to display results for those other hands (e.g., up to four hands with a separate one of the four rows of the reels for each of the four hands). 
     Additional Example Operating Environments 
     This section describes example operating environments, systems and networks, and presents structural aspects of some embodiments. 
     Wagering Game Machine Architecture 
       FIG. 11  is a conceptual diagram that illustrates an example of a wagering game machine architecture  1330 , according to some embodiments. In  FIG. 11 , the wagering game machine architecture  1330  includes a wagering game machine  1106 , which includes a central processing unit (CPU)  1126  connected to main memory  1128 . The CPU  1126  can include any suitable processor, such as an Intel® Pentium processor, Intel® Core 2 Duo processor, AMD Opteron™ processor, or UltraSPARC processor. The main memory  1128  includes a wagering game unit  1132 . In some embodiments, the wagering game unit  1132  can present wagering games, such as video Poker, video black jack, video slots, video lottery, reel slots, etc., in whole or part. 
     The CPU  1126  is also connected to an input/output (“I/O”) bus  1122 , which can include any suitable bus technologies, such as an AGTL+ frontside bus and a PCI backside bus. The I/O bus  1122  is connected to a payout mechanism  1108 , primary display  1110 , secondary display  1112 , value input device  1114 , player input device  1116 , information reader  1118 , and storage unit  1130 . The player input device  1116  can include the value input device  1114  to the extent the player input device  1116  is used to place wagers. The I/O bus  1122  is also connected to an external system interface  1124 , which is connected to external systems (e.g., wagering game networks). The external system interface  1124  can include logic for exchanging information over wired and wireless networks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernet transceiver, etc.) 
     The I/O bus  1122  is also connected to a location unit  1138 . The location unit  1138  can create player information that indicates the wagering game machine&#39;s location/movements in a casino. In some embodiments, the location unit  1138  includes a global positioning system (GPS) receiver that can determine the wagering game machine&#39;s location using GPS satellites. In other embodiments, the location unit  1138  can include a radio frequency identification (RFID) tag that can determine the wagering game machine&#39;s location using RFID readers positioned throughout a casino. Some embodiments can use GPS receiver and RFID tags in combination, while other embodiments can use other suitable methods for determining the wagering game machine&#39;s location. Although not shown in  FIG. 11 , in some embodiments, the location unit  1138  is not connected to the I/O bus  1122 . 
     In some embodiments, the wagering game machine  1106  can include additional peripheral devices and/or more than one of each component shown in  FIG. 11 . For example, in some embodiments, the wagering game machine  1106  can include multiple external system interfaces  1124  and/or multiple CPUs  1126 . In some embodiments, any of the components can be integrated or subdivided. 
     In some embodiments, the wagering game machine  1106  includes a content management module  1137 . The content management module  1137  can process communications, commands, or other information, where the processing can overlay primary and secondary content and control functions of the overlaid content. 
     Furthermore, any component of the wagering game machine  1106  can include hardware, firmware, and/or machine-readable storage media including instructions for performing the operations described herein. 
     Wagering Game Machine 
       FIG. 12  is a conceptual diagram that illustrates an example of a wagering game machine  1200 , according to some embodiments. Referring to  FIG. 12 , the wagering game machine  1200  can be used in gaming establishments, such as casinos. According to some embodiments, the wagering game machine  1200  can be any type of wagering game machine and can have varying structures and methods of operation. For example, the wagering game machine  1200  can be an electromechanical wagering game machine configured to play mechanical slots, or it can be an electronic wagering game machine configured to play video casino games, such as blackjack, slots, keno, Poker, blackjack, roulette, etc. 
     The wagering game machine  1200  comprises a housing  1212  and includes input devices, including value input devices  1218  and a player input device  1224 . For output, the wagering game machine  1200  includes a primary display  1214  for displaying information about a basic wagering game. The primary display  1214  can also display information about a bonus wagering game and a progressive wagering game. The wagering game machine  1200  also includes a secondary display  1216  for displaying wagering game events, wagering game outcomes, and/or signage information. While some components of the wagering game machine  1200  are described herein, numerous other elements can exist and can be used in any number or combination to create varying forms of the wagering game machine  1200 . 
