Game machine
By introducing operation control units and peripheral frequency control units into the game console, the problem of insufficient production frequency and type control in traditional game consoles is solved, which improves the player experience and provides personalized rewards, and enhances the appeal of the game.
Patent Information
- Application Number
- JP2024199605
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-11-15
- Publication Date
- 2025-01-30
AI Technical Summary
Traditional gaming consoles lack control over specific production frequency and types during the game, resulting in poor player experience and difficulty in providing a personalized reward mechanism.
By introducing an operation control unit and a peripheral frequency control unit in the gaming machine, it is possible to change the frequency of occurrence of a specific type of production at any time, and adjust the game rules according to the player's operation to provide personalized rewards.
Accurate control over the production frequency and type of game consoles, enhance player experience, and increase the appeal and interactivity of the game through personalized reward mechanisms.
Smart Images

Figure 2025015686000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine installed in an amusement parlor or the like. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there have been gaming machines that execute various effects during play (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2012-080953 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]
[0005] In order to solve the above problem, one form of the present invention is a gaming machine having a control means capable of executing control regarding presentations executed in relation to the progress of a game, and further comprising an appearance frequency control means capable of executing control to change the appearance frequency of a specific type of presentation executed at any timing within the game based on an operation on an operating means, and the control means is capable of executing control regarding a specific presentation law when a specific presentation law is set such that when the specific type of presentation is executed, the game can progress to a game mode corresponding to the specific type of presentation, and the control means is capable of controlling so that the specific presentation law does not change between a case where the appearance frequency is controlled to a first state in which the appearance frequency is not changed by the appearance frequency control means and a case where the appearance frequency is controlled to a second state in which the appearance frequency is changed by the appearance frequency control means, and the game mode corresponding to the specific type of presentation is such that a predetermined benefit is given to the player. [Brief description of the drawings]
[0006] [Figure 1] FIG. 1 is a front view of a gaming machine according to a first embodiment, and is a perspective view showing an internal configuration. [Diagram 2] 1 is a diagram showing a configuration in the vicinity of a performance customization operation unit 30 in the first embodiment. FIG. [Diagram 3] 1 is a block diagram of a gaming machine according to a first embodiment. [Figure 4] 4A to 4C are diagrams showing an internal lottery table and a payout table according to the first embodiment. [Diagram 5] FIG. 2 is a diagram showing a table relating to the presentation in the first embodiment. [Figure 6] FIG. 2 is a diagram showing a table relating to the presentation in the first embodiment. [Figure 7] FIG. 2 is a diagram illustrating the transition of RT states in the first embodiment. [Figure 8] A diagram explaining the transitions between normal zones, favorable zones, and transitions between stages in the first embodiment. [Figure 9] FIG. 2 is a diagram illustrating a performance customization screen according to the first embodiment. [Figure 10] FIG. 2 is a diagram illustrating a performance customization screen according to the first embodiment. [Figure 11] This is a flowchart of the processing after winning AT performance D in the first embodiment. [Figure 12] FIG. 2 is a diagram showing characters that are displayed in each presentation in the first embodiment and correspond to each presentation. [Figure 13] This is a diagram explaining the contents of normal performance C and AT performance D executed on the main display unit 17 and sub-display unit 18 in the first embodiment. [Figure 14] A figure explaining the customization of normal effect A in the second embodiment. [Figure 15] FIG. 13 is a diagram illustrating the configuration of a gaming system 301 according to a third embodiment. [Figure 16] A diagram showing AT effect tables 375a, 375b of the third embodiment. [Figure 17] 13A and 13B are diagrams showing a set list table 375c and an evaluation table 375d according to the third embodiment. [Figure 18] FIG. 13 is a diagram showing a game history table 375e according to the third embodiment. [Figure 19] 13A to 13C are diagrams illustrating screen transitions during custom operations on a player terminal 360 of the third embodiment. [Figure 20] FIG. 13 is a diagram showing a display screen during custom operation of a player terminal 360 of the third embodiment. [Figure 21] FIG. 13 is a diagram showing a display screen during custom operation of a player terminal 360 of the third embodiment. [Figure 22] FIG. 13 is a diagram for explaining the flow of play by a first player in the third embodiment. [Diagram 23] 13A to 13C are diagrams showing display screens at the start and end of a game by a first player in the third embodiment. [Figure 24] FIG. 13 is a diagram for explaining the flow of play by the second player in the third embodiment. [Diagram 25] FIG. 13 is a diagram showing a display screen when the second player starts playing in the third embodiment and when game information is disclosed. [Figure 26] FIG. 13 is a diagram illustrating the start processing of game information for a second player in the third embodiment. [Figure 27] FIG. 13 is a diagram showing a set list evaluation screen 393 according to the third embodiment. [Figure 28] A figure showing an AT effect custom screen 395 of the gaming machine 310 of the third embodiment. [Figure 29] FIG. 13 is a diagram showing a display screen when custom setting is performed using the gaming machine 310 of the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] (Embodiment) A preferred embodiment of the present invention will now be described with reference to the drawings. (First embodiment) [Configuration of gaming machine 10] The gaming machine 10 is a slot machine installed in an amusement arcade or the like. As shown in FIG. 1, the gaming machine 10 includes a cabinet 10b having an opening on the front side, and a front door 10a that opens and closes the opening. As shown in Figures 1 to 3, the gaming machine 10 is equipped with a medal insertion slot 11, a BET button 12, a start lever 13, a performance button 14, a stop button 15 (15L, 15C, 15R) (stop operation means), a favorable zone lamp 16, a main display unit 17 (output means, operation notification means), a sub-display unit 18 (output means), a lamp 19, a speaker 20 (output means), reels 21 (21L, 21C, 21R) (variable display means), a drum unit 21a, a medal payout device 22, a setting button 24, a performance custom operation unit 30, a main control board 40, and a sub-control board 50.
