Game device and recording medium

By introducing a lottery part, a reward giving part and a probability change part in the game device, the lottery probability in the lottery game is adjusted, and the problem of players' motivation being reduced when the main game is progressing poorly is solved, and the player's sense of participation and satisfaction is improved.

CN112154017BActive Publication Date: 2025-03-25KONAMI AMUSEMENT CO LTD
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Patent Information

Application Number
CN201880055879.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2017-08-31
Filing Date
2018-08-30
Publication Date
2025-03-25
Estimated Expiration
2038-08-30

AI Technical Summary

Technical Problem

In existing game devices, when players make poor progress in the main game, it is difficult for them to challenge high-reward lottery games, resulting in lower player motivation and may give up the main game.

Method used

A gaming device is designed, including a lottery unit, a reward giving unit and a probability change unit. In the lottery game, the probability of the lottery in the next lottery game is adjusted according to the player's lottery results to improve the player's sense of participation and motivation.

Benefits of technology

By adjusting the probability of lottery, players' sense of participation and motivation are increased, the game time is extended, and player satisfaction is improved.

✦ Generated by Eureka AI based on patent content.

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Abstract

The game device comprises: a lottery unit, which selects one or more than or equal to two lottery elements from a plurality of lottery elements including specific lottery elements by lottery in a predetermined activity; a reward giving unit, which gives a predetermined reward based on the selection result of the lottery unit for the specific lottery element; and a probability changing unit, which changes the probability of selecting the specific lottery element in the next predetermined activity based on the selection result of the specific lottery element in the predetermined activity.
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Description

Technical Field

[0001] The present invention relates to a game device and a recording medium. Background Art

[0002] A known game device (for example, see Japanese Patent Document 1) allows a player to win a reward based on the result of selecting any one of a plurality of lottery elements by lottery. In such a game device, various lottery games are provided. A player can challenge a lottery game based on the result or progress of a main game, and when a predetermined condition is met, the player is given a predetermined reward.

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent Application Publication No. 2010-110525. Summary of the invention

[0006] Problems to be solved by the invention

[0007] In the above-mentioned game device, the draw probability and reward of each lottery game are respectively stipulated, and the player plays the lottery game according to the result or progress of the main game. Usually, in the lottery game that can obtain many rewards, the player is not able to challenge at any time, but can challenge after winning one or more lottery games on the way. On the contrary, if the player cannot win the lottery game on the way, it is impossible to challenge the lottery game that can obtain many rewards. Therefore, if the player cannot challenge and win the lottery game on the way for many times, before challenging the lottery game that can obtain many rewards, the continuation of the main game itself may be abandoned.

[0008] The present invention has been invented in view of the above problems, and one of its objects is to provide a technology that can motivate players to continue playing the game.

[0009] Means for solving problems

[0010] In order to solve one of the above-mentioned purposes, a game device according to one form of the present invention comprises: a lottery unit, which selects one or more than or equal to two lottery elements from a plurality of lottery elements including specific lottery elements by lottery in a predetermined activity; a reward giving unit, which gives a predetermined reward based on the selection result of the specific lottery element by the lottery unit; and a probability changing unit, which changes the probability of selecting the specific lottery element in the next predetermined activity based on the selection result of the specific lottery element in the predetermined activity. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] Figure 1 FIG. 2 is a diagram showing a game device according to an embodiment.

[0012] Figure 2 This is a plan view showing an example of the structure of a workstation unit in a game device.

[0013] Figure 3 A diagram showing an example of a control panel of a workstation unit.

[0014] Figure 4 This figure shows an example of transferring the game state.

[0015] Figure 5 A diagram showing an example of advancing a game field.

[0016] Figure 6 A diagram showing an example of advancing a game field.

[0017] Figure 7 A diagram showing an example of a screen displayed by a display device.

[0018] Figure 8 A diagram showing an example of a screen displayed by a display device.

[0019] Fig. 9 A diagram showing an example of a screen displayed by a display device.

[0020] Fig.10 A diagram showing an example of a screen displayed by a display device.

[0021] Fig.11 A diagram showing an example of a lottery section in front of a screen.

[0022] Fig.12 A diagram showing an example of a lottery section in front of a screen.

[0023] Fig.13 This figure shows an example of Marble Chance.

[0024] Fig.14 This is a diagram showing an example of Marble JP Chance.

[0025] Fig.15 The diagram shows an example of the paths of the small ball and the large ball in the workstation unit.

[0026] Fig.16 A block diagram showing an example of the structure of a game device.

[0027] Fig.17 This is a block diagram showing an example of functions implemented by the CPU of a gaming device.

[0028] Fig.18 This is a flowchart showing the processing in advancing the game.

[0029] Fig.19 This is a flowchart showing the processing in advancing the game.

[0030] Fig. 20 A flow chart showing the processing in a pinball machine.

[0031] Fig.21 A diagram showing an example of a screen in a Pinball Mania machine.

[0032] Fig. 22 A diagram showing an example of the contents of a block management table.

[0033] Fig.23 A diagram showing an example of a screen in a Pinball Mania machine.

[0034] Fig.24 A diagram showing an example of the contents of a block management table. DETAILED DESCRIPTION

[0035] Hereinafter, the form for implementing the present invention will be described with reference to the accompanying drawings. In addition, in each figure, the size and proportion of each part may be appropriately expressed differently from the actual situation in some cases. In addition, in the embodiments described below, since they are preferred specific examples of the present invention, various technical preferred restrictions are given. However, unless there is a record of limiting the present invention in the following description, the scope of the present invention is not limited to these forms.

[0036] <Overview of Game Devices>

[0037] Figure 1 2 is a diagram showing an example of a game device according to an embodiment. Figure 2 It is a diagram showing an example of the arrangement of the various parts when the game device is viewed from above.

[0038] The game device 10 is installed in entertainment facilities such as a game center or a casino, or commercial facilities such as a shopping mall. When the game device 10 is used in a casino, it is sometimes referred to as a gaming machine.

[0039] The game device 10 is provided with a plurality of workstation units ST. Figure 1 and Figure 2 The game device 10 shown in the figure is provided with four workstation units ST, and when viewed from above, Figure 2 The center C in the middle is used as the reference and forms an almost symmetrical configuration. In each workstation unit ST, it is assumed that one player plays.

[0040] Each workstation unit ST includes: a pusher game field 100; an area 200 located on the upper side (negative side in the Z direction) of the field; and a control panel 400. The pusher game field 100 is provided with a mechanism for providing a pusher game (Table Moving Game), and the area 200 is provided with a mechanism for providing a crazy pinball opportunity. The control panel 400 is provided with mechanisms such as buttons for players to operate.

[0041] In addition, Figure 2 A mechanism for providing a Jackpot opportunity is provided in the area 300 between two workstation units ST adjacent to each other in the X direction.

[0042] Furthermore, the game device 10 does not need to be set in such a Figure 1 The business machine for use in the store shown may be, for example, a home game machine, or an information terminal device such as a mobile terminal device for displaying a screen of the simulation workstation unit ST.

[0043] The player can play the game through the game device 10 by consuming the recreation value (value medium). The recreation value is a tangible value medium, such as a token (gold), coin (currency) or ticket, or an intangible value, such as credit or points. The recreation value is also called a game token or alternative currency. The player can play the game through the game device 10 on the condition that the recreation value is consumed. Alternatively, the player can choose and consume any tangible recreation value such as a token and an intangible recreation value such as a credit.

[0044] In addition, the recreation value is given to the player as a reward according to the result of the game played on the game device 10. The recreation value consumed for playing the game and the recreation value given to the player as a reward may be of the same type or of different types. For example, assuming that the game is started by inserting a predetermined number of tokens, the number of tokens (same type of recreation value) corresponding to the game result may be given to the player, or the number of tickets (different type of recreation value) corresponding to the game result may be given to the player. In addition, the consumption of recreation value is also called the investment of recreation value, and the giving of recreation value is also called the payment of recreation value.

[0045] Furthermore, if an intangible recreational value such as credit is given to a player as a reward, for example, the reward may be exchanged for a tangible recreational value such as a token and paid to the player in response to a predetermined operation. In addition, the intangible recreational value such as credit is electronically managed by a management device in association with the player's identification information. The management device is, for example, a computer installed in an entertainment facility or commercial facility. The player may consume part or all of the intangible recreational value managed by the management device in the game, or may store the intangible recreational value given as a reward in the management device.

[0046] A fixed value is set for the recreation value. However, the recreation value may be set to a variable value by storing the amount of recreation value or identification information for indicating the amount in a storage circuit (e.g., an IC tag), or by printing a code for indicating the amount of recreation value (e.g., a barcode or a QR code (registered trademark)) in the recreation value. The recreation value given to the player may also be exchanged for various items such as prizes. In addition, in the first embodiment, it is assumed that the recreation value consumed for playing the game and the recreation value given to the player as a reward based on the game result are tokens.

[0047] In the game device 10, a game using an amusement body is executed. For example, the amusement body is used in the game by consuming the amusement value. For example, the amusement body corresponding to the consumption of the amusement value is thrown into the game field. The consumed tangible amusement value itself can also be used as an amusement body in the game, or an amusement body different from the consumed tangible amusement value can also be used in the game. For example, the token itself inserted by the player can be used as the amusement body of the game, or a ball different from the token inserted by the player can be used as the amusement body in the game. In the structure in which an amusement body different from the consumed amusement value is used in the game, the relationship between the consumption amount of the amusement value and the number of amusement bodies used for the game according to the consumption can be appropriately changed. For example, two amusement bodies can be thrown in to exchange for the consumption of one token, or one amusement body can be thrown in to exchange for the consumption of one token. In addition, when the player plays the game by consuming intangible entertainment value such as credits, for example, the player is allowed to operate a predetermined operating element (not shown) to allow the player to enter the game field.

[0048] <Control Panel>

[0049] Figure 3 FIG. 4 is a diagram showing an example of a control panel 400 in a workstation unit ST.

[0050] As shown in the figure, the control panel 400 is provided with: input ports 482L, 482R; a payment button 483; a reading unit 484; direction change buttons 485L, 485R; and input buttons 486L, 486R.

[0051] Tangible recreational value such as tokens is inserted into the input ports 482L and 482R.

[0052] The reading unit 484 is a device that reads and writes various information with respect to the configured card, for example, in a non-contact manner. Information about the player and information about the amount of intangible entertainment value such as credits are recorded on the card. In addition, the amount of entertainment value owned by the player in association with information about the player (for example, player identification information or card identification information) may also be stored on a server device (not shown) connected to the game device 10 via a network.

[0053] The player places the card on the reading unit 484, or inserts a predetermined number of tokens into the input port 482L or 482R, and by consuming a predetermined number of recreational values, the player can play the game provided by the workstation unit ST. The credit value can be any currency that can be used in the game. In addition, in some cases, it can be exchanged for a number of tokens or tickets proportional to the number of credit values. In addition, it can also be an exchange action that can be performed on the workstation unit ST or the game device 10 for tokens or tickets. In addition, not only tokens but also tickets can be inserted into the input ports 482L and 482R, so that players can participate in the game according to the corresponding number of credit values.

[0054] The details of the direction change buttons 485L and 485R and the input buttons 486L and 486R will be described later.

[0055] By operating the payment button 483, the player pays tokens etc. to the payment port 44. Alternatively, instead of paying tokens etc., the credit value equivalent to the tokens etc. may be written into a card disposed in the reading unit 484, or may be stored in a storage unit of a server device connected to the game device 10 via a network. In addition, a structure may be adopted in which the player can select either method of paying tokens etc. or adding credit value to the card.

[0056] In addition, the game device 10 is described with the following structure (credit value mode), that is, the game is provided to the player by consuming a predetermined number of credit values, and the reward is also given by increasing the number of credit values. However, the game can also be provided by inserting a predetermined number of tokens or tokens into the input ports 482L and 482R, and the reward is also paid by the tokens or tokens from the payment port M (token mode). Regarding the credit value mode or token mode, it is preferable to display it so that the player can see it.

[0057] <Game Overview>

[0058] Next, the games to be provided to the players will be explained.

[0059] <Game Transfer>

[0060] Figure 4 This is a diagram showing an example of the transition of the game status provided to the player in the workstation section ST and the area 300.

[0061] As shown in the figure, the game status is divided into "advance game", "frenzy pinball chance", "frenzy pinball JP chance", "frenzy pinball JP" and "SS mode", and the transfer is carried out in the direction indicated by the arrow in the figure.