     The value input devices  1218  can take any suitable form and can be located on the front of the housing  1212 . The value input devices  1218  can receive currency and/or credits inserted by a player. The value input devices  1218  can include coin acceptors for receiving coin currency and bill acceptors for receiving paper currency. Furthermore, the value input devices  1218  can include ticket readers or barcode scanners for reading information stored on vouchers, cards, or other tangible portable storage devices. The vouchers or cards can authorize access to central accounts, which can transfer money to the wagering game machine  1200 . 
     The player input device  1224  comprises a plurality of push buttons on a button panel  1226  for operating the wagering game machine  1200 . In addition, or alternatively, the player input device  1224  can comprise a touch screen  1228  mounted over the primary display  1214  and/or secondary display  1216 . 
     The various components of the wagering game machine  1200  can be connected directly to, or contained within, the housing  1212 . Alternatively, some of the wagering game machine&#39;s components can be located outside of the housing  1212 , while being communicatively coupled with the wagering game machine  1200  using any suitable wired or wireless communication technology. 
     The operation of the basic wagering game can be displayed to the player on the primary display  1214 . The primary display  1214  can also display a bonus game associated with the basic wagering game. The primary display  1214  can include a cathode ray tube (CRT), a high resolution liquid crystal display (LCD), a plasma display, light emitting diodes (LEDs), a three-dimensional (3D) display, or any other type of display suitable for use in the wagering game machine  1200 . Alternatively, the primary display  1214  can include a number of mechanical reels to display the outcome. In  FIG. 12 , the wagering game machine  1200  is an “upright” version in which the primary display  1214  is oriented vertically relative to the player. Alternatively, the wagering game machine can be a “slant-top” version in which the primary display  1214  is slanted at about a thirty-degree angle toward the player of the wagering game machine  1200 . In yet another embodiment, the wagering game machine  1200  can exhibit any suitable form factor, such as a free standing model, bar top model, mobile handheld model, or workstation console model. 
     A player begins playing a basic wagering game by making a wager via the value input device  1218 . The player can initiate play by using the player input device&#39;s buttons or touch screen  1228 . The basic game can include arranging a plurality of symbols  1232  along a pay line, which indicates one or more outcomes of the basic game. Such outcomes can be randomly selected in response to player input. At least one of the outcomes, which can include any variation or combination of symbols, can trigger a bonus game. 
     In some embodiments, the wagering game machine  1200  can also include an information reader  1252 , which can include a card reader, ticket reader, bar code scanner, RFID transceiver, or computer readable storage medium interface. In some embodiments, the information reader  1252  can be used to award complimentary services, restore game assets, track player habits, etc. 
     Embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a “circuit,” “module” or “system.” Furthermore, embodiments of the inventive subject matter may take the form of a computer program product embodied in any tangible medium of expression having computer readable program code embodied in the medium. The described embodiments may be provided as a computer program product that may include a machine-readable storage medium having stored thereon instructions, which may be used to program a computer system to perform a process according to embodiments(s), whether presently described or not, because every conceivable variation is not enumerated herein. A machine-readable storage medium includes any tangible mechanism that stores information in a form readable by a machine (e.g., a wagering game machine, computer, etc.). For example, tangible machine-readable storage media includes read only memory (ROM), random access memory (RAM), magnetic disk storage media, optical storage media (e.g., CD-ROM), flash memory machines, erasable programmable memory (e.g., EPROM and EEPROM); etc. Some embodiments of the invention can also include machine-readable signal media, such as any media suitable for transmitting software over a network. 
     General 
     This detailed description refers to specific examples in the drawings and illustrations. These examples are described in sufficient detail to enable those skilled in the art to practice the inventive subject matter. These examples also serve to illustrate how the inventive subject matter can be applied to various purposes or embodiments. Other embodiments are included within the inventive subject matter, as logical, mechanical, electrical, and other changes can be made to the example embodiments described herein. Features of various embodiments described herein, however essential to the example embodiments in which they are incorporated, do not limit the inventive subject matter as a whole, and any reference to the invention, its elements, operation, and application are not limiting as a whole, but serve only to define these example embodiments. This detailed description does not, therefore, limit embodiments, which are defined only by the appended claims. Each of the embodiments described herein are contemplated as falling within the inventive subject matter, which is set forth in the following claims.