[0008] The gaming machine 10 is equipped with a memory unit and a control unit provided on the main control board 40 and the sub-control board 50, respectively, and is a device capable of various calculation processes and various controls. The gaming machine 10, the main control board 40, and the sub-control board 50 are included in the concept of a computer. Each memory unit is equipped with a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the gaming machine 10. Each control unit is equipped with a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.
[0009] The medal insertion slot 11 is a portion where a player inserts a medal (game medium). A medal selector 11a (medal detection means) is provided inside the medal insertion slot 11. The medal selector 11a is a sensor or the like that detects a medal inserted into the medal insertion slot 11, and outputs a detection signal to a main control unit 42 (described later).
[0010] The BET button 12, the start lever 13, the effect button 14, and the stop buttons 15L, 15C, and 15R are operation units that are operated by the player to play a game. The BET button 12 is an example of an operation means capable of receiving a player's operation for setting the bet amount. By operating the BET button 12, the bet amount is set to 1, 2, or 3 medals. Games with bet amounts of 1, 2, or 3 medals are also called 1 BET game, 2 BET 1 game, and 3 BET game, respectively. The start lever 13 receives a tilt operation from the player to spin the reels 21 and start the game. The effect button 14 accepts operations related to effects from the player. By operating the effect button 14, for example, effects for suggesting or outputting various information are executed or effects are switched. During a period in which operation of the effect button 14 can be accepted, a notification such as "Please operate the effect button" is displayed on the display units 17, 18, etc. In this embodiment, details of the effects related to the effect button 14 are omitted.
[0011] The stop buttons 15L, 15C, and 15R are an example of an operating means for performing a stop operation of the reels 21L, 21C, and 21R. The stop buttons 15L, 15C, and 15R are provided corresponding to each of the reels 21L, 21C, and 21R, and can accept an operation for stopping the symbols being displayed variably. The stop buttons 15L, 15C, and 15R are made in a state where they can be pressed by, for example, lighting means such as LEDs built into each button.
[0012] The advantageous zone lamp 16 is controlled to be lit while staying in an advantageous zone (described later). Note that, instead of the advantageous zone lamp 16, the gaming machine 10 may control, for example, to light up the "dot" portion of a 7-segment display (also called "7-seg") constituting a payout number display unit that displays the number of medals to be paid out. The main display unit 17, the sub-display unit 18, the lamps 19, the speakers 20, etc. can be used as notification means, presentation means, etc. by outputting various information. The main display unit 17 and the sub-display unit 18 are liquid crystal display devices, etc. Each of the display units 17 and 18 performs various effects using images, displays various information in the game, etc. In addition, the main display unit 17 navigates (informs) the operation order of the stop buttons 15L, 15C, and 15R by displaying push order navigations 17L, 17C, and 17R. The lamps 19 and speakers 20 provide effects such as light emission and sound. In addition, the speaker 20 navigates the operation order of the stop buttons 15L, 15C, and 15R by outputting sounds, similar to the push order navigation 17L, 17C, and 17R of the main display unit 17.
[0013] The reels 21 (21L, 21C, 21R) are an example of a variable display means that variably displays symbols (identification information). A plurality of (for example, 20) symbols are displayed on the periphery of each of the reels 21L, 21C, and 21R. The types of symbols are, for example, "watermelon," "cherry," "bell," "blue 7 (blue letter 7)," "white 7 (white letter 7)," and the like. The drum unit 21a is a device that rotates the reels 21L, 21C, and 21R and is provided inside the housing 10b. In the above-described embodiment, some of the symbols on the circumferential surfaces of the reels 21L, 21C, and 21R that are driven to rotate are visible through the window portion on the front surface of the front door 10a, and the symbols are displayed in a variable manner. The form of the variable display means is not limited to this, and for example, the number of symbols on the periphery may be other than 20. Also, the form of the variable display means may not be a mechanical reel, but may be a form in which symbols are displayed on a liquid crystal display device or the like. The medal payout device 22 is a device that pays out medals stored in a hopper 22a to a medal payout outlet 22b.
[0014] The setting button 24 is used to select and set the winning probability of each winning role (i.e., the degree of advantageousness of the game) from among multiple settings 1 to 6 (multiple probability values (setting values)) described below, by accepting a selection operation by an amusement facility manager or the like.
[0015] 2, the effect customization operation unit 30 is an operation unit for a player to set custom effects before or during a game. The effect customization operation unit 30 is provided on an operation panel on the front side of the gaming machine 10. The effect customization operation unit 30 includes an occurrence rate reliability operation unit 31 (first operation means) and an effect rule operation unit 32 (second operation means). The occurrence rate reliability operation unit 31 and the performance rule operation unit 32 are mechanical push buttons. The occurrence rate reliability operation unit 31 includes a cross key 31a and a decision button 31b. The performance rule operation section 32 includes an initial rule button 32a and a custom rule button 32b. The occurrence rate reliability operation unit 31 is operated when changing the occurrence rate and reliability of the effect. The effect rule operation unit 32 is operated when changing the effect rule. The operation of the occurrence rate reliability operating unit 31 and the performance rule operating unit 32 will be described in detail later.
[0016] As shown in Figure 3, the main control board 40, the medal selector 11a, the BET button 12, the start lever 13, the stop button 15, the advantageous zone lamp 16, the drum unit 21a, the medal payout device 22 and the setting button 24 are connected by communication cables and are capable of communication. The main control board 40 includes a main memory unit 41 (storage means) and a main control unit 42 (game state control means). The main memory unit 41 stores various information such as game programs relating to games, tables for conducting various lotteries, setting values selected by the setting buttons 24 (selected setting values), and the like.