[0062] The "advance game" is a game using a recreational body including a small ball and a large ball, and is provided in the advance game field 100. In the "advance game", in addition to giving a reward to the player by the small ball falling into the winning start port, when the number of large balls falling into the winning start port reaches a predetermined number, it is transferred to the "frenzy pinball opportunity". In addition, in the "advance game", when the small ball passes through a predetermined checker, the game is executed. In the game, multiple symbols arranged in a line are changed in sequence, and the game is a game that is drawn (wins) when specific symbols are arranged in a line at the time point when the change stops. The game has a general game and a probability fluctuation game. When drawn by a specific symbol in the game, in addition to giving a reward to the player, when another symbol is won, the large ball is thrown in. In addition, when another specific symbol is won, it is directly transferred to the "frenzy pinball JP opportunity" without going through the "frenzy pinball opportunity".

[0063] "Fanatical Pinball Chance" is a lottery game that uses three distributors (Distributer or Sorter) to distribute balls to multiple paths, and is provided in area 200. In "Fanatical Pinball Chance", among the predetermined number of balls put into the first distributor, the balls that have passed through a specific hole are put into the second distributor, and among the balls put into the second distributor, the balls that have passed through a specific hole are put into the third distributor. In addition, in "Fanatical Pinball Chance", when the number of balls that pass through the holes of the third distributor at a predetermined time (Timing) reaches a predetermined value, the game state will shift to "Fanatical Pinball JP Chance" or "SS Mode", but if it is not reached, it will return to "Advance Game".

[0064] "Fever JP Chance" is a lottery game using a half pipe, a game board, and a dispenser (different from the dispenser of "Fever JP Chance"), and is provided in area 300. In "Fever JP Chance", among the predetermined number of balls thrown into the half pipe, the balls that have passed through a specific hole are thrown into the game board, and among the balls thrown into the game board, the balls that have passed through a specific hole are thrown into the dispenser. In addition, in "Fever JP Chance", when one or more balls thrown into the dispenser pass through a specific hole, the game state shifts to "Fever JP", but if none pass through, it returns to "Advance Game".

[0065] In "Marble Fever JP", rewards are given to players, and at the same time, the balls stored in the top plate compartment (not shown) are simultaneously dropped into the boost game field, and the game state returns to the "boost game". Therefore, after the game state returns from "Marble Fever JP" to "boost game", in addition to the number of balls that fall into the winning start port of the boost game field increasing significantly, the number of balls that pass through the checker also increases. Therefore, when the game is transferred to "Marble Fever JP", as a result, even in the "boost game", the player will be given a lot of rewards.

[0066] "SS Mode" is a probability fluctuation game and a lottery game using screen display and ball drops. In addition to giving rewards to players through predetermined draws, the game state may shift to "Frenzy Pinball JP Chance". In "SS Mode", if the above draw is not achieved, the game state returns to "Advance Game".

[0067] Again, Figure 4 The transitions of game states described are examples only.

[0068] <Advance the game>

[0069] Next, the above-mentioned "boost game" will be explained.

[0070] Figure 5 and Figure 6 Each diagram shows an example of a boost game field 100 that provides a “boost game”. Figure 5 This is an example in which the small ball SM and the big ball BM are omitted from the advancement game field 100 for the sake of explanation. Figure 6 This is an example in which the small ball SM and the big ball BM are actually arranged in the advancement game field 100.

[0071] The boost game area 100 is a space where a "boost game" is provided. In the boost game area 100, a table 30 and a boost table 40 are arranged.

[0072] In addition, the small ball SM is an example of a play body, and is an object that can be rotated in any posture. For example, the small ball SM is preferably a sphere and a regular polyhedron. On the game device 10, for example, a glass ball with a diameter of about 15 mm is used as the small ball SM. The reason for using a glass ball is that it has excellent wear resistance and high reflectivity, for example, it is easy for players to see when irradiated with light, and it is easy to detect using a sensor. In addition, whether for players or for the device, the big ball BM is easy to distinguish from the small ball SM, and it only needs to be a rollable play body. On the game device 10, for example, a glass ball with a diameter of about 30 mm is used as the big ball BM.

[0073] The push table 40 reciprocates along the upper surface of the table 30 between the side plates SP in the front and rear direction of the paper.

[0074] The table 30 is slightly inclined in the Z direction (gravity direction) toward the Y direction (front side) in front of the paper. At the front end of the table 30, an edge 31 is set along a direction almost perpendicular to the moving direction of the pusher 40 to restrict the small ball SM from moving to the front side. On the front side of the edge 31, a front area (FrontArea) 61 is set to allow the small ball SM and the big ball BM to fall as a winning start port. In addition, at the left and right ends of the table 30, edges 32 are set along the moving direction of the pusher 40 to restrict the small ball SM from moving to the left and right respectively. At the left and right ends of the table 30, side areas 62 are set to allow the small ball SM to fall and serve as non-winning ports.

[0075] The push table 40 includes: an upper surface 41, an edge 42, a slope 43 and a guide path 44. The upper surface is inclined so as to descend toward the downstream side in front of the paper. The edge 42 is provided at the front end of the upper surface 41. The slope 43 is provided at the front side of the edge 42 and is an inclined surface with a higher inclination than the upper surface 41. The guide path 44 is provided at the front end of the slope 43 and protrudes from the front of the push table 40. Figure 5 and 6 In the example shown, three guide paths 44 are provided. In addition, a plurality of pins P are provided on the inclined surface 43. The plurality of pins P restrict the ball SM that has passed the edge 42 from moving forward in a certain direction on the inclined surface 43.

[0076] The back plate BP is located above the pusher 40 and bridges between the left and right side plates SP in a state facing the upper surface 41. Therefore, when the pusher 40 moves to the rear side in a reciprocating motion, it enters the space between the table 30 and the back plate BP.

[0077] When the player presses the direction change button 485L (such as Figure 3 As shown), the ball input portion 172L will move to Figure 5When the player releases the direction change button 485L, the rotation of the ball input unit 172L stops. In addition, when the player presses the input button 486L, the ball input unit 172L will input a ball SM into the advancement game field 100.

[0078] Therefore, the player can specify the direction in which the ball SM is to be dropped from the left side of the game field 100 by pressing the direction change button 485L, and can drop the ball SM from the direction by pressing the drop button 486L.

[0079] The ball drop-in unit 172R is the same as the ball drop-in unit 172L. When the player presses the direction change button 485R, the ball drop-in unit 172R rotates in one direction of the arrow, and when it rotates to the end of the rotation range, it rotates in the opposite direction. When the player releases the direction change button 485R, the rotation of the ball drop-in unit 172R stops. In addition, when the player presses the drop button 486R, the ball drop-in unit 172R drops a ball SM into the advancement game field 100.

[0080] Therefore, the player can specify the direction in which the ball SM is to be dropped from the right side of the game field 100 by pressing the direction change button 485R, and can drop the ball SM from the direction by pressing the drop button 486R.

[0081] Furthermore, when the player presses the insertion button 486L or 486R to insert a small ball SM, the player's credit value amount is only deducted by, for example, "1".

[0082] In addition, in addition to the small ball input parts 172L and 172R, when predetermined conditions are met, in some cases, the small balls SM may also be input from the upstream (rear) side through a supply path (not shown).

[0083] The thin plate-shaped transverse pillar 50 extending in the left-right direction is located on the upper side of the table 30 and bridges between the left and right side panels SP. The transverse pillar 50 is set at a position higher than the diameter of the ball SM relative to the upper surface of the table 30. Inspectors 51 and 53 with apertures that allow the ball SM to pass are set on the transverse pillar 50. Inspector 51 is located almost at the center of the transverse pillar 50 in the figure, and inspector 53 is respectively located on the left and right sides of the inspector 51. Specifically, when the push platform 40 moves to the frontmost side, the rear ends of the inspectors 51 and 53 are respectively located on the lower side of the front ends of the three guide paths 44. The inspectors 51 and 53 respectively detect the passage of the ball SM by means of sensors (not shown).

[0084] When the pusher 40 reciprocates, the balls SM placed redundantly on the upper surface 41 are pushed out by the back plate BP and roll over the edge 42 on the inclined surface 43. When the pusher 40 is sufficiently close to the lateral support 50 and falls off the guide path 44, the balls SM guided from the inclined surface 43 to the guide path 44 pass through the checker 51 or 53 and move to the table 30 side.

[0085] In addition, the ball SM that has passed over the edge 42 and rolled on the inclined surface 43 and has not been guided to the guide path 44, or the ball SM that cannot pass through the checker 51 or 53 even if it is guided to the guide path 44, also moves onto the surface of the table 30. For example, the ball SM that falls from the guide path 44 when the pusher 40 is sufficiently away from the lateral support 50 moves onto the surface of the table 30 without passing through the checker 51 or 53.

[0086] If the ball SM is placed on the table 30 in excess, the ball SM moving toward the table 30 will be pushed out by the reciprocating motion of the push table 40, crossing the edge 31 and falling into the front area 61, or crossing the edge 32 and falling into the side area 62.

[0087] The sensor detects the ball SM that falls into the front area 61, and rewards are given to the player. For example, when a ball SM falls into the front area 61, the number of credits of the player will increase by "1". The side area 62 is the so-called "dealer stepping down (out area)", and even if the ball SM falls into the side area 62, no reward will be given to the player.

[0088] Although Figure 5 Only a part is shown in the figure, but the big ball input unit 174, when a specific symbol is aligned and drawn in the general game or the probability fluctuation game described later, a big ball BM is inputted into the table 30 on the downstream (front side) side of the horizontal support 50. The big ball BM falls to the front area 61 like the small ball SM by the reciprocating movement of the propulsion table 40. The small ball SM that falls to the front area 61 is counted by the sensor, and when the count value reaches the threshold value, it will be transferred to the "frenzy pinball opportunity".

[0089] In addition, the side area 62 is actually covered by a shielding plate (not shown) and cannot be seen by the player. The big ball BM is restricted by the shielding plate and does not fall into the side area 62. However, a structure that allows the big ball BM to fall into the side area 62 can also be adopted.

[0090] From the perspective of the player, the display device 15 is provided on the upper portion of the rear side (negative side in the Y direction) of the back plate BP. Figure 5 and Figure 6 Some structures are omitted to avoid complicating the drawings. Figure 5and Figure 6 A portion of the lottery unit in front of the screen using the display device 15 and the illustration of the third dispenser are omitted.

[0091] In the "advance game", a general game and a probability fluctuation game using the display device 15 are executed. Therefore, the general game and the probability fluctuation game executed in the "advance game" will be described separately below.

[0092] Figure 7 This is a diagram showing an example of a general game. Figure 8 : is a diagram showing an example of a probability fluctuation game.

[0093] exist Figure 7 In the example, the general game is a so-called single-line game, where the three symbols are drawn when they are aligned. Figure 8 In the example of , the probability fluctuation game is a game with three lines centered on one symbol and six symbols arranged diagonally. If more than or equal to one line is aligned, it is a win.

[0094] In this embodiment, the symbols used in the general game and the probability fluctuation game are, for example, balls, or numbers "1" to "9", or "big crazy marbles" (such as Fig. 9 as shown) and "Direct JP" (as shown Fig.10 For these symbols, the probability of occurrence is predetermined.

[0095] In a general game, when the symbols of the numbers "2", "4", "6" or "8" are aligned, the player will be given a predetermined reward. In a general game, when the symbols of the numbers "1", "3", "5" or "9" are aligned, the player will be given a predetermined reward and the game will be transferred to the probability fluctuation game. In the probability fluctuation game, if the symbols of the numbers other than "7" are aligned, the number of the aligned numbers is multiplied by the coefficient "5" to increase (store) the number of probability fluctuation games. For example, in the probability fluctuation game, if the number "9" symbol is aligned, the aligned number "9" is multiplied by the coefficient "5" to obtain "45", which is the number of times added to the probability fluctuation game.

[0096] Furthermore, in a general game or a probability fluctuation game, if the “big mania marbles” are aligned, the big ball input unit 174 will input a big ball BM into the table 30 . Fig. 9 This is an example of how the "Big Frenzy Marbles" are aligned in a normal game.

[0097] In addition, in the normal game or the probability fluctuation game, if the symbols of "Direct JP" or the number "7" are aligned, the game state will change from "Advance Game" to "Frenzy Pinball JP Chance". Fig.10This is an example showing the case of "direct JP" alignment in a general game.

[0098] For the sake of convenience, the following Figure 5 and Figure 6 The structure of the lottery section in front of the screen is omitted. Fig.11 and Fig.12 1 is a diagram showing an example of the structure of the screen lottery unit 180. The screen lottery unit 180 includes a display device 15 and a guide path 182. Fig.11 and Fig.12 As shown, in the lottery section 180 in front of the screen, two types of lotteries are performed.

[0099] As shown in the above figures, from the perspective of the player, a guide path 182 is provided in front of the screen 150. The guide path 182 is used to guide the ball SM supplied from the path switching section described later, so it includes a straight portion and a semicircular portion, wherein the semicircular portion is integrated with the straight portion and opens upward. A groove portion 188 is provided in the center of the semicircular portion. Fig.11 or Fig.12 In the embodiment, the ball SM supplied from the right side to the straight portion of the guide path 182 swings left and right in the semicircular portion and finally falls from the groove portion 188. A sensor (not shown) is provided near the groove portion 188 to detect the time when the ball falls from the groove portion 188. The ball SM dropped from the groove portion 188 is dropped into the propulsion table 40 in the propulsion game field 100.

