The field of disclosure relates generally to electronic gaming, and more specifically, to output modification systems and methods in electronic gaming.
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 one aspect, an electronic gaming device is described that includes at least one memory with instructions stored thereon and at least one processor in communication with the at least one memory. The instructions, when executed by the at least one processor, cause the at least one processor to cause display of a plurality of player-selectable symbol positions for an electronic game and receive a first player selection of a first player-selectable symbol position of the plurality of player-selectable symbol positions. The instructions also cause the at least one processor to reveal a first symbol at the first player-selectable symbol position in response to the first player selection wherein the first symbol is associated with a first output amount and receive a second player selection of a second player-selectable symbol position of the plurality of player-selectable symbol positions. The instructions further cause the at least one processor to, in response to the second player selection, apply a first multiplier associated with the second player-selectable symbol position to the first output amount to generate a multiplied first output amount and reveal a second symbol at the second player-selectable symbol position wherein the second symbol is associated with a second output amount.
In another aspect, at least one non-transitory computer-readable storage medium with instructions stored thereon is described. In response to execution by at least one processor, the instructions cause the at least one processor to cause display of a plurality of player-selectable symbol positions for an electronic game and receive a first player selection of a first player-selectable symbol position of the plurality of player-selectable symbol positions. The instructions also cause the at least one processor to reveal a first symbol at the first player-selectable symbol position in response to the first player selection wherein the first symbol is associated with a first output amount and receive a second player selection of a second player-selectable symbol position of the plurality of player-selectable symbol positions. The instructions further cause the at least one processor to, in response to the second player selection, apply a first multiplier associated with the second player-selectable symbol position to the first output amount to generate a multiplied first output amount and reveal a second symbol at the second player-selectable symbol position wherein the second symbol is associated with a second output amount.
In another aspect, a method of electronic gaming implemented by at least one processor in communication with at least one memory is described. The method includes causing display of a plurality of player-selectable symbol positions for an electronic game and receiving a first player selection of a first player-selectable symbol position of the plurality of player-selectable symbol positions. The method also includes revealing a first symbol at the first player-selectable symbol position in response to the first player selection wherein the first symbol is associated with a first output amount and receiving a second player selection of a second player-selectable symbol position of the plurality of player-selectable symbol positions. The method further includes, in response to the second player selection, applying a first multiplier associated with the second player-selectable symbol position to the first output amount to generate a multiplied first output amount and revealing a second symbol at the second player-selectable symbol position wherein the second symbol is associated with a second output amount.
Output modification systems and methods in electronic gaming are provided herein. For example, an electronic game with a pick feature is provided where a selected spot (e.g., chosen by a player, chosen randomly by a gaming device, etc.) can randomly provide an output (e.g., an award) along with one or more enhancements that are then applied to outputs associated with other previously-picked spots. Enhancements may be provided prior to revealing an output associated with a selected spot. For example, enhancements may include multipliers and/or credit values that are applied and/or added to outputs associated with previously-selected spots. Enhancements may also be additional picks that increment a pick meter and allow for at least one additional spot to be selected.
The technical problems addressed herein include at least one of: (i) inability of known systems to apply enhancements to previously-selected symbol positions; (ii) inability of known systems to efficiently communicate which symbol position of a plurality of symbol positions an enhancement will be applied to (e.g., at display screens of limited size); (iii) inability of known systems to provide and track user selection of symbol positions for application of future enhancements; and (iv) inability of known systems to provide variability in how game outcomes are provided.
The resulting technical effects and/or technical benefits achieved by this disclosure include at least one of: (i) ability to apply enhancements to previously-selected symbol positions; (ii) ability to efficiently communicate which symbol position of a plurality of symbol positions an enhancement will be applied to (e.g., at display screens of limited size); (iii) ability to provide and track user selection of symbol positions for application of future enhancements; (iv) ability to provide variability how game outcomes are provided; (v) displaying large quantities of complex information in a relatively small display area; (vi) communicating complex information with easy-to-understand animations on a display; (vii) clearly indicating when a player has entered a bonus game; (viii) efficiently communicating different game rules for the bonus game on the display during game play; and (ix) providing versatility as to which devices (e.g., EGMs, mobile devices, etc.) the games described herein may be played on because of the efficient display area designs described herein.