[0017] The main control unit 42 operates according to the program in the main memory unit 41. As a result, the main control unit 42 performs processes related to the progress of the game on the gaming machine 10, and the like. In addition, the main control unit 42 realizes game play on the gaming machine 10 by controlling game progress processing involving internal lottery processing, management of various information stored in the main memory unit 41, and devices such as the medal payout device 22 in response to the operation of operating units such as the start lever 13. The detailed processing of the main control unit 42 will be described later.
[0018] The sub-control board 50 is connected to the performance buttons 14, the main display unit 17, the sub-display unit 18, the lamps 19, the speaker 20 and the performance customization operation unit 30 by communication cables, enabling communication therebetween. The sub-control board 50 includes a sub-storage unit 51 and a sub-control unit 55 (control means, appearance frequency control means). The sub-storage unit 51 stores various information such as game programs related to games and tables for conducting various lotteries. The sub-controller 55 processes and controls effects synchronized with play on the gaming machine 10, based on information transmitted in one direction from the main controller 42 of the main control board 40. The sub-controller 55 controls the main display unit 17, the sub-display unit 18, the lamps 19, the speakers 20, etc., to produce effects such as video output, lamp illumination, and fanfare sound output. These outputs and effects include, for example, those that notify the transition of game states, those that correspond to each game state, etc. The sub-controller 55 also controls various effects according to the settings of the effect customization operation unit 30. The detailed processing of the sub-control unit 55 will be described later.
[0019] (Various tables) 3 to 6 are diagrams for explaining various tables in the first embodiment. Tables 41a and 41b are stored in main memory unit 41 of main control board 40, and tables 51a to 53a, 51b and 53b are stored in sub-memory unit 51 of sub-control board 50, but these storage locations may be changed as appropriate. The internal lottery table 41a and the payout table 41b in Fig. 3 are referred to when each game is executed. The internal lottery table 41a is related to a 3-BET game. Although not described here, the main memory unit 41 also stores internal lottery tables and payout tables related to 1-BET and 2-BET games.
[0020] The internal lottery table 41a specifies the probability of winning each winning combination in each game. The internal lottery table 41a stores each winning combination in association with the winning probability. The internal lottery table 41a has information corresponding to settings 1 to 6. As shown in the internal lottery table 41a, setting 1 is the lowest setting and setting 6 is the highest setting. The higher the setting, the more advantageous it is for the player. In this way, the main control unit 42 can control the degree of advantage in the game by performing lottery processing based on the setting values stored in the main memory unit 41 and the internal lottery table 41a. The setting may be five or less stages or seven or more stages, and the allocation rates of the various winning roles may be the same for some or all of them, or may be different. The payout table 41b stores a combination of symbols that will be displayed in each game and the number of medals to be paid out in association with each other.
[0021] As shown in Figures 5 and 6, the sub-storage unit 51 stores a normal effect table 51a, a normal time notice D table 51b, a CZ effect table 52a, an AT effect table 53a, and a BB transition notice E table 53b. The normal effect table 51a stores each of the normal effects A to C in association with information on each initial appearance rate, each initial CZ reliability, each post-customization appearance rate, and each post-customization CZ reliability. Similarly, the CZ effect table 52a stores each of the CZ effects A to C in association with information on the initial appearance rate, the initial AT reliability, the appearance rate after customization, and the AT reliability after customization. The AT effect table 53a stores each of the AT effects A to D in association with information on the initial appearance rate, the initial BB reliability, the appearance rate after customization, and the BB reliability after customization.
[0022] The normal time preview D table 51b stores information regarding the appearance rate of the CZ transition preview D. The BB transition notice E table 53b stores information regarding the appearance rate of the BB transition notice E. The details of each table and the games using each of the tables 51a to 53a, 51b, and 53b will be described later.
[0023] [Basic operation of gaming machine 10] The main control unit 42 of the main control board 40 and the sub-control unit 55 of the sub-control board 50 perform the basic operations of the game as follows. At the start of each game (also referred to as the current game in the embodiment), a bet number is set using medals (including credit medals). The bet number can be set by directly inserting medals into the medal insertion slot 11, or by pressing the BET button 12, or the like.
[0024] In the method of inserting medals through the medal insertion slot 11, a predetermined number of bets corresponding to the number of inserted medals is set (however, the upper limit of the bets is "3", which corresponds to three medals). In the method using the BET button 12, each time the BET button 12 is operated, one, two, or three medals are subtracted from the credit medals, and the subtracted amount is set as the bet amount. The credit medals are added by inserting medals into the medal insertion slot 11 or winning, and up to 50 medals, for example, can be credited (stored) as internal data.
[0025] The bet amount thus set is stored in the main memory unit 41. Then, when the bet amount reaches a predetermined number, the state becomes one in which the right to play one game is held and the game can be started.
[0026] In the above-mentioned game startable state, the operation of the start lever 13 is valid. In this valid state, when the start lever 13 is tilted (game start operation), the game starts. In the embodiment, the operation of the start lever 13 in the valid state is also referred to as "lever operation". In response to the lever operation, the reels 21L, 21C, and 21R start to move, and an internal lottery process is executed to determine the lottery result of the current game from among a plurality of winning combinations (including losing combinations) such as replay combinations and small combinations before the reels 21L, 21C, and 21R stop. As a result, the main control unit 42 performs a determination by internal lottery as to whether or not to award game media. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability. In the embodiment, the internal lottery process is completed before the reels 21L, 21C, and 21R reach steady rotation, but may be completed before the reels 21L, 21C, and 21R start rotating.
