Gaming machine with multi-stream revolving, persistence feature
There is provided an example gaming system (and method) to perform operations that include presenting a plurality of reels for a base game. While conducting the base game, the plurality of reels bear a plurality value-bearing symbols, each value-bearing symbol being associated with one of a plurality of tiers for a feature game. The operations further include conducting a series of spins of the plurality of reels for the base game to land randomly selected sets of value-bearing symbols. The operations further include animating persistence of at least some of the randomly selected sets of value-bearing symbols in corresponding tiered, revolving persistence elements presented in a persistence area. The operations further include, in response to determining a random trigger of the feature game, using at least some persisted value-bearing symbols from the persistence area to populate one or more portions of a feature-game array.
1 . A method of operating a gaming machine, the method comprising:
accepting, via a value input device, a physical item associated with a monetary value to establish a monetary balance;
presenting, by a presentation assembly, a plurality of symbol-bearing base-game reels that form a base-game array for a base game, the plurality of symbol-bearing base-game reels bearing a plurality of base-game symbols and a plurality of value-bearing symbols, each value-bearing symbol being associated with one of a plurality of tiers for a feature game;
conducting, by game-logic circuitry, the base game, wherein the base game includes operations that comprise:
conducting, by the game-logic circuitry via a random number generator, a series of spins of the plurality of symbol-bearing base-game reels for the base game, each spin including spinning and stopping the plurality of symbol-bearing base-game reels to randomly land at least some of the plurality of base-game symbols in the base-game array, wherein the series of spins lands randomly selected sets of value-bearing symbols from the plurality of value-bearing symbols;
animating, via the game-logic circuitry, persistence of at least some of the randomly selected sets of value-bearing symbols in corresponding ones of a plurality of tiered, revolving persistence elements presented in a feature-game persistence area, wherein the tiered, revolving persistence elements comprise tiered, first-in-first-out queues, wherein animating the persistence comprises accessing, from one or more memory locations, stored display coordinates for the tiered, first-in-first-out queues and using the stored display coordinates to render a revolving stream effect of persisted value-bearing symbols within the feature-game persistence area by executing a specific rendering algorithm, wherein said algorithm, in response to a new symbol asset, graphically shifts display coordinates of a plurality of pre-existing persisted symbol assets by one queue position and renders the new symbol asset in a first queue position, and wherein each of the plurality of tiered, revolving persistence elements corresponds to a respective one of the plurality of tiers;
determining, by the game-logic circuitry via the random number generator, a random trigger to present play of the feature game; and
in response to determining the random trigger, using, by the game-logic circuitry, at least some persisted value-bearing symbols from the feature-game persistence area to populate one or more portions of a feature-game array.
2 . The method of claim 1 , wherein the randomly selected sets of value-bearing symbols are randomly selected, via use of the random number generator, for any of the plurality of tiers, and wherein odds for occurrence of the random trigger for the feature game increase when members of the randomly selected sets of value-bearing symbols are associated with different ones of the plurality of tiers.
3 . The method of claim 1 , wherein each value-bearing symbol is associated with the corresponding one of the plurality of tiers using a tier indicator comprising one or more of a color, a style, a shape, a text description, a special effect, a specific area, a physical arrangement, or a pattern.
4 . The method of claim 1 , wherein animating the persistence of at least some of the randomly selected sets of value-bearing symbols in the corresponding ones of the plurality of tiered, revolving persistence elements comprises:
animating, via the game-logic circuitry, a movement effect, wherein the movement effect moves each one of the at least some of the randomly selected sets of value-bearing symbols from the base-game array to the corresponding one of the plurality of tiered, revolving persistence elements presented in the feature-game persistence area; and
in response to animating the movement effect, animating, via the game-logic circuitry, a revolving stream effect of at least a portion of persisted value-bearing symbols displayed within the corresponding one of the plurality of tiered, revolving persistence elements.
5 . The method of claim 4 , wherein the plurality of tiered, revolving persistence elements comprise tiered, first-in-first-out queues, wherein animating the movement effect causes any members of the at least some of the randomly selected sets of value-bearing symbols to enter corresponding ones of the tiered, first-in-first-out queues from a first side of the feature-game persistence area, and wherein animating the revolving stream effect comprises, in response to the any members of the at least some of the randomly selected sets of value-bearing symbols entering the corresponding ones of the tiered, first-in-first-out queues from the first side, animating, via the game-logic circuitry, movement of at least a portion of persisted value-bearing symbols in the corresponding ones of the queues to travel, by one queue position, from the first side toward a second side of the feature-game persistence area opposite to the first side.