Various interface improvements are provided herein to efficiently and effectively communicate information. For instance, in the example bonus game described herein, animations are provided to communicate which symbol position will receive an enhancement and from which symbol position the enhancement is being provided from. As examples,
Example embodiments described herein may be provided in combination or in isolation to summarize and present game mechanics in a manner that improves the efficiency of computer systems (e.g., electronic gaming systems including electronic gaming devices). Each example system provides an improved user interface displaying a limited set of information to players, potentially within a small screen, such that players can more quickly understand the current status of the game and navigate to the next play of the game (e.g., the base game, the bonus game, a next pick in the bonus game, etc.). The systems and methods provide improved display device functionality (e.g., on a gaming device) by providing multiple visual indicators that communicate game mechanics described herein to players. The systems and methods provided herein also improve display and device efficiency by eliminating the need for complex information pages describing game mechanics to players. Because of at least the easily-understood animations, symbols, and indicators displayed, the games described herein can be played and understood on a single screen substantially smaller than some of the EGMs described herein (e.g., a mobile device such as a cell phone), thus removing the need for multiple displays with complex information screens including lengthy text.
Certain challenges also arise when providing a game with player selections where enhancements are provided to previously-selected symbol positions. For instance, the example bonus game provided herein may be a Class II bonus game wherein the total outcome for the bonus game is identified before play of the bonus game begins. In other words, the sequence with which credit amounts appear and/or enhancements are provided may be pre-determined (e.g., “scripted”) in order to ensure the correct total outcome is ultimately provided.
For example, in some embodiments, while symbol positions may be selected by a player, credit amounts to appear at selected symbol positions and enhancements to be provided may be predetermined. As an example, for a play of the bonus game it may be predetermined that a first player-selected symbol position should (at least initially, before enhancements are provided) provide ten credits (e.g., see
Continuing the above example, it may be predetermined that a second player-selected symbol position should provide two credits, an additional pick, a 2× multiplier to the first player-selected symbol position, and six extra credits to the ten-credit location (e.g., the first player-selected symbol position), resulting in the ten-credit amount being upgraded to a twenty-six-credit amount (e.g., see
Further, it may be predetermined that a third player-selected symbol position should provide 16 credits, an additional pick, a 2× multiplier to the second player-selected symbol position, and four extra credits to the now twenty-six credit location (e.g., the first player selected symbol position), resulting in the ten-credit amount being upgraded to a twenty-six-credit amount (e.g., see
The script and/or sequence may continue until, continuing the above example, one hundred and two credits are provided, as predetermined.
Thus, because it is unknown at the beginning of the bonus game which symbol positions will be selected by the player, but the values and/or enhancements to be provided are scripted, it is important to accurately and efficiently track which symbol positions are selected and in which order so that animations and enhancements are provided at the correct location. In other words, values and/or enhancements to be provided at first, second, third, etc. player-selected symbol positions may be known at the start of the bonus game, but which symbol positions will be selected by the player as the first, second, third, etc. player-selected symbol positions may be unknown.
Accordingly, to overcome at least the above challenges, player-selected symbol positions are recorded and stored in a specific data structure in memory (e.g., including x-y coordinates of player-selected symbol positions). Thus, when a player selects a symbol position and the script indicates that based on that selected symbol position, an enhancement should be provided at a previously-selected symbol position, a lookup can be performed in the data structure in order to accurately and efficiently identify the location of the previously-selected symbol position where the enhancement should be applied (e.g., instructions to apply a multiplier to the second-selected location, a lookup to identify the location of the second-selected location, then providing the multiplier and associated animation(s) at the correct second-selected location). Upon the lookup and determination of a location where the enhancement should be provided, the various animations and/or enhancements described herein can be provided accurately and at the proper location.