[0027] Each reel 21L, 21C, 21R gradually increases its rotation speed from a stopped state, and then reaches a steady state where it rotates at a constant speed. When the reels reach this steady state, the stop buttons 15L, 15C, 15R provided corresponding to each reel 21L, 21C, 21R become pressable (stop button operation is enabled). In this state, when each of the stop buttons 15L, 15C, and 15R is pressed, the reels 21L, 21C, and 21R are controlled to stop with a combination of symbols permitted by the timing of the press and the lottery result of the internal lottery process.
[0028] In the embodiment, when the three stop buttons 15 are operated once each for a total of three times to stop the three reels 21, the operated buttons are also referred to as the first stop button, the second stop button, and the third stop button, in the order of operation, and the reels 21 stopped by the first stop button, the second stop button, and the third stop button are also referred to as the first reel, the second reel, and the third reel, respectively. In addition, the stop operation of each stop button by the player to stop the first reel, the second reel, and the third reel is also referred to as the first reel stop operation, the second reel stop operation, and the third reel stop operation. Furthermore, the time after it is detected that the player's finger or the like has been removed from the stop button operated to stop the first reel, the second reel, and the third reel is also referred to as after the first reel stop operation, after the second reel stop operation, and after the third reel stop operation, respectively.
[0029] After the third reel is stopped, the combination of symbols that have stopped on the winning line is judged to be a predetermined combination of symbols, and if the combination is a predetermined combination of symbols, a winning prize is awarded, and a game value according to the combination of symbols is awarded.
[0030] As an example of the gaming value, when a combination of symbols corresponding to a small prize stops, a small prize is determined to have been won, and the medal payout device 22 is driven and controlled to pay out a predetermined number of medals to the medal payout outlet 22b (see payout table 41b in Figure 4). The payout of medals can be configured so that only the amount exceeding the upper limit of credit medals is paid out, but it can also be configured so that medals corresponding to a winning prize are paid out each time a winning prize is won by operating a specified button or the like in advance.
[0031] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 21L, 21C, and 21R are stopped so as to be visible from outside the machine (also called "stopped display"). As a result, the main control unit 42 controls the variably displayed symbols so as to be stopped in a manner based on the determination result of the internal lottery. Then, the main control unit 42 determines whether or not a win has been made based on the stopped display state at this time. The main control unit 42 determines whether or not a prize has been won based on the combination of symbols that have stopped on the winning line in the middle row (the center of the three symbols that are successive in the vertical direction). Note that the winning lines are not limited to this, and may be, for example, five lines in total, including three lines in the upper row, middle row, and lower row and two diagonal lines, or any one or more of these five lines.
[0032] (Winning role) The winning combination includes, for example, a "small combination," a "replay combination," a "bonus combination," and the like. The combination of symbols corresponding to the "small winning combination" is, for example, a bell combination, a rare combination, a chance combination, a losing combination, and the like. The symbol combination that corresponds to the "Bell role" is "Bell, Bell, Bell" on the winning line, in the order of "reel 21L (left), reel 21C (centre), reel 21R (right)". Furthermore, the "Bell role" includes a "Common Bell role" and a "Push order Bell role 1 to 6". When you win the "Common Bell Role", the combination of symbols will be completed regardless of the push order. When you win any of the "Push Order Bell Roles 1 to 6 (described below)", the combination of symbols will be completed by following the push order.
[0033] The rare combinations are Cherry and Watermelon. The symbol combination for Cherry is "Cherry, ANY, ANY" (where ANY is any symbol), and the symbol combination for Watermelon is "Watermelon, Watermelon, Watermelon." In a game in which a rare combination is won, the sub-controller 55 displays images of symbols corresponding to the rare combination or images suggesting the symbols on the main display unit 17. The player performs an operation involving eye-pressing in accordance with this display, that is, stops the reels 21L, 21C, and 21R at the timing when the same symbols as those displayed on the main display unit 17 and the like stop on the winning line. In response to this stop operation, the main control unit 42 stops and displays a combination of symbols corresponding to the winning combination. The symbol combination for the "Chance Eye" is "Bell, Watermelon, Watermelon", etc.
[0034] When a combination of symbols corresponding to a "replay role" stops, a replay win is determined, and the player is able to play the next game without inserting a medal, i.e., without spending a medal. The combination of symbols that corresponds to the "replay role" is "replay replay replay" (regular replay), etc. The symbol combination corresponding to the "bonus role" (a combination of a replay role and a bonus role) is "white 7, cherry, blank", etc. When this symbol combination stops, the game state transitions to the bonus state.
[0035] (Push order) The pressing order refers to the order in which the stop buttons 15L, 15C, and 15R are operated. In the embodiment, the winning combination with the push order includes push order bell combinations 1 to 6. As described below, when the result of the internal lottery determination is that the push order is Bell role 1 to 6 and the operation manner of the stop buttons 15L, 15C, and 15R is in accordance with the push order, the main control unit 42 executes control to stop and display the symbols in the combination of "Bell Bell Bell" corresponding to the Bell role.
[0036] In the AT state (described later), when "Push Order Bell Role 1-6" is won, the sub-controller 55 controls the main display 17 and the speaker 20 to notify the push order. For example, if the winning role is "Push Order Bell Role 1", the push order navigations 17L, 17C, and 17R of "1", "2", and "3" are displayed in order from left to right on the main display 17 (see FIG. 1(A)), and the sounds "left", "middle", and "right" are output from the speaker 20 to notify the operation order of the stop buttons 15, "15L→15C→15R". In this way, the main display unit 17 and the speaker 20 output information relating to the operation order of the stop buttons 15L, 15C, and 15R. In addition to or instead of the main display unit 17 and the speaker 20, lamps or the like that light up in the order in which the stop buttons 15L, 15C, and 15R are operated may be provided.