6 . The method of claim 5 , further comprising:
animating, via the game-logic circuitry in response to the revolving stream effect, a merging effect, wherein the merging effect causes values, displayed on associated value-bearing symbols of a last persisted value-bearing symbol in at least one queue of the corresponding ones of the tiered, first-in-first-out queues and a second-to-last persisted value-bearing symbol in the at least one queue, to merge into a combined value, wherein the last persisted value-bearing symbol in the at least one queue is positioned adjacent to an edge of the second side; and
animating, via the game-logic circuitry in response to the revolving stream effect, an exit effect, wherein the exit effect causes a last persisted value-bearing symbol in the at least one queue, positioned adjacent to the edge of the second side, to exit the at least one queue.
7 . The method of claim 1 , wherein in response to determining the random trigger, said method further comprising:
presenting, via the game-logic circuitry, the feature-game array;
randomly selecting, via the game-logic circuitry as the at least some of the persisted value-bearing symbols, an initial population set of persisted value-bearing symbols from any of the plurality of tiered, revolving persistence elements;
animating, via the game-logic circuitry, movement of the initial population set of persisted value-bearing symbols from the feature-game persistence area to the one or more portions of the feature-game array; and
locking, via the game-logic circuitry, the initial population set of persisted value-bearing symbols into the one or more portions of the feature-game array.
8 . The method of claim 7 , further comprising, during an additional series of spins for the feature game, randomly generating, via the game-logic circuitry, additional value-bearing symbols for persistence within the feature-game array.
9 . The method of claim 7 , further comprising:
during an additional series of spins for the feature game, randomly selecting, via the game-logic circuitry, additional population sets of a remaining portion of persisted value-bearing symbols in the feature-game persistence area;
animating, via the game-logic circuitry, movement of the randomly selected additional population sets to lock into the feature-game array;
detecting, via the game-logic circuitry, that a selected value-bearing symbol of the remaining portion of persisted value-bearing symbols is randomly selected to be moved and locked into a cell of the feature-game array occupied by an already-locked value-bearing symbol in the cell; and
merging, via the game-logic circuitry, a first value displayed on the selected value-bearing symbol, to a second value displayed on the already-locked value-bearing symbol.
10 . The method of claim 1 , wherein using the at least some persisted value-bearing symbols comprises randomly selecting, via the game-logic circuitry, the at least some persisted value-bearing symbols based on respective odds associated with the plurality of tiers.
11 . The method of claim 1 , wherein using the at least some persisted value-bearing symbols comprises animating, via the game-logic circuitry, movement of the at least some persisted value-bearing symbols from the feature-game persistence area to one or more empty positions within the feature-game array.
12 . The method of claim 1 , further comprising counting down, by the game-logic circuitry via a replenishing spin counter, an additional series of spins for the feature game from a maximum number of spins, wherein the replenishing spin counter decrements, during any additional spin for the feature game, if no additional value-bearing symbols populate the feature-game array during the additional spin; and wherein the replenishing spin counter resets to the maximum number of spins if additional value-bearing symbols populate the feature-game array during the additional spin.
13 . The method of claim 12 further comprising awarding a prize for the feature game based on a number of value-bearing symbols locked into the feature-game array.
14 . The method of claim 1 , wherein the random trigger causes a picking feature associated with a set of persisted value-bearing symbols in one of the tiered, revolving persistence elements, said method further comprising:
concealing, via the game-logic circuitry, credit values of the set of persisted value-bearing symbols;
shuffling, via the game-logic circuitry, positions of the set of persisted value-bearing symbols within a first portion of the feature-game array;
presenting, via the game-logic circuitry, a set of modifier symbols within a second portion of the feature-game array;
concealing, via the game-logic circuitry, modifier values of the set of modifier symbols;
detecting, via the game-logic circuitry, a first pick, in response to first user input to the first portion of the feature-game array, of one of the shuffled set of persisted value-bearing symbols;
detecting, via the game-logic circuitry, a second pick, in response to second user input to the second portion of the feature-game array, of one of the set of modifier symbols;
revealing, via the game-logic circuitry, the concealed credit value of the picked one of the shuffled set of persisted value-bearing symbols and revealing the concealed modifier value of the picked one of the set of modifier symbols;
applying, via the game-logic circuitry, the revealed modifier value to the revealed credit value; and
awarding, via the game-logic circuitry, a prize based on the revealed modifier value being applied to the revealed credit value.
15 . The method of claim 1 further comprising, after the play of the feature game occurs, replacing, by the game-logic circuitry via use of the random number generator, any empty positions within the feature-game persistence area prior to subsequent play of the base game.