Further, because of the various enhancements that may be provided during a play of the bonus game in order to achieve predetermined total credit amounts, high variability is provided across different plays of the bonus game for how the predetermined credit amounts are provided. In other words, in order to achieve high variability in how outcomes are provided, any number and/or combination of enhancements may be provided (e.g., instead of simply awarding a total credit amount at once, various numbers of player selections and/or combinations of enhancements are provided). For instance, two plays of the bonus game that provide the same total credit amount may be provided in very different scripts of the bonus game in order to achieve that same total credit amount (e.g., different types of enhancements, different numbers of picks, etc.). This variability can be provided due to the advanced tracking and storage of locations of previously-selected symbol positions for use in combination with a predetermined script of outputs and/or enhancements.
In the example embodiment, in a base game, BONUS may line up on the reels to trigger a bonus game (e.g., “B”, “O”, “N”, “U”, “S” symbols appear from left to right across the reels-see
In the example embodiment, the bonus game is an off-reels bonus that begins at a beach theme with several “X” marks the spot locations to select from. A predetermined number of selections may be initially provided (e.g., three picks). A player selects spots as desired and outputs associated with the selected spots are revealed in various ways.
Upon player selection of a spot, an animation appears at the selected spot and an output associated with the spot is provided. Enhancements may be provided before the output associated with the spot is provided. For example, enhancements may be additional picks, a multiplier applied to a credit value associated with a previously-selected spot (e.g., 2×, 3×, 5×, 8×), and/or additional credits that are added to an output associated with a previously-selected spot. Additional and/or alternative enhancements are also envisioned. In some embodiments, each enhancement may be provided at least once per play of the bonus game (e.g., the “play” being the total number of selections before a transition back to the base game).
Once no selections remain (e.g., a pick counter reaches zero), a total output for the bonus game is provided. The total output includes a sum of the outputs associated with the spots selected during the bonus game (e.g., including any enhancements applied thereto).
In other words, an electronic gaming system is provided that includes at least one memory with instructions stored thereon and at least one processor in communication with the at least one memory wherein the instructions, when executed by the at least one processor, cause the at least one processor to cause display of a plurality of player-selectable symbol positions for an electronic game, receive a first player selection of a first player-selectable symbol position of the plurality of player-selectable symbol positions, reveal a first symbol at the first player-selectable symbol position in response to the first player selection wherein the first symbol is associated with a first output amount, and receive a second player selection of a second player-selectable symbol position of the plurality of player-selectable symbol positions. The instructions further cause the at least one processor to, in response to the second player selection, apply a first multiplier associated with the second player-selectable symbol position to the first output amount to generate a multiplied first output amount and reveal a second symbol at the second player-selectable symbol position wherein the second symbol is associated with a second output amount.
In some embodiments, the instructions further cause the at least one processor to provide a number of player selections remaining for the electronic game and decrement the number of player selections remaining after each of the first player selection and the second player selection. In some embodiments, the instructions further cause the at least one processor to receive a third player selection of a third player-selectable symbol position of the plurality of player-selectable symbol positions and, in response to the third player selection, increase the number of player selections remaining by at least one player selection and reveal a third symbol at the third player-selectable symbol position wherein the third symbol is associated with a third output amount.
In some embodiments, the instructions further cause the at least one processor to receive a third player selection of a third player-selectable symbol position of the plurality of player-selectable symbol positions and, in response to the third player selection, apply a second multiplier associated with the third player-selectable symbol position to the multiplied first output amount to generate a twice multiplied first output amount and reveal a third symbol at the third player-selectable symbol position wherein the third symbol is associated with a third output amount.
In some embodiments, the instructions further cause the at least one processor to receive a third player selection of a third player-selectable symbol position of the plurality of player-selectable symbol positions and, in response to the third player selection, add a bonus output amount associated with the third player-selectable symbol position to the multiplied first output amount to generate an updated first output amount and reveal a third symbol at the third player-selectable symbol position wherein the third symbol is associated with a third output amount. In some embodiments, the instructions further cause the at least one processor to cause display of respective animations at the first player-selectable symbol position and the third player-selectable symbol position to indicate that the multiplied first output amount is being updated to the updated first output amount in response to the third player selection of the third player-selectable symbol position.