[0037] When the player operates the stop button 15 in accordance with this navigation, the combination of symbols corresponding to the "Push Order Bell Role 1" is displayed in a stopped state, and the player is given game value (payment of a specified number of medals, transition of game state, etc.). On the other hand, when the "Push Order Bell Role 1-6" is won, if the stop button 15 is operated without following the push order, the combination of symbols corresponding to the "Push Order Bell Role 1-6" will not be stopped. Although a detailed explanation is omitted, in the embodiment, when such an operation of missing bells is performed, a predetermined combination of symbols is stopped and displayed, and one medal is paid out.
[0038] [Game flow of gaming machine 10] FIG. 7 is a diagram illustrating the transition of the RT state in the first embodiment. An example of the flow of play in the gaming machine 10 of the first embodiment will be described. The main control unit 42 of the main control board 40 and the sub-control unit 55 of the sub-control board 50 are capable of controlling the gaming machine 10 into a plurality of gaming states, and perform various processes in each gaming state, control of transitions between gaming states (also simply referred to as "transitions"), etc. as follows. Unless otherwise specified below, the transition from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is met. However, this is not limited to this, and the transition may occur from the next game after the transition condition is met.
[0039] (RT state, bonus state) As shown in Fig. 7, the game state is controlled to be transitionable between the RT0 state, the RT1 state (bonus transition waiting state), and the bonus state. Note that, although there are two RT states in this embodiment, there may be one or three or more. The RT state and the bonus state are the basic gaming states of the gaming machine 10. RT is an abbreviation of replay time. The RT state in this embodiment has an RT0 state and an RT1 state in which the winning probability of a replay role is determined. As shown in the internal lottery table 41a in Fig. 3, in the RT0 state, a bonus combination can be won. The bonus state is a gaming state in which, for example, only the common bell combination can be won. RT0 is controlled after resetting settings, clearing RAM, etc. The transition from RT0 state to RT1 state occurs based on winning a bonus role. Therefore, the RT1 state is a state in which a bonus role is internally won. In the RT1 state, when a bonus combination is internally won, if a 3-bet is placed and the combination of symbols corresponding to the bonus combination, "White 7, Cherry and Blank", stops (a bonus combination is won), the player will transition to the bonus state.
[0040] A transition from the bonus state to the RT0 state occurs when the bonus state termination condition is met while the player is in the bonus state. The condition for the bonus state to end is when the number of medals paid out exceeds 40. While in the bonus state, only the common bell role can be won in a 3-BET game. Therefore, when 6 3-BET games are played, 48 medals (8 medals paid out x 6 times) will be paid out, and the game will transition to the RT0 state.
[0041] By the above process, the gaming machine 10 is basically designed to play a game in the RT1 state when an internal bonus combination is won. In other words, even if a bonus combination is won, the player has difficulty in stopping the display of the symbols corresponding to the bonus combination because the player is not notified of the bonus combination. Also, even if the bonus combination is activated, the player does not usually play the game with the aim of the transition to the bonus combination, because the player has little expectation of an increase in the number of medals won. In addition, the gaming machine 10 is assumed to be prepared for operation in a state where a bonus role is internally won while a store clerk is in the RT0 state before the store opens. Even in this state, the player does not aim for a bonus role that is unlikely to increase the number of medals won. In addition, as described later, the gaming machine 10 is designed to progress through each stage and transition between stages by playing 3 BET in a state where a bonus role is internally won in the RT1 state. Therefore, the gaming machine 10 basically has a game feature in which, in the RT1 state, when a bonus role is internally won, the player can play the game without winning the bonus role.
[0042] (Normal section, advantageous section) FIG. 8 is a diagram illustrating the transitions between normal zones, advantageous zones, and game states in the first embodiment. As shown in Fig. 8, the gaming area of the gaming machine 10 has a normal area and an advantageous area. Each stage shown in Fig. 8 will be described in detail later. The normal section is the play section during the normal stage. In this case, the normal stage is the play after changing the setting, replaying the same setting, clearing the RAM, and the play after the end of the AT stage.
[0043] The advantageous zone is the normal stage after transition from the normal zone (i.e., the game state can transition from the normal zone to the advantageous zone while continuing to stay in the normal stage), and the game zone while staying in the stage after transition from the normal stage (CZ stage, AT stage). The condition for transitioning from the normal zone to the advantageous zone is that a role other than a losing role is won during the normal zone while in RT1 state. If a role other than a losing role is won, the game will transition from the normal zone to the advantageous zone after the third reel of the winning game is stopped. The condition for transitioning from the advantageous zone to the normal zone is transitioning from the AT stage to the normal stage. In addition, the main control unit 42 forcibly ends the advantageous zone when the advantageous zone limiter is reached regardless of the gaming state, that is, when the difference in the number of coins in the advantageous zone reaches 2,400 coins or the number of games in the advantageous zone reaches 1,500G.
[0044] (AT state, non-AT state) AT is an abbreviation of assist time. The AT state is a state controlled by the AT, and the non-AT state is a state controlled by the non-AT. The AT state is a game state in which the operation order of the stop buttons 15L, 15C, and 15R is notified when the push order bell role 1 to 6 is won, and the winning of the push order bell role is assisted. In the non-AT state, even if the lottery result of each game is the push order bell role 1 to 6, the push order of the stop buttons 15L, 15C, and 15R is not announced. For this reason, it is basically difficult for the player to stop and display the combination of symbols corresponding to the push order bell role. Therefore, during the AT state, the ball dispense speed is faster than during the non-AT state. Therefore, the gameplay of the gaming machine 10 is basically such that the player stays in the AT state for a long time, and the ball dispense speed is increased.