[0100] On the other hand, Fig.11 In the example of , a plurality of spherical symbols Sy are arranged in a ring shape and move on the ring at the same time on the screen 150. Here, the ball SM is thrown into the guide path 182, and when the ball SM falls from the groove portion 188, the symbol Sy displayed at the front side of the ring is selected.

[0101] In addition, Fig.12 In the example of FIG. 1 , a circle Gs rotating clockwise is displayed on the screen 150, and the circle Gs is divided into fan-shaped areas (hereinafter referred to as "mass") extending radially. Here, when the ball SM falls from the groove 188, a mass located at the six o'clock direction is selected by lottery, for example, in the circle Gs.

[0102] There are also certain reward-related situations for symbols or blocks. When a symbol or block associated with a reward is selected by a draw, the reward will be given to the player.

[0103] For example, in the "boost game", when the big ball BM falls into the front area 61, a lottery is conducted according to the number of small balls SM invested in the "frenzy marbles". The lottery at this time is performed by the front-screen lottery unit 180 in the following manner. That is, Fig.11 As shown, symbols Sy corresponding to the number of balls SM are displayed in a circular arrangement on the screen 150, and at the moment when the ball SM dropped into the guide path 182 falls from the groove 188, the symbol Sy displayed in front of the circular arrangement is selected. The number associated with the selected symbol Sy is the number of balls SM dropped into "Frenzy Marbles" (strictly speaking, the cumulative value of the number of draws to be described later).

[0104] In addition, as described later, when the activity in "Fever Pinball" ends, if the player puts in a predetermined value medium, the activity is extended and a lottery is also conducted for the number of balls SM put in again. The lottery at this time is also executed by the lottery unit 180 in front of the screen.

[0105] In addition, for example, in the "SS mode" described later, the following Fig.12 The drawing using the circle Gs and the moment when the ball falls from the groove portion 188 is shown.

[0106] The lottery is performed on the front-screen lottery unit 180 using both the change of the virtual symbols displayed on the screen 150 (software processing) and the real physical phenomenon of the small ball SM falling as a tangible object. In the lottery with only image display, in some cases, the player may be left with a fictitious impression (the impression that the result has been determined only by the performance), but in the front-screen lottery unit 180, since the real physical phenomenon of the small ball SM falling as a tangible object is combined, the possibility of giving such an impression can be reduced.

[0107] <Fanatical Pinball Chance>

[0108] Next, the "pinball frenzy opportunity" provided in area 200 will be described.

[0109] Fig.13 This is a diagram showing an example of a mechanism for providing a "pinball frenzy chance". As shown in the diagram, a guide path 208, a first dispenser 210, a second dispenser 220, a third dispenser 230 and a display device 15 are provided in an area 200.

[0110] The first distributor 210 is a disc-shaped member, for example, formed of a transparent or translucent material. The bottom surface 211 of the first distributor 210 is inclined downward toward the center. The guide path 208 allows a predetermined number of small balls SM to be dropped into the first distributor 210 so as to roll along the inner wall of the first distributor 210.

[0111] A hole 215 is provided near the bottom of the bottom surface 211, and the hole 215 is connected to the guide path 218. A plurality of holes 217 are provided at a position shallower than the hole 215, that is, around the hole 215. Fig.13 In the example, two holes 217 are provided. The hole 217 is a non-winning hole. Therefore, the ball SM dropped into the hole 217 is recovered into the storage device (described later) and is not put into the next second distributor 220. In addition, when the ball SM drops into the hole 217, the player is rewarded.

[0112] The second distributor 220 is a disc-shaped member similar to the first distributor 210, for example, formed of a transparent or translucent material. The bottom surface 221 of the second distributor 220 is inclined downward toward the center. The guide path 218 allows the small ball SM dropped into the hole 215 to be dropped into the second distributor 220 so as to roll along the inner wall of the second distributor 220.

[0113] A hole 225 is provided near the bottom of the bottom surface 221, and the hole 225 is connected to the guide path 228. A plurality of holes 227 (two in the example shown) are provided around the hole 225. The hole 227 is a non-winning hole. Therefore, the ball SM dropped into the hole 227 is recovered into the stocker and is not put into the next third distributor 230. In addition, when the ball SM drops into the hole 227, a reward may be given to the player.

[0114] The third distributor 230 is conical (Mortar-shaped) and has an inner surface 231 that is inclined downward toward the center, and is formed of, for example, a transparent or translucent material. The guide path 228 throws the ball SM dropped into the hole 225 into the third distributor 230 so that it rolls along the inner surface 231. In the tube 232 near the bottom of the inner surface 231, a sensor 234 for detecting that the ball SM has passed through the tube 232 is provided.

[0115] The reason why the first dispenser 210 , the second dispenser 220 , and the third dispenser 230 are respectively formed of a transparent or semi-transparent material is to allow the player to easily see the rolling state of the ball SM.

[0116] When the game state is "Pinball Frenzy", on the screen 150 of the display device 15, for example, a circle Gs rotating in the clockwise direction is displayed, and the circle Gs is divided into fan-shaped blocks extending radially.

[0117] The central axis of the tube 232 is located behind the display device 15 from the player's perspective, and is located at the nearly twelve o'clock direction of the circle Gs. The sensor 234 is located behind the outer edge of the circle Gs.

[0118] In such a positional relationship, at the moment when the ball SM thrown into the third dispenser 230 passes through the tube 232 and is detected by the sensor 234, the block located in the twelve o'clock (vertical) direction is selected from the multiple blocks in the rotating circle Gs. That is, from the perspective of the player, among the blocks of the rotating circle Gs, it seems that the block into which the ball SM thrown into the third dispenser 230 enters is selected by lottery. Therefore, the larger the central angle of the block of the circle Gs, the higher the probability that the block is selected.

[0119] As can be understood from the above description, the lottery of the Pinball Mania is performed in multiple stages including the first stage and the second stage. The first stage is a lottery using the first distributor 210, the second distributor 220 and the third distributor 230 (so-called physical lottery), and the second stage is a lottery using the circle Gs displayed on the display device 15.

[0120] Again, in Fig.13 In the example of , the circle Gs is divided into eight blocks. If a specific block is selected three times by lottery, the game state is transferred to "Frenzy Marble JP Chance", and if another block is selected three times by lottery, the game state is transferred to "SS Mode".

[0121] In addition, when the ball SM passes through the pipe 232, if the predetermined condition is satisfied, the reward will be given to the player. In addition, the ball SM that has passed through the pipe 232 is recovered to the stocker.

[0122] The number of dispensers in “Pinball Mania” is not limited to “three”, and the number of holes in the first dispenser 210 and the second dispenser 220 is not limited to “three” either.

[0123] In addition, in the "boost game", the display device 15 executes a general game, etc., and in the "frenzy pinball chance", it becomes a part of the lottery section using the falling ball SM. Therefore, the display device 15 can be considered to be located at a position spanning both the boost game area 110 where the "boost game" is provided and the area 200 where the "frenzy pinball chance" is provided, but for convenience, in this embodiment, the position existing in the area 200 will be described.

[0124] <Fanatical Pinball JP Chance>

[0125] Next, the "Pinball Frenzy JP Chance" provided in the area 300 will be described.

[0126] Fig.14 This is a diagram showing an example of a mechanism for providing a "Pinball Frenzy JP Chance". Fig.14 In the exemplary form, in the Figure 1and Figure 2 On the two workstations ST on the positive side of the Y direction, the mechanism for the crazy pinball JP opportunity is shared.

[0127] like Fig.14 As shown, in the area 300 , a guide path 308 , a half pipe 310 , a game board 320 , and a dispenser 330 are arranged.

[0128] The half pipe 310 is a semi-cylindrical shape that opens upward. The half pipe 310 is inclined downward toward the front side (positive side in the Y direction). In addition, a wall portion 312 for preventing the ball SM from bouncing off is provided on the rear side (negative side in the Y direction), the left side (positive side in the X direction), and the right side (negative side in the X direction) of the inner circumferential surface 311 of the half pipe 310. A plurality of pins 313 for limiting the movement of the ball SM are provided on the inner circumferential surface 311. Three holes are provided at the front end of the half pipe 310 for allowing the ball SM to pass through. In detail, a hole 315 is provided at the center of the front end of the half pipe 310, and holes 317 are provided on the left and right sides of the hole 315, respectively.

[0129] Furthermore, sensors (not shown) are provided corresponding to the hole 315 and the two holes 317 respectively to detect which holes the ball SM has passed through and how many holes the ball SM has passed through.

[0130] The half pipe 310 is swung left and right by a driving mechanism (not shown). Fig.14 As shown by the dotted line in FIG. 308, the ball SM dropped into the rear end side of the half pipe 310 by the guide path 308 gradually moves forward in an irregular manner while being restricted by the pin 313 by swinging left and right. The ball SM moving toward the front end passes through either the hole 315 or the hole 317, and only the ball SM passing through the hole 315 serving as the winning activation port is guided to the game board 320.

[0131] Again, although the ball SM that has passed through the hole 317 is not guided to the game board 320, a reward will be given to the player according to passing through the hole 317. For example, whenever the ball SM passes through the hole 317, the credit value number of the player will only increase by "5".

[0132] In addition, if the sensor detects that all the balls SM thrown into the half pipe 310 through the guide path 308 have passed through the hole 317, in other words, when no ball SM passes through the hole 315, the game state is transferred to the "advance game".

[0133] The game board 320 is in the form of a flat plate. On the four sides of the upper surface 321 of the game board 320, a wall portion 322 is provided to prevent the ball SM from bouncing.

[0134] A plurality of pins 323 for limiting the movement of the ball SM are provided on the upper surface 321. In addition, a hole 325 serving as a winning start port is provided at the center of the front end side of the upper surface 321, and a plurality of (five in the example shown) holes 327 are provided on the way from the rear end side to the front end side. Furthermore, on the front end side of the wall portion 322, an inclined V-shape is formed in the direction from the left and right sides toward the hole 325.

[0135] Furthermore, sensors (not shown) are provided corresponding to the holes 325 and 327 respectively, so as to detect which hole the ball SM dropped into the game board 320 passes through and how many holes the ball SM passes through.

[0136] In the initial state, the game board 320 is tilted downward toward the rear side (negative side in the Y direction), but the driving mechanism (not shown) is used to adjust the game board 320. Fig.14 As shown by the dotted line, for example, up and down motions are repeated with the front end as the center and the rear end rising or falling.

[0137] Therefore, the ball SM dropped into the game board 320 through the hole 315 of the half pipe 310 temporarily stays on the rear end side of the upper surface 321, but when it starts to move up and down, it is restricted by the pin 323 and gradually moves forward. During the movement, the ball SM will either fall into the hole 327 on the way or finally fall into the hole 325. Only the ball SM that falls into the hole 325 as the winning start port is guided to the distributor 330.

[0138] Furthermore, the ball SM that has passed through the hole 327 is not guided to the distributor 330, but a reward is given to the player according to the passing through the hole 327. For example, whenever the ball SM passes through the hole 327, the credit value number of the player will only increase by "5".

[0139] The up-and-down movement of the game board 320 is preferably started at a time when a predetermined time has passed after all the balls SM thrown into the half pipe 310 have passed through the holes 315 or 317 (detected by the sensor). In other words, it is preferable to start the up-and-down movement of the game board 320 at a time when all the balls SM that have passed through the holes 315 are assumed to be on the rear end side of the upper surface 321 of the game board 320.

[0140] In addition, when the sensor detects that all the balls SM that have passed through the hole 315 and are thrown into the game board 320 have passed through the hole 327, that is, when no ball SM has passed through the hole 325, the game state shifts to the "advance game".

[0141] The distributor 330 is a disc-shaped member. The bottom surface 331 of the distributor 330 has a shape that is slanted toward the center and downward. A wall portion 332 is provided at the edge of the bottom surface 331 to prevent the ball SM from bouncing. In the bottom surface 331, a plurality of holes are provided on the substantially same circumference and at substantially equal intervals, which are more inner than the wall portion 332. In the example shown in the figure, six holes are provided, one of which is a hole 335 for the winning start port, and the other holes 337 are non-winning ports.

[0142] In addition, a rotating blade 339 is provided near the bottom (center) of the bottom surface 331, and rotates clockwise and counterclockwise alternately around the Z-axis direction by a driving mechanism (not shown). The rotating blade 339 is initially stopped.