In some embodiments, the instructions further cause the at least one processor to cause display of respective animations at the first player-selectable symbol position and the second player-selectable symbol position to indicate that the first output amount is being updated to the multiplied first output amount in response to the second player selection of the second player-selectable symbol position.
In some embodiments, the instructions further cause the at least one processor to receive a third player selection of a third player-selectable symbol position of the plurality of player-selectable symbol positions and, in response to the third player selection, cause display of a multiplier indicator at an unselected symbol position of the plurality of player-selectable symbol positions wherein the multiplier indicator indicates that a second multiplier will be applied to a third output amount associated with the unselected symbol position upon selection of the unselected symbol position and reveal a third symbol at the third player-selectable symbol position, wherein the third symbol is associated with a fourth output amount.
In some embodiments, the instructions further cause the at least one processor to determine a total output amount for the electronic game based at least in part upon a message received from a server and provide the total output amount at an end of the electronic game wherein the total output amount includes the first output amount and the second output amount.
In some embodiments, the instructions further cause the at least one processor to determine a total output amount for the electronic game based at least in part upon a message received from a server and provide the total output amount at an end of the electronic game wherein the total output amount includes the first output amount and the second output amount.
The description provided herein includes certain examples and exemplary use cases. It should be understood that these examples and use cases are included herein for illustrative purposes, and these examples and use cases should not be taken to limit the present disclosure. The systems and methods described herein may be used in many other use cases.
Communication between the gaming devices 104A-104X and the server computers 102, and among the gaming devices 104A-104X, may be direct or indirect using one or more communication protocols. As an example, gaming devices 104A-104X 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 104A-104X 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 104A, gaming device 104B or any of the other gaming devices 104C-104X 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 104A-104X 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 104A-104X that utilize the game outcomes and display the results to the players.
Gaming device 104A 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 104A often includes a main door which provides access to the interior of the cabinet. Gaming device 104A 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
In many configurations, the gaming device 104A 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 104A (e.g., in a cashless ticket (“TITO”) system). In such cashless implementations, the gaming device 104A 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 104A. The gaming device 104A 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 104A.
In some implementations, a player tracking card reader 144, a transceiver for wireless communication with a mobile device (e.g., a player'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 104A. In such implementations, a game controller within the gaming device 104A can communicate with the player tracking system server 110 to send and receive player tracking information.
Gaming device 104A 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 104A 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 104A 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 104A 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 104A, the details of which are shown in
An alternative example gaming device 104B illustrated in
Example gaming device 104B includes a main cabinet 116 including a main door which opens to provide access to the interior of the gaming device 104B. 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 104C shown is the Helix™ model gaming device manufactured by Aristocrat® Technologies, Inc. Gaming device 104C includes a main display 128A that is in a landscape orientation. Although not illustrated by the front view provided, the main display 128A may have a curvature radius from top to bottom, or alternatively from side to side. In some implementations, main display 128A is a flat panel display. Main display 128A is typically used for primary game play while secondary display 128B 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 104C 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 black jack, video pachinko, keno, bingo, and lottery, may be provided with or implemented within the depicted gaming devices 104A-104C 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.
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
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
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,
In
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.
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 (
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 104A-104X and 200 can include or be coupled to one or more wireless transmitters, receivers, and/or transceivers (not shown in
Although
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's player loyalty card, a patron'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.
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 282a, servers 284a and one or more workstations 286a. The servers 284a 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 282a. The code may be subsequently loaded onto a server 284a after selection by a player via an EUD and communication of that selection from the EUD via the networks 417. The server 284a 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'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 284a. Although only one gaming data center 276 is shown in
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 284b, storage devices 282b, and one or more workstations 286b. 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 274a-274c 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 284a 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) 284a may be configured to obtain financial credits from and/or provide financial credits to one or more financial institutions, according to a player's “cash in” selections, wagering game results and a player's “cash out” instructions. According to some such implementations, the server(s) 284a 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) 284a 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 274a-274c), 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.