[0045] (Game flow) The flow of the game will be described in detail with reference to FIG. In the embodiment, the number of games, the execution of a game, etc. are also referred to as "G" as appropriate. The main control unit 42 can independently control the transition between the normal zone and the advantageous zone, the transition between the RT0 state, the RT1 state, and the bonus state, and the transition between the stages shown in Fig. 8. However, as described above, the game in this embodiment is basically performed in the RT1 state, so the game in each stage is basically performed while staying in the RT1 state.
[0046] As shown in FIG. 8, the stages (game states) are broadly divided into a normal stage (normal game state), a CZ stage, an AT stage (special game state), and a pseudo bonus. In the embodiment, although detailed description is omitted, when moving from each stage to another stage, a premonition stage that is a premonition battle may be passed through. In addition, in such a premonition stage, game information of the stage to be moved to afterwards may be announced. For example, in the premonition stage when moving from the normal stage to the CZ stage, information on the advantage of the CZ stage (degree of ease of moving from the CZ stage to the AT stage) may be announced. The basic flow of the game is to move from the normal stage to the CZ stage, then to the AT stage, and then back to the normal stage from the AT stage. Also, from the CZ stage, you can move to the AT stage, or from the CZ stage to the normal stage.
[0047] The normal stage and CZ stage are non-AT states. Therefore, while in these game states, it is difficult to increase the number of medals acquired. The AT stage and pseudo bonus are AT states. Therefore, a player can win a large amount of medals by staying in the AT stage for a long time after the AT stage transition and by transitioning to the pseudo bonus many times. Therefore, the player starts playing from the normal stage and first aims to move to the CZ stage. After that, the player plays the CZ stage aiming to move to the AT stage without moving to the normal stage, and further aims to stay in the AT stage for a long time.
[0048] The transition control of the game state is not limited to the mode shown in Fig. 8, and may be changed as appropriate. For example, while staying in the normal stage, the probability of transition to the AT stage may be lower than the probability of transition to the premonition stage. Also, while staying in the normal stage, it may be possible to transition to the pseudo bonus.
[0049] (Details of each stage) The details of each stage will be explained below. (Normal Stage) During the normal stage, after the transition to the advantageous zone, for example, when a bell or rare role is won, a lottery for transition to the CZ stage is held. The winning probability of the lottery for transition to the CZ stage is, for example, 32 / 256 when a bell or rare role is won. The condition for transitioning from the normal stage to the CZ stage is to win the lottery mentioned above, but in addition to this, conditions such as the number of games consumed in the advantageous zone reaching 700G may be added. The probability of transitioning to the CZ stage is controlled so that the higher the setting, the higher the probability. Therefore, the higher the setting, the more advantageous it is for the player.
[0050] As described later, the sub-controller 55 controls normal performances and the like while on the normal stage.
[0051] (CZ Stage) The CZ stage is the stage where the game progresses with a view to transitioning to the AT stage. The transition condition from the CZ stage to the AT stage is, for example, one of the following conditions. The probability of transitioning to the AT stage is controlled so that the higher the setting, the higher the probability. Therefore, the higher the setting, the more advantageous it is for the player. - Fight against enemy characters and win That is, the CZ stage is a stage where the player fights against an enemy character. In this case, for example, the enemy character's strength may be gradually decreased every time the player wins the Bell role. Then, by defeating the enemy character, the player moves to the AT stage. On the other hand, by losing to the enemy character, the player moves to the normal stage.
[0052] Win the lottery for direct transition to the AT stage The main control unit 42 performs a lottery process for a direct transition to the AT stage in addition to the transition process for fighting the enemy character. The main control unit 42 may perform a lottery for acquiring an item for performing the lottery process for this direct transition in the premonition stage or the like described above, and may perform the lottery process for this direct transition when the item has been acquired.
[0053] If the above AT transition conditions are met in the CZ stage, the game will transition to the AT stage upon completion of the final game of the CZ stage; on the other hand, if the above transition conditions are not met, the game will transition to the normal stage upon completion of the final game of the CZ stage.
[0054] As described later, the sub-control unit 55 controls the CZ performance while staying on the CZ stage.
[0055] (AT stage) The AT stage is a game that can continue for multiple sets, with a set consisting of a predetermined number of games (e.g., 20G), a predetermined difference in the number of coins paid out, etc., and can continue for up to 10 sets. Since the AT stage is controlled in the AT state, the longer the player stays in the AT stage, that is, the more sets continue, the more medals are paid out. In addition, the specifications for the continuation of a set are not limited to 10 sets and can be changed as appropriate. For example, the set may be continued until the advantageous period ends.
[0056] The transition from the AT stage is to a pseudo bonus or normal stage. During each set, a lottery process for continuing to the next set and a lottery process for a pseudo bonus are performed. If the lottery for continuing to the next set is won, the next set of games will start after the final game of the set has ended.
[0057] As described later, the sub-control unit 55 controls the AT performance and the like while staying on the AT stage.
[0058] (pseudo bonus) The pseudo bonus is advantageous to the player because it is controlled in the AT state. The pseudo bonus has two stages: an RB stage and a BB stage, which is more advantageous to the player than the RB stage. That is, the BB stage is a specification that allows a larger difference in the number of coins that can be acquired or a larger number of games than the RB stage. Furthermore, for example, the BB stage may be an advantageous specification by making the winning rate of the set number addition lottery in the AT stage higher than during the BB stage or during each set of the AT stage.