[0143] The ball SM that passes through the hole 325 of the game board 320 and is put into the dispenser 330 rolls on the bottom surface 331 and stops after contacting the rotating blade 339 that is in a stopped state at the center of the bottom surface 331. When the rotating blade 339 starts to rotate, the ball SM will reach the wall 332 by being hit by the rotating blade 339 and perform a circular motion along the wall 332. The ball SM that performs a circular motion along the wall 332 will gradually decrease as the speed slowly decreases, and the radius of the circle will also gradually decrease. In other words, the ball SM moves toward the center. During the movement, in some cases, the ball SM will fall into the hole 335 or any of the five holes 337, or it may not fall but move toward the center. The ball SM that moves toward the center will be hit again by the rotating blade 339 and perform a circular motion.

[0144] Therefore, by repeating such an action, a ball SM greater than or equal to one small ball thrown into the dispenser 330 will fall into either the hole 335 or the hole 337.

[0145] When a ball SM falls into the hole 335, the game state will shift to "Marble Frenzy JP". Otherwise (failure), that is, when all the balls SM that have passed through the hole 325 and are put into the dispenser 330 fall into the hole 337, the game state will shift to "Advance Game".

[0146] If the transfer from "Marshmallow JP Chance" to "Marshmallow JP" fails, the same number of balls SM as the balls SM dropped into the half pipe 310 in "Marshmallow JP Chance" are stored in the top plate compartment 500. The reason is that if the transfer from "Marshmallow JP Chance" to "Marshmallow JP" fails, the number of balls SM dropped into the half pipe 310 is accumulated as a reward for the player who wins "Marshmallow JP" in the next round.

[0147] In addition, a reward will be given to the player when the ball SM passes through the hole 337. For example, each time a ball SM passes through the hole 337, the number of credits of the player will only increase by "10".

[0148] In addition, it is preferable that, for example, after all the balls SM put into the game board 320 pass through the holes 325 or 327 (detected by the sensor), the rotation of the rotating blade 339 is started at the time when a predetermined time has passed. In other words, it is preferable that the structure of starting the rotation of the rotating blade 339 is such that all the balls SM that have passed through the holes 325 come into contact with the rotating blade 339 and stop.

[0149] Providing the above-mentioned example of the crazy pinball JP opportunity Fig.14 The mechanism is a comprehensive representation of a lottery machine using a play body (e.g., a small ball SM). For example, a preferred form of the lottery machine includes: a lottery structure for supporting the play body, and a driving mechanism for moving the lottery structure. The lottery structure can be, for example, a half pipe 310 or a game board 320.

[0150] The lottery structure includes: a lottery area for inserting amusement bodies, and a plurality of openings through which the amusement bodies inserted into the lottery area can pass. The lottery area is a surface for placing the amusement bodies. For example, the inner circumferential surface 311 of the half pipe 310 or the upper surface 321 of the game board 320 is equivalent to the lottery area. A plurality of amusement bodies can roll on the lottery area.

[0151] In addition, specific examples of the plurality of openings of the lottery structure include holes (315, 317) of the half pipe 310 or holes (325, 327) of the game board 320. The movement of the lottery structure means a change in the angle or position of the lottery structure, such as swinging the half pipe 310 left and right or moving the game board 320 up and down. In addition, the movement mode of the lottery structure is not limited to the above examples (swinging left and right or moving up and down).

[0152] In the above structure, the recreational body on the lottery area gradually moves forward on the lottery area by the movement of the lottery structure, and as a result, passes through any one of the plurality of openings. In other words, the recreational body temporarily stays in the lottery area and then reaches any opening.

[0153] <Marinara JP>

[0154] In "Frenzy Marble JP Chance", when the ball SM falls into the hole 335, the game state will shift to "Frenzy Marble JP". In "Frenzy Marble JP", the point about paying many balls accommodated in the compartment of the top plate to the "boost game" together is as described above.

[0155] <SS Mode>

[0156] In "Pinball Frenzy Chance", when a specific block in the circle Gs is drawn three or more times, the game state will be transferred to "SS Mode". "SS Mode" is, for example, a lottery game using the screen 150 of the display device 15 and in which many rewards can be expected. Depending on the result of the lottery, the game state may be transferred to "Pinball Frenzy JP Chance" in some cases.

[0157] When the mode is changed to "SS mode", the player is given a predetermined reward. For example, "100" can be added to the player's credit value, or a predetermined number of balls SM can be inserted through the ball inserting parts 172L and 172R.

[0158] "SS Mode" includes probability fluctuation games (such as Figure 8 As shown) and the lottery section 180 in front of the screen (as shown Fig.12 shown).

[0159] First, in the "SS mode", a predetermined number of probability fluctuation games are executed. The reward of the probability fluctuation game in the "SS mode" may be the same as or different from the reward of the probability fluctuation game in the "boost game" (it may also be higher). In addition, regarding the number of probability fluctuation games, when the "SS mode" is switched, the lottery unit 180 in front of the screen (such as Fig.11 as shown) to draw a prize.

[0160] Furthermore, when the predetermined number of executions of the probability fluctuation game is completed, a lottery may be conducted again for the number of times, and only the number of times determined by the lottery may be added to the number of executions of the probability fluctuation game.

[0161] When the probability fluctuation game ends, the lottery drawing unit 180 in front of the screen will then draw a lottery. Specifically, Fig.12 As shown, a lottery is performed using the circle Gs and the small ball SM dropped from the groove portion 188. The number of the lottery can be the same as the number of the probability fluctuation game, and can also be controlled by the lottery unit 180 in front of the screen (such as Fig.11 as shown) to draw a prize.

[0162] Fig.12 The circle Gs rotates clockwise and is divided into radially spreading fan-shaped blocks. Each block is allocated with rewards such as "continue" and "frenzy pinball JP chance".

[0163] In "SS mode", when the ball SM falls from the groove 188, a block located in the six o'clock direction in the circle Gs is selected. If "Continue" is assigned to the selected block, only the predetermined number of executions of the probability fluctuation game is increased. For example, the number of executions of the probability fluctuation game is increased by "10", and the reward assigned to the block is also given to the player.

[0164] However, when the "Continue" block is selected, the block will be changed to "End". When the "End" block is selected by lottery, the reward will be reset to the initial value, such as "100". In addition, the block changed to "End" will be reset to "Continue" when the "SS Mode" ends.

[0165] Furthermore, when the "Continue" block is selected, in addition to increasing the number of executions of the probability fluctuation game, a reward different from the increase in the number of credits may be given, or other rewards may be given together with the increase in the number of credits.

[0166] In addition to the "Continue" block, there may also be a "Special Continue" block that increases the number of executions of the probability fluctuation game and distributes no special reward. The "Special Continue" block, unlike the "Continue" block, will not change to "End" even if it is selected by lottery, and the reward value will increase each time it is selected. For example, when the "Special Continue" block is initially selected, "200" will be added to the player's credit value as a reward. Next, when the same "Special Continue" block is selected, "300" will be added. Thereafter, similarly from "400" to "500", and thereafter, each time the "Special Continue" block is selected, the amount of credit value increase will increase by "100".

[0167] In the probability fluctuation game of "SS mode", when the digital symbols "7" are aligned, or when the "direct JP" is aligned, or when the lottery result executed by the lottery unit 180 in front of the screen selects a block that is transferred to "Fanatical Pinball JP Chance", the game state will be transferred to "Fanatical Pinball JP Chance".

[0168] Again, if the game state is not transferred to "frenzy marble JP chance" and only the number of draws is used to perform the draw of the draw unit 180 in front of the screen, the "SS mode" will be ended and returned to the "advance game" (such as Figure 4 shown).

[0169] <Paths of small and large balls>

[0170] Next, the paths of the small ball SM and the large ball BM in the station unit ST are described.

[0171] Fig.15 1 and 2 are diagrams showing examples of the paths of the small ball SM and the large ball BM. In the above diagram, although the top plate partition 500 and the path switching unit 510 are provided in common on the four workstation units ST, other elements are provided separately on each workstation unit ST.

[0172] As described above, the ball SM is dropped into the advancement game field 100 through the ball drop-in sections 172L and 172R in accordance with the player's operation. In addition, in the advancement game field 100, in addition to the ball drop-in sections 172L and 172R, in some cases, balls SM for the lottery in the lottery section 180 in front of the screen are dropped, and in some cases, many balls SM accommodated in the top plate compartment section 500 are dropped through the path switching section 510.

[0173] In the advancement game field 100, the ball SM falls to the front area 61 or the side area 62. The ball SM that falls to the front area 61 is detected by the ball sensor 165 and recovered in the stocker 167. On the other hand, the ball SM that falls to the side area 62 is not detected and recovered in the stocker 167 because it is the "dealer stepping down".

[0174] The balls SM collected in the tray storage 167 are transported to the upper side (negative side in the Z direction) of the push table 40 by the conveying device 191. The conveying device 191 is, for example, a screw elevator that transports a plurality of balls SM by rotating a spiral member along a central axis. The balls SM transported by the conveying device 191 roll along a predetermined path by their own weight and reach the hopper 192, the ball input section 172L and 172R, the tray storage 167, or the tray storage of other adjacent workstation units ST in the X direction. In other words, in a certain workstation unit ST, the balls SM that are not supplied to any of the hopper 192, the ball input section 172L, or 172R circulate in the tray storage 167 and the conveying device 191, or reach the tray storage of other adjacent workstation units ST in the X direction.

[0175] Based on the instruction from the action instruction unit described later, the hopper 192 discharges a specified number of balls SM toward the path switching unit 193. The path switching unit 193 selects any one of the conveying unit 194, the front-screen lottery unit 180, or the conveying device 195 as a path for supplying the balls SM based on the instruction from the action instruction unit, and supplies the balls SM to the selected path.

[0176] When the conveying unit 194 is selected by the path switching unit 193, the supplied ball SM is conveyed to the guide path 308 (eg, Fig.14 In addition, it is preferred that the conveying unit 194 be a structure that allows the conveying of the small balls SM to achieve a visual effect for the player, such as a structure that imitates a Ferris wheel (not shown).

[0177] When the game state shifts to "Pinball Frenzy JP Chance", the path switching unit 193 selects the conveying unit 194 as the supply path, and when a specified number of balls SM are discharged from the hopper 192, the said number of balls SM will be put into the half pipe 310 through the path switching unit 193, the conveying unit 194 and the guide path 308.

[0178] Furthermore, in the “Pinball Frenzy JP Chance”, the small ball SM thrown into the half pipe 310 will fall into any of the holes 317 , 327 , 335 or 337 , and will be recovered to the tray storage 167 .

[0179] When the lottery is performed by the front-screen lottery unit 180, the path switching unit 193 selects the front-screen lottery unit 180 as the supply path, and discharges a designated small ball SM from the hopper 192. Thus, the small ball SM is dropped into the guide path 182 of the front-screen lottery unit 180. In addition, the small ball SM dropped into the guide path 182 is dropped into the propulsion game field 100 (propulsion stage 40) from the groove portion 188.

[0180] The conveying device 195 includes a cylindrical member through which the balls SM can pass, and conveys a plurality of balls SM by air flowing in the cylindrical member. When the path switching unit 193 is selected as a supply path, the supplied balls SM are conveyed to the path switching unit 196. The path switching unit 196 selects either the top plate compartment 500 or the area 200 as a path for supplying the balls SM based on an instruction from the action instruction unit, and supplies the balls SM to the selected path.

[0181] When the game state is transferred to "Frenzy Pinball Chance", the path switching unit 193 selects the conveying device 195 as the supply path, the path switching unit 196 selects the area 200, and when the hopper 192 discharges a specified number of balls SM, the specified number of balls SM will pass through the path switching unit 193, the conveying device 195, the path switching unit 196 and the guide path 208 (such as Fig.13 As shown), put into the first distributor 210.

[0182] Furthermore, in the “Pinball Frenzy Chance”, the small ball SM thrown into the first dispenser 210 will fall into any one of the holes 217 , 227 or the tube 232 , and will be recovered to the storage tray 167 .

[0183] In addition, when the path switching unit 193 selects the conveying device 195 as the supply path, the path switching unit 196 selects the top plate compartment 500, and the hopper 192 discharges a specified number of small balls SM, the said number of small balls SM are supplied to the top plate compartment 500 via the path switching unit 193, the conveying device 195 and the path switching unit 196.

[0184] The top board compartment 500 stores the balls SM supplied from the four workstation units ST as the balls SM used in "Pinball Frenzy JP", and discharges all the stored balls SM toward the path switching unit 510 based on the instruction from the action instruction unit. Figure 1 or Figure 2 The top panel compartment 500 (not shown) is preferably formed of a transparent or translucent material such as acrylic so that the storage state (which one is stored) can be visually identified by the player near the top panel of the game device 10.

[0185] The path switching unit 510 selects any one of the four station units ST as the conveyance path for the small ball SM based on the instruction of the operation instruction unit.