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
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 306A-306N (e.g., GUI elements depicting one or more virtual reels) are shown and/or made available to a user. In a subsequent game instance, the UI system 302 could transition out of the base game to one or more bonus games. The bonus game play UI 308 represents a UI that utilizes bonus game play UI elements 310A-310N for a player to interact with and/or view during a bonus game. In one or more implementations, at least some of the game play UI element 306A-306N are similar to the bonus game play UI elements 310A-310N. In other implementations, the game play UI element 306A-306N can differ from the bonus game play UI elements 310A-310N.
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 319A-319N. Gaming RNG 318 could corresponds to RNG 212 or hardware RNG 244 shown in
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
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 306A-306N, 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 310A-310N (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.
A secondary game display area 414 is also shown that includes a bingo card 416 and a bingo number listing 418. As shown, bingo card 416 includes a matrix of bingo cells (e.g., squares). In some examples, the matrix may be a 5×5 matrix of 25 total cells. In some examples, bingo card 416 may have a matrix of a different size (e.g., 3×3, 4×4, 4×5, 4×6, 6×6, 7×7, 3×8, 10×10, etc.). In some examples, the matrix may be larger or smaller. In some embodiments, each cell in the matrix of bingo card 416 includes a number that is not repeated in any other cell of bingo card 416.
In the example of
In some examples, the bingo game may be a networked game that involves two or more networked devices, such as gaming devices 104A-104X. For example, many electronic bingo games may be required, by jurisdictional gaming regulations, to include at least two players. As a result, in these circumstances, a bingo game can only occur if two or more players have placed wagers and received a bingo card to be used to determine a game outcome against a common ball call. A ball call may be initiated once at least two players have joined an electronic bingo game (e.g., a networked electronic bingo game), and each player's bingo card (or cards) are compared to the same ball call, even where the players are physically separated, such as in different parts of a casino or even in different casinos/external locations.
Central determination gaming system server 106 may manage (and/or host) the bingo game, such as by generating bingo card 416 (or cards, as above) and/or bingo number listing 418. In some examples, bingo card 416 (and/or information on which the bingo card 416 is based), and/or the bingo number listing 418 may be generated using an RNG (e.g., RNG 318). In some examples, bingo card 416 may be randomly selected from a set of bingo cards or a player may select their own bingo card 416 (e.g., via a user interface), such as from a set of randomly generated bingo cards, for example.
In operation, a player and/or gaming device may be provided with a respective bingo card 416, such as by central determination gaming system server 106. For example, a player may be provided a new bingo card 416 each time a “Spin” or “Play” button is pressed by the player (e.g., via a user interface), provided the player has made a wager/input. In some examples, more than one bingo card 416 may be generated in response to a wager. Bingo number listing 418 (e.g., “ball call”) may be randomly generated, such as by central determination gaming system server 106. Bingo card 416 may be compared to bingo number listing 418, and the numbered cells on bingo card 416 that match numbers in the bingo number listing 418 may be marked or “daubed” on bingo card 416. Finally, the marked or daubed bingo card 416 may be evaluated against a paytable of winning bingo patterns.
Bingo number listing 418 may be continually generated until a maximum amount of numbers are listed (e.g., seventy-five numbers listed) or until a game-ending pattern is awarded to a player participating in the bingo game. A typical game-ending pattern may be a bingo card blackout pattern, in which each of the numbers of a bingo card match a number displayed in bingo number listing 418. Other game-ending patterns are also possible. When the game-ending pattern is awarded, bingo number listing 418 is reset, for all players participating in the bingo game and the process repeats. In some examples, a single play of the bingo game includes a wager, a bingo card 416, a bingo number listing 418, a matching of the numbers called with those on a bingo card 416, a determination of a bingo game outcome, and a presentation of an associated award, if any.
A bingo game outcome may be determined by comparing one or more patterns of marked (and/or “daubed) cells of bingo card 416 with a paytable of winning bingo patterns. If bingo card 416 does not include a pattern that matches a pattern in the paytable of winning patterns, then a losing bingo outcome is determined, and no award may be provided to the player. If bingo card 416 does include a pattern that matches a pattern in the paytable of winning patterns, then a winning bingo outcome is determined, and a reward may be provided to the player.