16 . The method of claim 1 , wherein the presentation assembly comprises a primary presentation device and a secondary presentation device, wherein the base-game array is presented on the primary presentation device, and wherein the feature-game persistence area is presented on the secondary presentation device; and wherein using, by the game-logic circuitry, the at least some persisted value-bearing symbols from the feature-game persistence area comprises:
maintaining, in the one or more memory locations, a data state for each of the at least some persisted value-bearing symbols, the data state defining first display coordinates on the secondary presentation device;
in response to determining the random trigger, updating the data state for each of the at least some persisted value-bearing symbols to define new, second display coordinates corresponding to the one or more portions of the feature-game array on the primary presentation device; and
animating a movement effect of the at least some persisted value-bearing symbols from the first display coordinates to the second display coordinates based on the updated data state.
17 . The method of claim 16 , wherein the random trigger causes a picking feature associated with a set of the persisted value-bearing symbols maintained on the secondary presentation device, the method further comprising:
identifying, by the game-logic circuitry, the set of persisted value-bearing symbols associated with the picking feature;
animating movement of the identified set from the secondary presentation device to a first portion of the feature-game array on the primary presentation device;
concealing, via the game-logic circuitry, credit values associated with the identified set; and
graphically shuffling, via the game-logic circuitry by updating display coordinates, positions of the identified set within the first portion of the feature-game array on the primary presentation device.
18 . A gaming system comprising:
a value input device configured to execute first instructions that cause the gaming system to perform operations to accept a physical item associated with a monetary value to establish a monetary balance;
a presentation assembly configured to execute second instructions that cause the gaming system to perform operations to present a plurality of symbol-bearing base-game reels that form a base-game array for a base game, the plurality of symbol-bearing base-game reels bearing a plurality of base-game symbols and a plurality of value-bearing symbols, each value-bearing symbol being associated with one of a plurality of tiers for a feature game; and
game-logic circuitry configured to execute third instructions that cause the gaming system to perform operations to:
conduct, via a random number generator, a series of spins of the plurality of symbol-bearing base-game reels for the base game, each spin including spinning and stopping the plurality of symbol-bearing base-game reels to randomly land at least some of the plurality of base-game symbols in the base-game array, wherein the series of spins lands randomly selected sets of value-bearing symbols from the plurality of value-bearing symbols;
animate persistence of at least some of the randomly selected sets of value-bearing symbols in corresponding ones of a plurality of tiered, revolving persistence elements presented in a feature-game persistence area, wherein the tiered, revolving persistence elements comprise tiered, first-in-first-out queues, wherein animation of the persistence comprises access, from one or more memory locations, of stored display coordinates for the tiered, first-in-first-out queues and use of the stored display coordinates to render a revolving stream effect of persisted value-bearing symbols within the feature-game persistence area by executing a specific rendering algorithm, wherein said algorithm, in response to a new symbol asset, graphically shifts display coordinates of a plurality of pre-existing persisted symbol assets by one queue position and renders the new symbol asset in a first queue position, and wherein each of the plurality of tiered, revolving persistence elements corresponds to a respective one of the plurality of tiers;
determine, via the random number generator, a random trigger to present play of the feature game; and
in response to determination of the random trigger, use at least some persisted value-bearing symbols from the feature-game persistence area to populate one or more portions of a feature-game array.
19 . The system of claim 18 , wherein third instructions that cause the gaming system to perform operations to animate the persistence of at least some of the randomly selected sets of value-bearing symbols in the corresponding ones of the plurality of tiered, revolving persistence elements includes instructions, which when executed, that cause the gaming system to perform operations to:
animate, movement of each one of the at least some of the randomly selected sets of value-bearing symbols from the base-game array to the corresponding one of the plurality of tiered, revolving persistence elements presented in the feature-game persistence area; and
in response to animation of the movement, animate a revolving stream of at least a portion of persisted value-bearing symbols displayed within the corresponding one of the plurality of tiered, revolving persistence elements.
20 . The system of claim 19 , wherein in response to determination of the random trigger, said game-logic circuitry further configured to execute instructions that cause the gaming system to perform operations to:
present the feature-game array;
randomly select, as the at least some of the persisted value-bearing symbols, an initial population set of persisted value-bearing symbols from any of the plurality of tiered, revolving persistence elements;
animate movement of the initial population set of persisted value-bearing symbols from the feature-game persistence area to the one or more portions of the feature-game array; and
lock the initial population set into the one or more portions of the feature-game array.