[0059] During the AT stage, the probability of winning the BB stage is, for example, 5% when a rare role is won, and the probability of winning the RB stage is, for example, 20% when a rare role is won. When the transition to the pseudo bonus is selected, the main control unit 42 transitions the game state to the pseudo bonus after the third stop operation of this game. In addition, in response to the transition to the pseudo bonus, the main control unit 42 stops various counters of the AT stage (counters of the difference in the number of coins in one set, counters of the number of games played in one set) until the set that transitioned to the pseudo bonus is returned to, that is, until the AT stage is returned to.
[0060] (Transition to normal stage) The main control unit 42 transitions from the AT stage to the normal stage when any of the following conditions is met. - The lottery for the next set has been unsuccessful and play for that set has ended. The 10th set has been completed (i.e. the AT stage has been completed) When transitioning to the normal stage, the player may go through a result stage, that is, a stage that notifies the game result (such as the difference in number of coins) of the AT stage. In addition, if the above-mentioned conditions for ending the advantageous zone are met while in the AT stage, the main control unit 42 will forcibly end the advantageous zone and transition to the normal stage.
[0061] [Custom settings for production] 9 and 10 are diagrams illustrating the effect customization screen 60 of the first embodiment. The sub-control unit 55 accepts operation of the effect customization operation unit 30 by the player (also referred to as custom operation in the embodiment), and customizes settings related to the effects performed in the normal stage, CZ stage, and AT stage. In the embodiment, the term "custom" is used mainly to mean changing and setting specifications (that is, customization). Although detailed description will be omitted, the sub-controller 55 displays the custom effect screen 60 on the main display unit 17 when a state in which no game is being played on the gaming machine 10 continues for a predetermined time (e.g., several minutes). The sub-controller 55 also displays the custom effect screen 60 when any button on the custom effect operation unit 30 is operated, even during the display of a demonstration screen that is displayed while no game is being played, or during game play. For this reason, the sub-controller 55 can accept custom operations at any timing. The custom effect screen 60 may be scrollable in the vertical and horizontal directions as appropriate.
[0062] For normal stages and CZ stages, you can customize the appearance rate (appearance frequency) and reliability of normal effects A to C (first effects) and CZ effects A to C (first effects) that are executed on these stages, respectively. Regarding the AT stage, in addition to the appearance rate and reliability of AT effects A to C (first effects) executed on the AT stage, the performance rules of AT effect D (second performance) can be customized. Note that the customization in the embodiment is just one example, and other effects (for example, effects related to additional lotteries in the AT stage) may also be customizable.
[0063] (Normal performance custom screen 61a) The normal effect custom screen 61a displays a table made up of rows and columns. The rows are arranged with normal effects A to C. The columns are arranged with the initial appearance rate, the initial CZ appearance rate, the appearance rate after customization, and the reliability after customization. The initial appearance rate and the initial CZ appearance rate of the normal performance custom screen 61a are read from the normal performance table 51a by the sub-controller 55. That is, the sub-controller 55 reads information on the initial appearance rate and the initial CZ reliability from the normal performance table 51a, and displays information on the initial appearance rate and the initial reliability of the normal performances A to C on the normal performance custom screen 61a. The post-customization appearance rate and post-customization reliability are set by the player (the setting operation will be described later). As a result, the normal effect customization screen 61a displays information associating the normal effects A to C with the initial appearance rate, the initial CZ appearance rate, the post-customization appearance rate, and the post-customization reliability.
[0064] The appearance rate indicates the probability that each effect will be executed in each stage according to the lever operation. For example, the initial appearance rate of normal effect C is 5% during the normal stage, so it is executed with a probability of 5% according to the lever operation. In other words, normal effect A is executed with a probability of 5 times per 100 games during the normal stage. The initial appearance rate is the initial setting (default) appearance rate, and the customized appearance rate is the appearance rate customized by the player.
[0065] The reliability is the reliability of transitioning to a stage (game state) that is advantageous to the player when each effect is executed. In an embodiment, the reliability represents the probability of transitioning to a game state that is advantageous to the player. The reliability of normal effects A to C of the normal stage indicates the probability of transitioning to the CZ stage when each of normal effects A to C is executed (i.e., the probability of winning the internal lottery for transitioning to the CZ stage). For example, the reliability of normal effect A is 5%, so the probability of transitioning to the CZ stage when normal effect A is executed is 5%. The initial trust level is the initial setting (default) trust level, and the customized trust level is the trust level customized by the player, as described below.
[0066] (Normal Notice D) The appearance rate of normal preview D cannot be directly customized by the player, but is customized in conjunction with the customization of normal effect C, as described below. The normal time notice D is a performance in which an explanation such as "If the normal performance C appears, it's your chance" is displayed before the execution of the normal performance C (see FIG. 13(A)). In other words, the normal performance C and the normal time notice D are corresponding performances. When the normal performance C is selected, the sub-control unit 55 further performs a lottery to determine whether or not to execute the normal time notice D.
[0067] As shown in the normal time notice D table 51b in FIG. 5, the probability that the normal time notice D will be a winning combination when the normal effect C is a winning combination is 10%. Here, the initial appearance rate at which normal effect C is executed is 5% when a rare role is won, so the probability that normal notice D will ultimately be executed is initially set to 0.5% when a rare role is won. On the other hand, Fig. 9 shows an example in which the post-customization appearance rate of normal effect C is increased to 20% (i.e., 4 times) by customization operation. In this case, the sub-control unit 55 increases the probability of normal time notice D being executed to 2% (i.e., 4 times) when a rare role is won, in conjunction with this custom setting, as shown in the post-customization appearance rate when a rare role is won in the normal time notice D table 51b. This is because the probability of normal time notice D being won is 10% when normal effect C is won, in both the initial setting and the custom setting. In this way, the gaming machine 10 can change the control of the normal time notice D in conjunction with the custom setting of the normal performance C. In addition, normal effects A and B may also have corresponding preview effects, similar to normal effect C and normal time preview D.