[0186] Specifically, in any of the four workstation units ST, when the game state is transferred to "Marble Fever JP", the path switching unit 510 selects the workstation unit ST that has been transferred to the "Marble Fever JP" as the supply path, and the top plate compartment 500 discharges all the small balls SM accommodated therein toward the path switching unit 510. In this way, all the small balls SM accommodated in the top plate compartment 500 are put into the advancement game field 100 of the workstation unit ST that has been transferred to "Marble Fever JP".

[0187] <Hardware configuration in workstation>

[0188] Fig.16 A diagram showing an example of the hardware configuration of the game device 10 .

[0189] As shown in the figure, the gaming device 10 includes: a processor 12 for controlling various parts, a memory device 13, a detection device 14, a display device 15, a credit value management device 16 and an actuator 17.

[0190] In addition, although four workstation units ST are provided in the game device 10 of the above example, for the sake of convenience of description, one workstation unit ST will be described.

[0191] The memory device 13 includes, for example, a storage element such as a hard disk drive (or / and solid state drive) that records various information and programs in a non-volatile manner, or a RAM (Random Access Memory) that records various information in a volatile manner.

[0192] The processor 12 is, for example, a CPU (Central Processing Unit), which provides various functions required for game processing (described in detail later) by executing programs stored in the memory device 13. Here, the processor 12 does not need to be only one, and multiple processors can be used alone or in combination to perform various functions required for game processing.

[0193] The detection device 14 is a collection of a plurality of sensors and buttons etc. provided in the workstation unit ST, and outputs detection information of these sensors and button information etc. These sensors and buttons are specifically provided corresponding to each of the small ball sensor 165, the large ball sensor 164, the sensor 234, the inspectors 51 and 53, the sensor for detecting the small ball SM dropped from the groove portion 188, and the sensors provided corresponding to each of the holes 215, 217, 225, 227, 315, 317, 325, 327, 335 and 337.

[0194] The display device 15 is arranged on the above Figure 5 and Fig.13 The display device 15 is a flat panel display panel such as a liquid crystal display panel or an organic EL (Electro-Luminescence) display panel, and displays various screens based on the control of the processor 12 .

[0195] The credit value management device 16 can convert the tickets or tokens inserted by the player into the insertion ports 482L and 482R into credit values, and add the converted credit values ​​to the amount of credit values ​​that the player can use in the game device 10.

[0196] In addition, there is a case where the balance of credits or amusement values ​​(tokens, etc.) equivalent to the credits owned by the player playing in the workstation unit ST is stored in the server device (not shown). In such a case, if the credit management device 16 receives an instruction to deduct the amusement value from the server device according to the instruction of the player, the credits equivalent to the deducted amusement value are added to the amount of credits that the player can use in the workstation unit ST.

[0197] In addition, in the above case, if the credit value management device 16 receives an instruction to deposit the entertainment value from the server device according to the player's instruction, it outputs a command to the server device so that the entertainment value equivalent to part or all of the credit value available to the player in the workstation unit ST is added to the player's balance stored in the server device.

[0198] Furthermore, if the credit value management device 16 receives the player's operation of the payment button 483, it will pay out a value medium (e.g., token) equivalent to part or all of the credit value that the player can use in the workstation unit ST from the payment port M.

[0199] The actuator device 17 is a collection of actuators provided in the station unit ST, and each actuator operates according to the instruction of the processor 12. Specifically, the actuators are the large ball input unit 174, the hopper 192, the path switching units 193, 196, 510, and the like.

[0200] At Fig.16 Although the structure of one workstation unit ST has been described, each workstation unit ST is provided with: a detection device 14, a display device 15, a credit value management device 16 and an actuation device 17, and the processor 12 executes game processing in four workstation units ST respectively.

[0201] Furthermore, since the path switching unit 510 is shared by the four workstation units ST, it is monitored which workstation unit ST has been transferred to "Fever Pinball JP" during the game process. In addition, since the area 300 provided with "Fever Pinball JP Chance" is shared by two adjacent workstation units ST in the X direction, it is monitored which workstation unit ST has been transferred to "Fever Pinball JP Chance" during the game process.

[0202] <Functional structure formed by processor etc.>

[0203] Next, the configuration of various functions implemented by the processor 12 through execution of programs will be described.

[0204] like Fig.17 As shown, a game control unit 120 is constructed on the processor 12, and a storage unit 130 referenced by the game control unit 120 is constructed on the memory device 13. The game control unit 120 includes a receiving unit 121, a lottery display control unit 122, a probability changing unit 123, a reward giving unit 124, and an action instruction unit 125.

[0205] The receiving unit 121 is used to receive the data from the detection device 14 (such as Fig.16 Various information output by

[0206] The lottery display control unit 122 is used to control the lottery content displayed on the screen 150. Specifically, the lottery display control unit 122 is used to control the lottery screen of the general game or the probability fluctuation game, the lottery screen of the number of small balls SM dropped into the pinball machine when the big ball BM falls into the front area 61, and the screen of the circle Gs displayed in the pinball machine on the screen 150.

[0207] Furthermore, in the lottery, in addition to the screen display (game) of the lottery display control unit 122 alone, in some cases, it can also be performed in conjunction with the detection of the small ball SM as a tangible object. In addition, in some cases, it is also possible to perform a lottery including the first distributor 210, the second distributor 220 and the display device 15 as in the "pinball mania". Therefore, the lottery display control unit 122 can also be said to be a part or all of the lottery unit.

[0208] If the probability change unit 123 fails to successfully transfer to the "Frenzy Pinball JP Chance" or "SS Mode" in the "Frenzy Pinball Chance", the display area (center angle) of the red block and / or blue block of the circle Gs in the next "Frenzy Pinball Chance" will be changed. As mentioned above, in the "Frenzy Pinball Chance", after the ball SM dropped into the third dispenser 230 passes through the tube 232 and is detected by the sensor 234, a block located in the twelve o'clock direction (vertical) is selected from the multiple blocks in the circle Gs. Therefore, for example, if the center angle of the red (blue) block of the circle Gs is enlarged, in the next Frenzy Pinball Chance, the probability of selecting the red (blue) block will increase due to the enlargement. In other words, the probability change unit 123 will change the probability of selecting the red (blue) block.

[0209] The reward giving unit 124 gives rewards to the player. For example, when the small ball SM or the big ball BM falls into the front area 61 and is drawn, the reward giving unit 124 gives rewards to the player. The so-called draw situation refers to the situation where the same symbols are aligned on a line in a general game or a probability fluctuation game. In addition to the above-mentioned situation, the reward giving unit 124 also gives rewards to the player in various situations.

[0210] When predetermined conditions are met, the action instruction unit 125 instructs the actuator 17 to perform various actions. Specifically, the action instruction unit 125 instructs the large ball input unit 174 to input large balls BM, instructs the hopper 192 to discharge the number of small balls SM, and instructs each path switching unit 193, 196 and 510 to select a supply path.

[0211] The storage unit 130 includes a symbol data storage unit 131 and a block management table 133 .

[0212] The symbol data storage unit 131 stores the image data of each symbol used for games and lotteries in "advance game" and "SS mode". Here, the image data of each symbol used for the game is, specifically, the image data of each symbol of the numbers "1" to "9", "Big Frenzy Marbles" and "Direct JP". In addition, in the image data, there are symbols for determining the number of small balls SM by lottery, and symbols for determining the number of additional times of probability fluctuation games by lottery. In addition, the probability of appearance of each symbol is predetermined. Therefore, when the lottery display control unit 122 conducts a lottery, each symbol will appear with the probability determined by the symbol.

[0213] Here, the circle Gs displayed on the screen 150 in “Pinball Mania” and the like will be explained.

[0214] Fig.21 : is a diagram showing an example of the circle Gs. As shown in the figure, the circle Gs is divided into red blocks, ordinary blocks (1), ordinary blocks (2), ordinary blocks (3), blue blocks, ordinary blocks (4), ordinary blocks (5) and ordinary blocks (6) in a clockwise order and radially. In addition, each of these blocks is an example of a lottery element.

[0215] For example, if the red block is selected three times in "Frenzy Pinball Chance", the game will shift to "Frenzy Pinball JP Chance". If the blue block is selected three times in "Frenzy Pinball Chance", the game will shift to "SS Mode". In addition, ordinary blocks (1) to (6) are respectively assigned attributes. In addition, the red block and the blue block are examples of specific lottery elements.

[0216] The block management table 133 defines the central angle and attributes of each block in the circle Gs as follows.

[0217] In detail, the block management table 133 is as follows Fig. 22 As shown, each center angle of the red block, blue block and ordinary blocks (1) to (6) is defined, and each attribute of the ordinary blocks (1) to (6) is also defined. The attributes of the ordinary blocks (1) to (6) are "credit value reward" or "additional lottery balls". The "credit value reward" refers to the state in which the credit value reward is given to the player when the corresponding ordinary block is selected in the "frenzy pinball machine", and the "additional lottery balls" refers to the state in which a predetermined number of small balls SM are added to the first distributor 210 when the corresponding ordinary block is selected in the "frenzy pinball machine". For example, ten small balls SM are added.

[0218] Again, Fig. 22The example shows that the attributes of the normal blocks (1), (3), and (5) are "credit value rewards", while the attributes of the normal blocks (2), (4), and (6) are "additional lottery balls".

[0219] In addition, for the red and blue blocks, since there is no attribute, it is "-".

[0220] Fig. 22 The block management table 133 shown shows the initial state of the circle Gs, the central angles of the red block and the blue block are 30 degrees respectively (in terms of probability, 3 / 36), and the central angles of the ordinary blocks (1) to (6) are 50 degrees respectively (in terms of probability, 5 / 36).

[0221] again, Fig.21 The state of each block in the circle Gs shown is determined by Fig. 22 The block management table 133 shown is defined.

[0222] In addition, although the ordinary blocks with the "attribute" of "credit value reward" and the ordinary blocks with the "attribute" of "additional lottery balls" are Fig. 22 There is no distinction in appearance, but it is possible to make it distinguishable in appearance, for example by changing the color, adding different marks, etc.

[0223] Next, the game processing provided by the workstation unit ST will be explained mainly focusing on the boost game and the pinball mania.

[0224] <Advancing in-game processing>

[0225] As mentioned above, in some cases, depending on the position of the propulsion platform 40 when it falls from the guide path 44, the ball SM that exceeds the edge 42 by the reciprocating motion of the propulsion game 40 and is guided to the guide path 44 passes through the checker 51 or 53.

[0226] Therefore, first, the processing provided when the ball SM passes through the inspector 51 or 53 will be described.

[0227] Fig.18 A flowchart showing an example of the processing.

[0228] First, the game control unit 120 determines whether the ball SM has passed through either the checker 51 or 53 (step S1001).

[0229] If it is determined that the ball SM has not passed the checker 51 or 53 (if the determination result of step S1001 is "No"), the game control unit 120 returns the process to step S1001. Therefore, if the ball SM has not passed the checker 51 or 53, the process will not continue.

[0230] If it is determined that the ball SM has passed through either the checker 51 or 53 (if the result of step S1001 is "yes"), the game control unit 120 will determine whether the ball SM has passed through the checker 51 (step S1002). If the ball SM has passed through the checker 51 (if the result of step S1002 is "yes"), the game control unit 120 will execute the following steps: Figure 8 The probability fluctuation game shown (step S1003).

[0231] On the other hand, if the ball SM does not pass through the checker 51 (if the result of step S1002 is "No"), this means that the ball SM has passed through the checker 53. When the ball SM passes through the checker 53, the game control unit 120 will execute the following Figure 7 The general game shown (step S1004).

[0232] The game control unit 120 determines whether a draw has been made by using a probability fluctuation game or a general game (step S1005). When it is determined that a draw has been made (if the determination result of step S1005 is "yes"), the game control unit 120 determines whether the draw is a "direct JP" (step S1006).

[0233] As mentioned above, there are two cases where the "direct JP" symbol is drawn, namely, the case where the "direct JP" symbol is at least greater than or equal to a row of alignment (such as Fig.10 As shown) and the "7" symbol is at least greater than or equal to one row of alignment.

[0234] If the lottery is successful in any of the above two situations (when the judgment result in step S1006 is "yes"), the game control unit 120 will determine the number of small balls SM to be invested in the "Fanatical Pinball JP Chance" by lottery (step S1007). In addition, when the "direct JP" symbols are aligned, the game control unit 120 will determine the number of small balls SM by lottery (for example, within the range of thirty to fifty), and when the number "7" symbols are aligned, the game control unit 120 will determine the number of small balls SM by lottery (for example, up to one hundred and fifty), and there may be a difference between the two situations. In addition, for example, the lottery can also be performed by the lottery unit 180 in front of the screen.

[0235] After the number of small balls SM is drawn, the game control unit 120 changes the game state to "Frenzy Pinball JP Chance". Thereby, the game state is directly changed from "Advance Game" to "Frenzy Pinball JP Chance" without passing through "Frenzy Pinball Chance".