Different winning patterns may be associated with different awards. The award for a winning main bingo game outcome may be based on an amount wagered, an associated main bingo game paytable, an associated set of rules for the main bingo game, a probability (and/or likelihood) of achieving a particular bingo pattern/combination, an amount of bingo numbers needed to achieve the particular bingo pattern/combination, and/or other considerations. In some examples, the player/player account may be awarded for multiple patterns (e.g., all winning patterns) that are matched when bingo card 416 is evaluated against the paytable of winning patterns. In some examples, the player may be awarded for only the highest priority pattern (e.g., the highest paying winning pattern) that is matched. In some examples, during play of a Class II game, a player is provided or selects a single bingo card 416 for multiple plays of the bingo game, with a new bingo number listing 418 generated for each play of the bingo game. Other methods of play of a Class II bingo game, Class III games, and/or other games are also envisioned and are within the scope of this disclosure.
The bingo game outcome may be presented to the player via a spinning reel game simulation. In the example of
One or more combinations of symbols in the matrix of symbols may be associated with a reel game outcome that is equal to at least a portion of the main bingo game outcome. For example, a winning bingo game outcome may be displayed as a winning combination of reels 404-412. Similarly, a losing bingo game outcome may be displayed as a losing combination of reels 404-412. Different outcomes of the bingo game may be displayed as different outcomes in the spinning reel game. Thus, the bingo game outcome is presented to the player at least in part as a particular reel spin outcome of reels 404-412.
In the example embodiment, winning outcomes may be displayed as a combination of game outcomes in different games, such as a base game (e.g.,
In some examples, progressively increasing outputs may be applied to a Class II game as described herein. Game outputs (e.g., credit outputs) may be presented/paid from lowest to highest across a plurality of spins. A number of spins may be determined based upon an amount of a bingo game win or a number of bingo pattern wins, as examples. Sequential display of display patterns/sequences may be controlled until display/communication of a determined number of bingo pattern amounts has been achieved.
In the example embodiment, a game outcome is randomly determined (e.g., by comparing a ball call (e.g., 418) to a bingo card (e.g., 416), by use of an RNG, etc.). A lookup is then performed (e.g., by a game controller and/or based upon an RNG output) in a lookup table (e.g., 322A-N) to determine how to present the total game outcome (e.g., which script/sequence of outcomes to display).
In some embodiments, a random determination may be made to determine which fractions of the total game outcome should be presented by each possible game (e.g., base game, bonus game, etc.). For example, an RNG (e.g., RNG 318 and/or 319A-N) and a data structure and/or lookup table (e.g., 322A-N) may be utilized in order to make the determination of how the total game outcome should be split up amongst different game outcomes. In the example of a 100-credit outcome, the lookup table may include any number of fractions/portions/splits between a base game and/or a bonus game that sum up to 100 credits. In this example, upon the random determination of how the total game outcome will be split amongst different games (e.g., 30-70, 40-60, etc.), another random determination may be made (e.g., based upon the same or a different lookup table) to determine how to display the respective fractions/portions.
For example, if the determined split is a 30-70 split between a base game and a bonus game, there are a plurality of ways to display/communicate a 30-credit base outcome and a 70-credit bonus outcome. Accordingly, one or more next random determinations may be made, based upon the same or a different lookup table, to determine, continuing the example above, which base display sequence (e.g., sequence of spins and displayed symbol outcomes) to use to communicate a 30-credit base outcome and which bonus display sequence (e.g., sequence of spins and displayed symbol outcomes) to use to communicate a 70-credit feature outcome.
For example, the lookup table may be configured as a data structure and/or model such that, based upon an inputted/determined total game outcome amount, a script of which display sequence(s) to use to communicate the game outcome amount (e.g., to a player) may be determined. In some embodiments, an RNG output may be utilized to determine which script to use to communicate a particular game outcome amount. In other words, a total game outcome amount may be determined. Based upon the total game outcome amount, the lookup table can be searched for a set of scripts that correspond to that particular game outcome amount (e.g., the set of scripts may include spins/rounds of a base game, feature game, and/or bonus game, etc.). Then, an RNG output may be utilized to randomly determine which script of the set of scripts associated with the particular game outcome amount to utilize to communicate/convey the game outcome amount.