[0236] On the other hand, if it is determined that the draw has been made and the draw is not a "direct JP" (if the determination result of step S1006 is "No"), the game control unit 120 will determine whether the draw is a "big mania marble" (such as Fig. 9 (as shown) (step S1008).

[0237] If the winning number is "Big Fever Marble" (if the judgment result of step S1008 is "yes"), the game control unit 120 causes a big ball BM to be dropped into the table 30 (step S1009). Specifically, the action instruction unit 125 of the game control unit 120 instructs the big ball dropping unit 174 to drop a big ball BM.

[0238] After the investment, the game control unit 120 gives the player a reward (step S1010), for example, increases the number of credits by only "10", and returns the process to step S1001.

[0239] In addition, if it is determined that a draw has been made, and if the draw is neither a "direct JP" nor a "big mania marble" (if the judgment result of step S1008 is "no"), it is a draw other than the number "7" by aligning the symbols of "1" to "6", "8" or "9". Therefore, as described above, the game control unit 120 gives the player a reward corresponding to the aligned number (step S1011).

[0240] Thereafter, the game control section 120 returns the process to step S1001.

[0241] Furthermore, during the period of performing the lottery by the general game or the probability fluctuation game by allowing the ball SM to pass through the checker 51 or 53, in some cases, another ball SM may pass through the checker 51 or 53. In this case, during the lottery by the game, the number of balls SM that have passed through the checker is stored. After the lottery by the game is completed, the game control unit 120 subtracts "1" from the stored number and starts the next game. In addition, as the stored number increases, the multiplier of the reward may be increased.

[0242] In addition, the rewards for drawing two or more lines in the probability fluctuation game can be increased by comparing them with the rewards for drawing one line in the general game.

[0243] In addition, in the "advance game", even if the ball SM falls to the side area 62, as mentioned above, since the ball SM is only recovered by the stocker, no special processing is performed.

[0244] In addition, as described above, due to the shielding plate, etc., the big ball BM does not fall into the side area 62. Therefore, next, the processing provided when the small ball SM or the big ball BM falls into the front area 61 will be explained.

[0245] Fig.19 The following is a flowchart showing an example of the above-mentioned processing.

[0246] First, when the game state changes to "advance game" (such as Figure 4 The game control unit 120 performs initialization processing (step S1101). The initialization processing includes, for example, initialization (for example, reset to zero) of a variable M representing the cumulative number of large balls BM dropped into the front area 61 after the transition to the "advance game" and initialization (for example, reset to zero) of the total number of small balls SM dropped when the transition to the "pinball mania" is made.

[0247] Next, the game control unit 120 determines whether the small ball SM or the big ball BM falls into the front area 61 (step S1102). In fact, since the receiving unit 121 receives the information output from the small ball sensor 165 and the big ball sensor 164, the game control unit 120 determines whether the small ball SM or the big ball BM falls into the front area 61 based on the information.

[0248] If it is determined that the small ball SM or the big ball BM has not fallen into the front area 61 (if the determination result in step S1102 is "No"), the game control unit 120 returns the process to step S1102. Therefore, before the small ball SM or the big ball BM falls into the front area 61, the process will not be performed.

[0249] If it is determined that the small ball SM or the big ball BM has fallen into the front area 61 (if the determination result of step S1102 is "yes"), the game control unit 120 determines whether the fallen ball is the big ball BM (step S1103).

[0250] If it is determined that the big ball BM has fallen (if the determination result of step S1103 is "yes"), the game control unit 120 will determine the number of small balls SM by lottery (step S1104). Fig.11 as shown) to perform the number drawing.

[0251] Furthermore, the total number of small balls SM dropped into the first dispenser 210 when the game is switched to the "Frenzy Pinball Chance" is the cumulative number of the number of small balls SM selected. In the present embodiment, the condition for switching to the "Frenzy Pinball Chance" is, for example, when three big balls BM fall into the front area 61. Each time a big ball BM falls into the front area 61, the number of small balls is determined by lottery, and at the time point when three big balls BM fall into the front area 61, small balls SM equivalent to the cumulative number of the number determined each time the big ball BM falls are dropped into the first dispenser 210 in the "Frenzy Pinball Chance". In addition, when a big ball BM falls into the front area 61, the number of small balls SM is set, for example, in the range of "10" to "30" and is selected by lottery. Therefore, in the "Frenzy Pinball Chance", the total number of small balls SM dropped into the first dispenser 210 is set in the range of "30" to "90".

[0252] When the big ball BM falls into the front area 61, the game control unit 120 increases the variable M (the number of big balls) by "1" (step S1105). Next, the game control unit 120 determines whether the increased variable M is greater than or equal to "3" (step S1106).

[0253] If the variable M is greater than or equal to "3" (if the judgment result of step S1106 is "yes"), the transfer condition of "Frenzy Pinball Chance" is satisfied. Therefore, the game control unit 120 will give the player a predetermined reward (step S1107), for example, just add "100" to the number of credits of the player, and transfer the game state to "Frenzy Pinball Chance". On the other hand, if the variable M is not greater than or equal to "3" (if the judgment result of step S1106 is "no"), the game control unit 120 returns the process to step S1102.

[0254] On the other hand, when it is determined that the small ball SM or the big ball BM falls into the front area 61 and it is determined that the dropped ball is not the big ball BM (if the determination result of step S1103 is "No"), it means that the dropped ball is the small ball SM. Therefore, the reward accompanying the small ball SM falling into the front area 61 will be given to the player by the game control unit 120 (step S1108), for example, only "1" is added to the number of credits of the player, and the process returns to step S1102.

[0255] By such processing, the game state remains in the "advance game" until three big balls BM fall onto the front area 61. When the three big balls BM fall onto the front area 61, the game state will shift to the "frenzy pinball opportunity".

[0256] <Handling in Pinball Frenzy>

[0257] In the "pinball mania", a predetermined number of balls SM are put into the first distributor 210, among which the balls SM that pass only through the hole 215 are put into the second distributor 220, and among which the balls SM that pass only through the hole 225 are put into the third distributor 230. In addition, in the "pinball mania", among the multiple blocks in the rotating circle Gs, at the moment when the ball SM put into the third distributor 230 passes through the tube 232 and is detected by the sensor 234, a block located at the twelve o'clock direction among the multiple blocks in the rotating circle Gs is selected.

[0258] Therefore, next, the game processing executed when the game state shifts to "Frenzy Pinball Chance" will be explained.

[0259] First, when the game control unit 120 is transferred to "Frenzy Pinball Chance" (such as Figure 4 As shown in FIG. 2 , an initialization process (step S2001) is performed. The initialization process includes, for example, initialization (e.g., reset to zero) of a variable Rsum representing the number of times a red block is selected and initialization (e.g., reset to zero) of a variable Bsum representing the number of times a blue block is selected.

[0260] In addition, in the last "Frenzy Pinball Chance", if it was not transferred to "Frenzy Pinball JP Chance" or "SS Mode" (if it failed), the size of each block of the circle Gs is the size set at the end of the previous "Frenzy Pinball Chance". In addition, in the last "Frenzy Pinball Chance", if it was transferred to "Frenzy Pinball JP Chance" or "SS Mode" (if it was successful), the size of the corresponding block will be reset to the initial size (such as Fig.21 and 22 shown).

[0261] Next, the game control unit 120 puts a predetermined number of small balls SM into the first distributor 210 (step S2002). Specifically, the action instruction unit 125 instructs the path switching unit 193 to select the conveying device 195, instructs the path switching unit 196 to select the area 200, and instructs the hopper 192 to discharge a predetermined number of small balls SM. Thus, the number of small balls SM is discharged through the path switching unit 193, the conveying device 195, the path switching unit 196, and the guide path 208 (such as Fig.13 As shown) is put into the first distributor 210.

[0262] In addition, the so-called predetermined number here refers to the value of the number of small balls SM drawn each time the big ball BM falls in the "advance game" when the game state shifts from the "advance game", and when the entertainment value described later is invested, the number drawn based on the investment, when the ordinary block with the attribute of "additional lottery balls" is selected, it is, for example, "ten".

[0263] After the balls SM are dropped, the game control unit 120 determines whether the activity is continuing (step S2003). The so-called activity here refers to the state from the time when the predetermined number of balls SM are dropped into the first distributor 210 in step S2002 until all the balls SM are recovered through the holes 217, 227 or the tube 232, or the state from the time when the predetermined number of balls SM are dropped until the predetermined time (the estimated time until all the dropped balls SM are recovered, for example, one minute) has passed.

[0264] If the activity is continuing (if the determination result of step S2003 is "yes"), the game control unit 120 determines whether the ball SM thrown into the third dispenser 230 passes through the tube 232 and is detected by the sensor 234 (step S2004).

[0265] If not detected (if the determination result of step S2004 is “No”), the game control unit 120 returns the process to step S2003 .

[0266] On the other hand, if the ball SM is detected by the sensor 234 (if the judgment result of step S2004 is "yes"), the game control unit 120 will determine whether the block located in the twelve o'clock direction of the circle Gs at the moment of the detection is a red block (step S2005).

[0267] If the red block is located in the twelve o'clock direction of the circle Gs at the moment of detection (if the judgment result of step S2005 is "yes"), it means that the red block is selected by lottery, so the game control unit 120 increases the variable Rsum by "1" (step S2006).

[0268] Next, the game control unit 120 determines whether the variable Rsum after the increase is greater than or equal to the threshold Rth (step S2007). Here, the threshold Rth is the number of red block selections required to transfer from "Fanatical Pinball Chance" to "Fanatical Pinball JP Chance", and in this embodiment, it is set to "3" as described above. Of course, the threshold Rth can also be a value other than "3".

[0269] If the variable Rsum is less than the threshold value Rth (if the determination result of step S2007 is "No"), the game control unit 120 returns the process to step S2003. Thus, the game control unit 120 continues to determine whether the sensor 234 detects the ball SM until the activity ends.

[0270] On the other hand, if the variable Rsum is greater than or equal to the threshold value Rth (if the judgment result in step S2007 is "yes"), the game state is transferred to "Fever JP Chance". In addition, before the transfer, the game control unit 120 resets the size of the red block to the initial value (step S2008), and gives the player a predetermined reward (step S2009). The reward giving unit 124 gives the player a predetermined reward based on the selection result of the red block as an example of a specific lottery element. Then, the game control unit 120 transfers the game state to "Fever JP Chance".

[0271] The reason for resetting the size of the red block is as follows. That is, if the transition to "Frenzy Pinball JP Chance" or "SS Mode" fails, the process of enlarging the size of the red block or blue block as described later can be performed. However, this time, since the transition to "Frenzy Pinball JP Chance" is successful, the size of the red block is reset so that the probability of selecting the red block will return to the initial value (such as the example of the baseline value) when the "Frenzy Pinball Chance" is executed next time. In addition, the initial value of the size of the red block, such as Fig.21 and Fig. 22 As shown, the central angle is 30 degrees. In addition, the reward in step S2009 is, for example, adding "10" to the number of games in the probability fluctuation game. That is, the reward granting unit 124 grants the player the right to perform a specific lottery as a reward. It can be understood from the above description that when the reward granting unit 124 grants the player a predetermined reward (S2009), the probability changing unit 123 sets the probability of selecting the red block to the reference value in the next activity (S2008).

[0272] In addition, in the above description, for simplicity, when the variable Rsum is greater than or equal to the threshold value Rth, the game state will be transferred to the "Fever Marble JP Chance". However, even if the variable Rsum is greater than or equal to the threshold value Rth, it is also possible that the game state is not immediately transferred to the "Fever Marble JP Chance", and the variable Rsum is calculated until the end of the activity. And, based on the variable Rsum, the number of small balls SM to be invested in the next "Fever Marble JP Chance" is determined by lottery.

[0273] On the other hand, when the sensor 234 detects the ball SM, if the block located at the twelve o'clock direction of the circle Gs is not a red block (if the judgment result of step S2005 is "No"), the game control unit 120 will determine whether the block located at the twelve o'clock direction is a blue block (step S2010).

[0274] If the block at the twelve o'clock direction is a blue block (if the judgment result of step S2010 is "yes"), since this means that the blue block is selected by lottery, the game control unit 120 increases the variable Bsum by "1" (step S2011).

[0275] Next, the game control unit 120 determines whether the variable Bsum after the increase is greater than or equal to the threshold value Bth (step S2012). Here, the threshold value Bth is the number of blue block selections required to switch from the "Frenzy Pinball Opportunity" to the "SS Mode", and in this embodiment, it is set to "3" as described above. Of course, the threshold value Bth can also be a value other than "3".

[0276] If the variable Bsum is less than the threshold value Bth (if the determination result of step S2012 is "No"), the game control unit 120 returns the process to step S2003.

[0277] On the other hand, if the variable Bsum is greater than or equal to the threshold value Bth (if the judgment result of step S2012 is "yes"), the game state is transferred to "SS mode". Before the transfer, the game control unit 120 resets the size of the blue block to the initial value (step S2013) and gives the player a predetermined reward (step S2014). In other words, the reward giving unit 124 gives the player a predetermined reward based on the selection result of the blue block as an example of a specific lottery element. The content of the reward can be arbitrary. For example, the reward giving unit 124 gives the player the right to execute a specific lottery as a reward. Then, the game control unit 120 transfers the game state to "Frenzy Pinball JP Chance".

[0278] The reason for resetting the size of the blue block is roughly the same as the reason for resetting the size of the red block. That is, if the transition to "Frenzy Pinball JP Chance" or "SS Mode" fails, the process of enlarging the size of the red block or blue block as described later can be performed. However, this time, since the transition to "SS Mode" is successful, the size of the blue block must be reset so that the probability of selecting the blue block will return to the initial value (such as the benchmark value example) the next time "Frenzy Pinball Chance" is executed. In addition, the initial value of the size of the blue block, such as Fig.21 and Fig. 22 As shown, the central angle is 30 degrees. As can be understood from the above description, when the reward giving unit 124 gives the player a predetermined reward (S2014), the probability changing unit 123 sets the probability of selecting the blue block to the reference value in the next activity (S2013).

[0279] In addition, in the above description, for simplicity, when the variable Bsum is greater than or equal to the threshold value Bth, the game state will shift to the "SS mode". However, even if the variable Bsum is greater than or equal to the threshold value Bth, it may not shift to the "SS mode" immediately, and the variable Bsum may be calculated until the activity ends. And, based on the variable Bsum, the initial number of probability fluctuation games set in the next "SS mode" is determined by lottery.

[0280] Furthermore, if the variables Rsum and Bsum are calculated until the activity ends, it is possible that at the end of the activity, the variable Rsum is greater than or equal to the threshold Rth, and the variable Bsum is also greater than or equal to the threshold Bth. In this case, the game state may first be transferred to the game state that is greater than or equal to the threshold, or it may be preferentially transferred to the "Frenzy Pinball JP Chance".

[0281] At the moment when the ball SM passes through the sensor 234, if the block located in the twelve o'clock position direction of the circle Gs is neither a red block nor a blue block (if the judgment result of step S2010 is "No"), this means that any of the ordinary blocks (1) to (6) is selected by lottery.

[0282] Here, first, the game control unit 120 determines whether the attribute of the selected common block is "credit reward" (step S2015). If the attribute of the selected common block is "credit reward" (if the determination result of step S2015 is "yes"), the game control unit 120 adds a predetermined value (such as "10") to the number of credits of the player as a reward (step S2016). Then, the game control unit 120 returns the process to step S2003.

[0283] On the other hand, if the attribute of the selected common block is not "credit reward" (if the judgment result of step S2015 is "No"), this means that the attribute of the selected common block is "additional lottery ball". Therefore, the game control unit 120 returns the process to step S2002. Thus, in step S2002, "ten" small balls SM are additionally put into the first distributor 210.

[0284] Furthermore, if it is determined in step S2003 that the activity is not continuing, the game control unit 120 encourages the player to invest in the entertainment value, for example, by displaying on the display device 15 and / or providing voice guidance.

[0285] Furthermore, if the player invests a predetermined amount of the entertainment value within the predetermined time (if the judgment result of step S2017 is "yes"), the game control unit 120 determines the number of small balls SM by lottery (step S2018), and returns the process to step 2002. Thereby, the small balls SM of the number selected are invested into the first distributor 210 and the activity is restarted (essentially extended). That is, when receiving the investment of the entertainment value from the player, the game control unit 120 (lottery display control unit 122) will increase the number of lottery draws in the activity.

[0286] Again, when the activity is extended due to the input of recreational value, the game control unit 120 may also enlarge the size of the red or / and blue blocks. In addition, the activity may be extended due to the input of recreational value, and additional conditions may be provided such as being limited to three times.

[0287] On the other hand, if the player does not invest the entertainment value within the predetermined time (if the judgment result of step S2017 is "No"), the game control unit 120 will enlarge the size of the red block according to the variable Rsum and the size of the blue block according to the variable Bsum (step S2019), and the game state is transferred to "advance game".

[0288] Since the variable Rsum is less than "3" in step S2019, it is any one of "0", "1" or "2". For example, if the variable Rsum is "0", the game control unit 120 does not change the center angle of the red block, if it is "1", the game control unit 120 enlarges it by 10 degrees, and if it is "2", the game control unit 120 enlarges it by 20 degrees. Similarly, since the variable Bsum is less than "3" in step S2020, it is any one of "0", "1" or "2". For example, if the variable Bsum is "0", the game control unit 120 does not change the center angle of the blue block, if it is "1", the game control unit 120 enlarges it by 10 degrees, and if it is "2", the game control unit 120 enlarges it by 20 degrees.

[0289] For example, in the "Pinball Frenzy", it is assumed that in the block management table 133, the following Fig. 22 The initial value shown, and Fig.21 In the above case, when the red block is selected twice and the blue block is selected once, the block management table 133 is updated as follows when the "pinball mania" ends.

[0290] That is to say, Fig.24 As shown, in the block management table 133, the central angle of the red block is enlarged by only 20 degrees and changed to 50 degrees by the secondary selection, and the central angle of the blue block is enlarged by only 10 degrees and changed to 40 degrees by the primary selection.

[0291] At Fig.24 In the example of the block management table 133, as the central angle of the red block is enlarged by only 20 degrees, the central angles of the normal blocks (1) to (3) are reduced by only 6.7 (= 20 / 3) degrees. In addition, as the central angle of the blue block is enlarged by only 10 degrees, the central angles of the normal blocks (4) to (6) are reduced by only 3.3 (= 10 / 3) degrees.

[0292] Furthermore, the properties of ordinary blocks (1) to (3) will be maintained. Fig. 22 status.

[0293] Fig.23 It means that when the block management table 133 is Fig.24 When the content shown in the figure is displayed, the circle Gs is displayed. Fig.21 Compared with the example of FIG. 1 , while the central angles of the red block and the blue block are being enlarged, the central angles of the ordinary blocks ( 1 ) to ( 6 ) are being reduced.

[0294] Therefore, when the game state returns to "Advance Game" and then switches to "Frenzy Pinball Chance" again, the probability of the red block being selected will be increased based on the number of times the red block was selected in the previous "Frenzy Pinball Chance". Similarly, when the game state returns to "Advance Game" and then switches to "Frenzy Pinball Chance" again, the probability of the blue block being selected will be increased based on the number of times the blue block was selected in the previous "Frenzy Pinball Chance".

[0295] Therefore, it is possible to provide the player with motivation to continue playing the game in the workstation unit ST. As can be understood from the above description, the probability change unit 123 (S2019) changes the probability of selecting the red block or the blue block in the next activity based on the selection result of the red block or the blue block in one activity (variable Rsum or variable Bsum). Specifically, when the reward in step S2009 or S2014 is not given to the player, the probability change unit 123 will increase the probability of selecting the red or blue block in the next activity.

[0296] In addition, the combination of the rotating display of the circle Gs and the lottery of the falling ball SM, that is, the lottery of the combination of the image display and the movement of the ball SM as a tangible object, as described above, can reduce the possibility of giving the player an artificial impression. Since the circle Gs displayed on the screen 150 is achieved by software processing as described above, the probability of selecting each block by lottery can be easily changed.

[0297] <Modification>

[0298] The above-mentioned embodiments may be modified in various ways as described below. In each of the following modified forms, one or more of the embodiments may be appropriately combined within the scope of non-contradiction.

[0299] <Variation 1>

[0300] The symbols of the general game and the probability fluctuation game in the above-mentioned embodiment are only examples. In addition to numbers, symbols such as cherry, orange, BAR, etc. can also be used. In addition, the symbols in the game can also be arranged on a reel (drum) instead of a single sphere.

[0301] <Variation 2>

[0302] In the above-mentioned embodiment, although the central angle of the red block or the blue block is enlarged to increase the selection probability of each block, the method for changing the probability of selecting each block is not limited to the above-mentioned example. For example, the probability of selection can also be changed by changing the number of red blocks or blue blocks, or the change of the central angle and the change of the number of blocks can be combined to change the selected probability. In addition, it is not always necessary to select a lottery element with a probability proportional to the size or number of the block, and it is also possible to select a lottery element with a probability slightly proportional to the size or number of the block, or it is also possible to select a lottery element according to the probability of the size or number of the block that changes step by step (or non-step by step). In other words, as long as the size or / number of a specific area is changed based on the example of the red block or the blue block, and the lottery probability is changed in any form. Specifically, as long as the lottery probability is changed according to the ratio of the area of ​​a specific area to the total area of ​​multiple blocks or the ratio of the number of specific areas to the total number of blocks.

[0303] <Variation 3>

[0304] In the above-mentioned embodiment, when the number of times a specific lottery element is selected is greater than or equal to a predetermined threshold, a predetermined reward will be given. When it is less than the predetermined threshold, based on the number of times the specific lottery element is selected, the probability of selecting the specific lottery element in the next activity is increased, but it is not limited to this. For example, when the number of times a specific lottery element is selected is less than a predetermined threshold (including the case where the specific lottery element is not selected), a predetermined reward may also be given. When the predetermined lottery element is greater than or equal to the predetermined threshold, the probability of selecting the specific lottery element in the next activity may be reduced based on the number of times the specific lottery element is selected.

[0305] <Variation 4>

[0306] In the above-mentioned embodiment, although the probability of selecting a specific lottery element is changed at the moment after all the lotteries in the scheduled activity are completed, the period of changing the probability of selecting a specific lottery element is not limited to the above-mentioned example. For example, the probability of selecting a specific lottery element may be changed at the moment during the scheduled activity based on the lottery result executed at the time point. In addition, the probability of selecting a specific lottery element may be changed based on the lottery result of the previous activity at the moment before the next activity is about to start.

[0307] <Variant 5>

[0308] When a combination of multiple types of specific lottery elements is met, a predetermined reward will be given. If the combination does not meet, the probability of meeting the combination in the next activity can also be increased. In addition, if the combination does not meet, a predetermined reward will be given. If the combination meets, the probability of meeting the combination in the next activity can also be reduced. Here, the number of multiple specific elements constituting the combination is not limited to one each. For example, it can be a combination in which the number of one specific element is greater than or equal to 2 and the number of other specific elements is greater than or equal to 5.

[0309] <Variant 6>

[0310] In the above-mentioned embodiment, the area of ​​a specific lottery element (red block or blue block) occupying a plurality of lottery elements (circle Gs) is changed, and the probability of selecting a specific lottery element (red block or blue block) is changed in the next activity, but it is not limited to this example. For example, based on the number of times a specific lottery element is selected, the number of times a lottery element is selected from a plurality of lottery elements by lottery can be changed in the next activity. For example, based on the number of times a specific lottery element is selected, the number of times a lottery element is selected by lottery can be increased in the next activity.

[0311] <Variant 7>

[0312] In the above-mentioned embodiment, in at least a part of the lottery using the screen display, a predetermined reward will be given based on the selection result of a specific lottery element. Furthermore, based on the selection result of the specific lottery element, the probability of selecting a specific lottery element in the next activity is changed, but the present invention is not limited to the example. For example, in a lottery in which a lottery is performed by inserting a sphere into a physical lottery plate with multiple lottery holes, in a certain activity, a predetermined number of spheres are inserted, and when a specific lottery hole greater than or equal to a predetermined number of times is selected (including the case of selecting once), a predetermined reward will be given. If no selection exceeds the predetermined number of times, the number of spheres placed on the physical lottery plate surface can also be increased in the next activity, and vice versa. In addition, it can also be that when no specific lottery hole greater than or equal to a predetermined number of times is selected, at least a part of the lottery holes other than the specific lottery hole is closed in the next activity, so that the sphere cannot enter.

[0313] <Variant 8>

[0314] The program for executing the game is preferably recorded on a recording medium and provided to the game device 10. Alternatively, the program may be executed by an information terminal having a processor, a memory device, and a display device (display), and the game of the game device 10 may be provided on the display device.

[0315] The recording medium storing the program is, for example, non-transitory and may include any known semiconductor recording medium, magnetic recording medium, or other recording medium in addition to optical recording media such as optical disks.

[0316] It is sufficient that the program enables a computer including the processor 12 to function as each part of the game device 10 .

[0317] The program that enables the computer including the processor 12 to be used as the game device 10 may also be stored in a recording medium that is provided inside or outside the distribution server for distributing the program. The code of the program stored in the recording medium that can be accessed from the distribution server may also be different from the code of the program in the format executed on the game device. In other words, if it can be downloaded from the distribution server and installed in a format that can be executed on the game device 10, the format stored in the recording medium that can be accessed from the distribution server will not be restricted. In addition, the program may be divided into multiple programs, and merged with the game device 10 after being downloaded at different times. The distribution servers used to distribute each divided program may also be different.