In reference to
Subsequently, after a player selects a desired first “X” marks the spot location 1002, as shown in
In reference to
In some embodiments, a previous output 1102 that is updated, resulting from the application of a discovered enhancement, is displayed, concurrently, while animation 1004 indicates that the current selected “X” marks the spot location 1202 is still being searched for an associated output. In other words, the discovery of enhancements merely pauses the search for an output and does not halt the search for an output. Enhancements may be found and applied to a previous output, before a current output associated with the “X” marks the spot location is discovered. In some embodiments, the multiplier applied to an output associated with a previously selected “X” marks the spot location may include 2×, 3×, 5×, 8×, or any suitable multiplier.
In reference to
In some embodiments, as shown in
In reference to
In reference to
After the enhancement is found and applied, third “X” marks the spot location 2002 will continue to be searched, see
In reference to
After the enhancement credits are found, third selected “X” marks the spot location 2002 is still searched, as shown in
In reference to
In reference to
In reference to
In reference to
In some embodiments, additional and/or alternative enhancements are also envisioned. In some embodiments, each enhancement may be provided at least once per play of the bonus game (e.g., the “play” including the total number of selections before a transition back to the base game or including a player selecting “X” marks the spot locations 904 until the pick meter is zero, even if additional picks were applied via a discovered enhancement). In some embodiments, enhancements are provided for each of the selected “X” marks the spot locations 904. In some embodiments, enhancements are provided every other selected “X” marks the spot location 904. In some embodiments, multiple enhancements may be provided at a single “X” marks the spot location 904. In some embodiments, only two or only three enhancements may be provided at a single “X” marks the spot location.
In some embodiments, two or more enhancements may be applied to a prior output in combination, in the order in which the enhancements were discovered (e.g., scripted). For example, if two enhancements are discovered, the first enhancement is applied to a prior output generating a first updated output, and subsequently, a second enhancement is applied to the first updated output to generate a second updated output. In some embodiments, enhancements are selected to be applied to the lowest of the previous outputs. In some embodiments, enhancements are applied to all previous outputs. In some embodiments, enhancements may not be found during searching of a first “X” marks the spot location. In some embodiments, enhancements may be found during searching of a first “X” marks the spot location, and the enhancement may be held to eventually be applied to a subsequently discovered output. In some embodiments, enhancements are applied to the immediately prior selected “X” marks the spot location. In some embodiments, if multiple enhancements are found, enhancements are distributed to each previous “X” marks the spot locations, evenly.
Further, as explained herein with respect to Class II games, the enhancements provided may be scripted in a sequence that is generated based on a bingo outcome. For example, while a player may select locations 904, the outputs associated with whichever location 904 is selected may be previously determined. In other words, regardless of which location 904 is selected, a first output amount and first enhancement(s) may be associated with a first selected location, a second output amount and second enhancement(s) may be associated with a second selected location, and so forth, regardless of which locations 904 are selected as the first or second (or subsequent) selected locations.
Collection area 3704 may include one or more openings 3706 that may be populated with a collected dog tag 3702. In some embodiments, upon a losing outcome, a dog tag 3702 may translate (e.g., be animated) across the screen to be positioned within an opening 3706 within the collection area 3704 (e.g., see the transition of a dog tag 3702 moving to an opening 3706 from
As shown in
In further reference to
In general, rings 3916 increase the value of the output 3914. In some embodiments, the ring 3916 may be associated with an additive value. In some embodiments, a plurality of rings 3916 may be positioned on a single location, and accordingly, a plurality of multipliers, or additives, may be applied to a single output 3914. In some embodiments, the multipliers, or additives, may be applied to a single output 3914, in the order in which the ring 3916 was positioned on a location.
In some embodiments, each player has three spins to land another output 3914 in the unlocked rows 3910. Additional spins may be provided when a new output symbol is provided on grid 3908 (e.g., or, in some embodiments, only in unlocked rows 3910 of grid 3908). Additional spins may also be provided when any trigger condition is satisfied.
If enough outputs 3914 are collected, a previously locked row 3912 may be unlocked, creating an unlocked row 3910, and any outputs 3914 positioned in the newly formed unlocked row 3910 will be added to the collection.
A prompting message 4106 may be displayed to instruct a player to select an icon, e.g., prompting message may read “touch a bubble” and a bubble is displayed over three of the matching symbols. After a player selects a bubble, an output 4108 is revealed for each of the three bubbles. One or more animations or graphics 4202 may be displayed to indicate the selection of the bubble, e.g., a popping graphic, as shown in
In some embodiments, method 4400 includes displaying 4402 a plurality of player-selectable symbol positions for an electronic game. The plurality of player-selectable symbol positions may be a displayed bonus game that is an off-reels bonus at a beach theme or jungle theme with several “X” marks the spot locations representing the player-selectable symbol positions.
In some embodiments, method 4400 further includes receiving 4404 a first player selection of a first player-selectable symbol position of the plurality of player-selectable symbol positions.
Method 4400 further includes revealing 4406 a first symbol at the first player-selectable symbol position in response to the first player selection. The first symbol is associated with a first output amount.
Method 4400 further includes receiving 4408 a second player selection of a second player-selectable symbol position of the plurality of player-selectable symbol positions.
In response to the second player selection, method 4400 further includes applying an enhancement to the first output. In some embodiments, the enhancement includes a multiplier enhancement, a credit enhancement, and/or a pick enhancement. In some embodiments, method 4400 includes applying 4410 a first multiplier associated with the second player-selectable symbol position to the first output amount to generate a multiplied first output amount.
In some embodiments, in response to the second player selection, method 4400 includes revealing 4412 a second symbol at the second player-selectable symbol position wherein the second symbol is associated with a second output amount.
In some embodiments, method 4400 includes providing a number of player selections remaining for the electronic game. In some embodiments, method 4400 includes decrementing the number of player selections remaining after player selections, e.g., after each of the first player selection and the second player selection.
In some embodiments, method 4400 includes receiving a third player selection of a third player-selectable symbol position of the plurality of player-selectable symbol positions. In response to the third player selection, method 4400 includes increasing the number of player selections remaining by at least one player selection. In response to the third player selection, method 4400 includes revealing a third symbol at the third player-selectable symbol position, wherein the third symbol is associated with a third output amount.
In some embodiments, method 4400 includes receiving a third player selection of a third player-selectable symbol position of the plurality of player-selectable symbol positions. In response to the third player selection, method 4400 includes applying a second multiplier associated with the third player-selectable symbol position to the multiplied first output amount to generate a twice multiplied first output amount. In response to the third player selection, method 4400 includes revealing a third symbol at the third player-selectable symbol position, wherein the third symbol is associated with a third output amount.
In some embodiments, in response to the third player selection, method 4400 includes adding a bonus output amount associated with the third player-selectable symbol position to the multiplied first output amount to generate an updated first output amount.
In some embodiments, in response to the third player selection, method 4400 includes causing display of a multiplier indicator at an unselected symbol position of the plurality of player-selectable symbol positions, wherein the multiplier indicator indicates that a second multiplier will be applied to a third output amount associated with the unselected symbol position upon selection of the unselected symbol position.
In some embodiments, method 4400 includes displaying respective animations at the player-selectable symbol, e.g., first player-selectable symbol position and the second player-selectable symbol position to indicate that the first output amount is being updated to the multiplied first output amount in response to the second player selection of the second player-selectable symbol position.
In some embodiments, method 4400 includes determining a total output amount for the electronic game based at least in part upon a message received from a server. In some embodiments, method 4400 includes providing the total output amount at an end of the electronic game, wherein the total output amount includes the first output amount and the second output amount.
While the disclosure has been described with respect to the figures, it will be appreciated that many modifications and changes may be made by those skilled in the art without departing from the spirit of the disclosure. Any variation and derivation from the above description and figures are included in the scope of the present disclosure as defined by the claims.