[0318] <Note>

[0319] From the above description, the following invention can be understood. In addition, in order to facilitate understanding of each embodiment, in the following description, although the reference symbols in the drawings are added in brackets for convenience, the purpose is not to limit each invention to the illustrated embodiments.

[0320] <Note 1>

[0321] First, it comprises: a lottery unit (122) for selecting one or more than or equal to two lottery elements from a plurality of lottery elements including specific lottery elements by lottery in a predetermined activity; a reward granting unit (124) for granting a predetermined reward based on the selection result of the lottery unit (122) for the specific lottery element; and a probability changing unit (123) for changing the probability of selecting the specific lottery element in the next predetermined activity based on the selection result of the specific lottery element in the predetermined activity.

[0322] If the game device of the above form is used, the probability of selecting a specific lottery element in the next scheduled event will be changed based on the selection result of the specific lottery element in the scheduled event. Therefore, for the player, the expectation of selecting a specific lottery element by lottery in the next scheduled event will be increased, and thus the player will be motivated to continue playing the game.

[0323] Here, "lottery" (active state) refers to the action of selecting lottery elements by the lottery unit as the main body; "through lottery" (passive state) is used to indicate the lottery elements selected by the lottery unit. The lottery element represents an element that may be selected (possibly selected) by lottery; the specific lottery element represents a specific lottery element related to the reward among the lottery elements. In addition, the "selection result of a specific lottery element", for example, in an activity such as the embodiment, the number of selections of a specific lottery element by lottery can be greater than or equal to a threshold, and in addition, a specific lottery element can be selected in a specific time period of the activity. In addition, the so-called predetermined reward is given based on the selection result of a specific lottery element, for example, in a predetermined activity, when the number of selections of a specific lottery element is greater than or equal to a threshold, a predetermined reward will be given.

[0324] The lottery unit can also perform the action of selecting a specific lottery element from a plurality of lottery elements by software such as screen display, or can also be performed by a physical mechanism. For example, as described in the above embodiment, the lottery unit will allocate a plurality of areas (blocks) divided radially in a circle as lottery elements, and on a screen that displays a part of the predetermined lottery elements as specific lottery elements, the circle is rotated. At this time, at the time when the ball thrown from the outside of the circle to the inside passes through the edge around the circle, it can also be determined that the lottery element corresponding to the area overlapped with the ball is selected. In addition, the lottery can also be performed using virtual balls displayed as images, instead of balls as tangible objects.

[0325] Instead of displaying circles on a screen, the lottery unit may also utilize a tangible mechanism such as a roulette wheel to perform the lottery.

[0326] In addition, for example, the numbers of the lottery elements can be set to "1" to "9", where, for example, "3", "5", and "7" are set as specific lottery elements, and the probability of winning these numbers is set to be equal or unequal, and one or greater than or equal to two numbers (lottery elements) are selected.

[0327] An event is a period of time that is distinguished in a game, or a special game state. Specifically, an event is a state that is performed specifically for normal games to obtain a lot of rewards or a game of chance. There are not only one type of game of chance, but also multiple types.

[0328] The reward may be, for example, the value of the game, or the right to participate in a lottery that is more likely to win a larger reward, or the number of times a game is given to a game, etc.

[0329] <Note 2>

[0330] As for another form of game device, the multiple lottery elements of the game device described in Note 1 are areas greater than or equal to two types that can be seen by the player; the lottery unit (122) selects the lottery elements based on the probability corresponding to the size and / or number of each area; the probability change unit (123) changes the size and / or number of specific areas corresponding to specific lottery elements in the areas greater than or equal to two types, and changes the probability of selecting the specific lottery elements.

[0331] If the game device of another form is used, the game device described in Supplement 1 allows the game body (e.g., a ball) to fall (or overlap) into a specific area in the circle, and a specific lottery element assigned to the specific area is selected. In addition, the circle can also be displayed on a screen, or a physical mechanism such as a roulette wheel can be used.

[0332] <Note 3>

[0333] As for another form of game device, at least the probability changing unit (123) of the game device described in Note 1, when the reward giving unit (124) does not give the predetermined reward in the predetermined activity, will increase the probability of selecting the specific lottery element in the next scheduled activity based on the number of times the specific lottery element is selected in the predetermined activity.

[0334] When using the game device of another form, at least the game device of Supplementary Note 1, when the predetermined reward is not given in the predetermined activity, the probability of selecting a specific lottery element by lottery is increased in the next predetermined activity, so the possibility of giving the reward is increased. Therefore, the player will be motivated to continue playing the game.

[0335] <Note 4>

[0336] As for another form of game device, at least in the game device described in Note 1, when the reward giving unit (124) gives a predetermined reward in a predetermined activity, the probability changing unit (123) will set the probability of selecting a specific lottery element to a reference value in the next predetermined activity.

[0337] If the other form of the game device is used, at least in the game device described in Note 1, when a predetermined reward is given in a predetermined activity, in the next predetermined activity, the probability of selecting a specific lottery element will be initialized to a baseline value, so that the probability can be suppressed from increasing excessively.

[0338] <Note 5>

[0339] Regarding another form of game device, at least in the game device described in Note 1, the lottery unit (122) can conduct lotteries in multiple stages including a first stage and a second stage; when the lottery result in the first stage meets a predetermined condition, a lottery is executed in the second stage to select one or more than or equal to two lottery elements from multiple lottery elements including the specific lottery element.

[0340] If the game device of the other form is used, at least in the game device described in Supplement 1, a sense of tension and expectation can be given to the player through the multiple stages of lottery. In addition, as the lottery in the first stage, for example, when the ball enters a specific hole among the multiple holes, as in the dispenser described in the above embodiment, it can be a physical mechanism that transfers the condition to the second stage of lottery, or it can also be a screen display of software such as a screen display.

[0341] <Note 6>

[0342] Regarding another form of the game device, at least in the game device described in Supplement 1, when the lottery unit (122) receives a specific entertainment value input by a player, the number of lottery draws in a predetermined activity can be increased.

[0343] When using the game device of the other form, at least in the game device described in Supplement 1, even if there is a possibility that the predetermined reward may not be given in the predetermined activity, the number of draws generated by the draw unit will increase with the investment of the entertainment value, so the possibility of selecting a specific draw element will increase. Therefore, the possibility that the player may terminate the game in the middle is suppressed to a very low level.

[0344] <Note 7>

[0345] Regarding another aspect of the game device, at least in the game device described in Supplementary Note 1, the predetermined reward is a right to execute a specific lottery.

[0346] When the game device in the other form is used, at least in the game device described in Supplement 1, since the right to execute a specific lottery is given to the player as a predetermined reward, the player can be motivated to continue the game.

[0347] <Note 8>

[0348] Another form of a gaming device is a gaming device (10) having a processor (12), a memory (13) and a display (15), wherein the processor (12) is connected to the memory (13) and the display (15); in a predetermined activity, one or more than or equal to two lottery elements are selected from a plurality of lottery elements including specific lottery elements by lottery; a predetermined reward is given based on the number of times the specific lottery elements are selected; based on the selection result of the specific lottery element in the predetermined activity, the probability of selecting the specific lottery element in the next predetermined activity is changed, and a screen showing the change in the probability of selecting the specific lottery element is output to the display (15).

[0349] If another form of gaming device is used, which is the same as the gaming device described in Note 1, it can provide players with an incentive to continue playing the game.

[0350] <Note 9>

[0351] Another form of the program is a gaming device (10) having one or more processors (12), wherein at least a portion of the one or more processors (12) is used for the following functions: a lottery unit (122) that selects one or more than two lottery elements from a plurality of lottery elements including a specific lottery element by lottery in a predetermined activity; a reward granting unit (124) that grants a predetermined reward based on the number of times the lottery unit (122) selects the specific lottery element; and a probability changing unit (123) that changes the probability of selecting the specific lottery element in the next predetermined activity based on the selection result of the specific lottery element in the predetermined activity.

[0352] If another form of program is used, which is the same as the game device described in Note 1, it can give players an incentive to continue the game.

[0353] Explanation of symbols

[0354] 10: Gaming Devices

[0355] 12: Processor

[0356] 13: Memory device

[0357] 14: Detection Device

[0358] 15: Display device

[0359] 120: Game Control Department

[0360] 122: Lottery display control unit

[0361] 123: Probability Change Department

[0362] 124: Remuneration department.

Claims

1. A gaming device, characterized in that: have: A lottery unit, which selects one or more than or equal to two lottery elements from a plurality of lottery elements including a specific lottery element by lottery in a predetermined activity; a reward granting unit that grants a predetermined reward when the number of times the specific lottery element is selected through the multiple draws of the lottery unit in the predetermined activity is greater than a threshold value; and a probability changing unit, which changes the probability of selecting the specific lottery element in the next scheduled activity based on the selection result of the specific lottery element in the scheduled activity, The threshold is an integer greater than 2, When the specific lottery element is selected by the lottery unit in the scheduled activity but the number of times the specific lottery element is selected is less than the threshold value and the reward granting unit does not grant the scheduled reward, the probability changing unit increases the probability of selecting the specific lottery element in the next scheduled activity based on the number of times the specific lottery element is selected in the scheduled activity. The lottery section includes a display device and a guide path, which is arranged on the front side of the screen of the display device from the player's perspective and is used to guide tangible objects. The lottery section executes a lottery that uses both changes in virtual symbols displayed on the screen and real physical phenomena of tangible objects falling.

2. The game device according to claim 1, characterized in that The plurality of lottery elements are areas that are greater than or equal to two types that can be seen by the player; The lottery unit selects the lottery elements with a probability corresponding to the size and / or number of each area; The probability changing unit changes the size and / or number of specific areas corresponding to the specific lottery element among the two or more areas, and changes the probability of selecting the specific lottery element.

3. The game device according to claim 1 or 2, characterized in that: When the reward granting unit grants the predetermined reward in the predetermined event, the probability changing unit sets the probability of selecting the specific lottery element in the next predetermined event to a reference value.

4. The game device according to claim 1 or 2, characterized in that: The lottery drawing unit may conduct lottery drawings in a plurality of stages including a first stage and a second stage; When the lottery result in the first stage satisfies a predetermined condition, a lottery for selecting one or more than or equal to two lottery elements from a plurality of lottery elements including the specific lottery element is executed in the second stage.

5. The game device according to claim 1 or 2, characterized in that: When the lottery unit accepts a specific entertainment value input by a player, the lottery number in the predetermined activity is increased.

6. The game device according to claim 1 or 2, characterized in that: The predetermined reward is the right to execute a specific lottery.

7. A gaming device comprising a processor, a memory and a display, wherein: The processor is connected to the memory and the display; In a predetermined activity, selecting one or more than two lottery elements from a plurality of lottery elements including a specific lottery element by lottery; When the number of times the specific lottery element is selected by the lottery unit of the game device during the predetermined activity is greater than or equal to a threshold, a predetermined reward is given; Based on the selection result of the specific lottery element in the predetermined activity, changing the probability of selecting the specific lottery element in the next predetermined activity; The state of the probability change of selecting the specific lottery element is output to the display, The threshold is an integer greater than 2, When the specific lottery element is selected by the lottery unit in the predetermined activity but the number of times the specific lottery element is selected is less than the threshold value and therefore the predetermined reward is not given, the probability of selecting the specific lottery element in the next predetermined activity is increased based on the number of times the specific lottery element is selected in the predetermined activity. The lottery section includes the display and a guide path, which is arranged on the front side of the screen of the display from the player's perspective and is used to guide tangible objects. The lottery section executes a lottery using both changes in virtual symbols displayed on the screen and real physical phenomena of tangible objects falling.

8. A computer-readable recording medium having a program recorded thereon, the program being a program for a game device having one or more processors, characterized in that: The program causes at least a portion of the processor (or processors) greater than or equal to one to perform the following functions: A lottery unit, which selects one or more than or equal to two lottery elements from a plurality of lottery elements including a specific lottery element by lottery in a predetermined activity; a reward granting unit that grants a predetermined reward when the number of times the specific lottery element is selected through the multiple draws of the lottery unit in the predetermined activity is greater than a threshold value; and a probability changing unit, which changes the probability of selecting the specific lottery element in the next scheduled activity based on the selection result of the specific lottery element in the scheduled activity, The threshold is an integer greater than 2, When the specific lottery element is selected by the lottery unit in the scheduled activity but the number of times the specific lottery element is selected is less than the threshold value and the reward granting unit does not grant the scheduled reward, the probability changing unit increases the probability of selecting the specific lottery element in the next scheduled activity based on the number of times the specific lottery element is selected in the scheduled activity. The lottery section includes a display device and a guide path, which is arranged on the front side of the screen of the display device from the player's perspective and is used to guide tangible objects. The lottery section executes a lottery that uses both changes in virtual symbols displayed on the screen and real physical phenomena of tangible objects falling.

Citation Information

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