[0068] (CZ performance custom screen 62a, AT performance custom screen 63a) The CZ effect custom screen 62a and the AT effect custom screen 63a are created in the same manner as the normal effect custom screen 61a. However, the reliability of the CZ effect custom screen 62a indicates the probability of transition to the AT stage when each of the CZ effects A to C is executed (i.e., the probability of winning the internal lottery for transition to the AT stage). Also, the AT effect custom screen 63a indicates the probability of transition to the BB stage when each of the AT effects A to C is executed (i.e., the probability of winning the internal lottery for transition to the BB stage).
[0069] In addition, the CZ effects A to C and the AT effects A to C may also have corresponding preview effects, similar to the normal effect C and the normal time preview D.
[0070] (Operation of each performance custom screen 61a to 63a) The player can make custom settings by operating the cross key 31a of the performance customization operation unit 30 to select the increase / decrease button (displaying two triangles) with the pointer 60a displayed on the main display unit 17, and then operating the decision button 31b. For example, when the button for increasing the appearance rate of normal performance A is selected with the pointer 60a and the decision button 31b is operated, the sub-controller 55 increases the appearance rate display of normal performance A. Also, when the CZ reliability of normal performance A is similarly operated, the sub-controller 55 increases the CZ reliability of normal performance A.
[0071] (AT Production D Production Rule Custom Screen 63b) The sub-control unit 55 accepts custom operations of the performance rules for the AT performance D. The performance rules are the rules for the progress of the game after each performance is executed. There are two types of performance rules for the AT performance D: the initial rule and the custom rule. The contents of these rules are as follows.
[0072] (initial law) The initial rule is that after the AT performance D is executed, in the next game, there is a 100% probability of transitioning to the BB stage. In other words, when AT performance D is executed, it is confirmed that the game following the game in which AT performance D was executed will transition to the BB stage (a state in which the internal lottery for transitioning to the BB stage has been won in the game in which AT performance D was executed).
[0073] (Custom Law) The custom rule is that after the AT performance D is executed, in the next game, there is a 100% probability of transitioning to a pseudo bonus stage. In other words, when AT performance D is executed, the game following the game in which AT performance D is executed will transition to either the BB stage or the RB stage (a state in which the internal lottery for transitioning to the BB stage or the RB stage is won in the game in which AT performance D is executed).
[0074] The player can set the presentation rule of the AT presentation D by operating the presentation rule operation unit 32. As shown in Fig. 2, the sub-control unit 55 blinks the button of the currently set rule, and also displays the currently set rule in a thick frame on the production rule customization screen 63b. In the example of Fig. 10, since a custom rule is set, the custom rule button 32b blinks, and the custom rule row on the production rule customization screen 63b is displayed in a thick frame. When a desired rule of presentation has already been set, the player does not need to operate the rule of presentation operation unit 32. On the other hand, when a desired rule of presentation has not been set, the player can change to the desired rule of presentation by operating the rule selection button for the desired rule of presentation. For example, the player may operate the initial rule button 32a when changing from the custom rule to the initial rule in the scene of Fig. 2. When the sub-control unit 55 receives this operation, it changes the blinking button to the initial rule button 32a, and also changes the bold frame of the production rule customization screen 63b to the line of the initial rule.
[0075] Here, in the initial rule, the AT performance D is executed only when the BB transition is won (when the transition lottery to the BB stage is won), so the sub-control unit 55 controls not to execute the AT performance D when the RB transition is won (when the transition lottery to the RB stage is won). This is because if the RB stage is transitioned to after the AT performance D is executed, it contradicts the performance rule of the AT performance D (transition to the BB stage with a 100% probability). On the other hand, in the custom rule, the AT performance D is executed not only when the BB transition is won but also when the RB transition is won, so there is no such contradiction even if the sub-control unit 55 transitions to the RB stage after executing the AT performance D. For this reason, the appearance rate of AT effect D is improved compared to the initial rule by being set to the custom rule. That is, the sub-control unit 55 changes the appearance rate of AT effect D by changing from the initial setting to the custom rule. In the example of the AT effect table 53a in Fig. 6 and the effect rule customization screen 63b in Fig. 10, the appearance rate of AT effect D is improved from 10% (initial appearance rate) to 20% (appearance rate after customization).
[0076] Various methods can be used for control to increase the appearance rate of AT effect D. As an example, the following two methods can be used. (Method 1) According to the initial rule, if AT performance D is won, AT performance D will be executed when either the following conditions (a) or (b) are met. (a) If you win the lottery to move to the BB stage (b) If you are not successful in the lottery to move to the pseudo bonus (BB stage, RB stage) In other words, (c) Even if you win AT performance D, if you win the lottery to move to the RB stage In this case, AT performance D will not be executed.
[0077] On the other hand, in the custom rule, when AT performance D is won, AT performance D is executed when any of the above conditions (a), (b), or (c) is satisfied. For this reason, the occurrence rate of AT effect D is increased by the custom rule compared to the initial rule only in the portion related to (c) above.
[0078] (Method 2) According to the initial rule, a lottery is held to determine whether or not to execute the AT performance D only when the BB transition is won. On the other hand, in the custom rule, a lottery is held to determine whether or not to execute the AT performance D when the BB transition is won, as well as when the RB transition is won. For this reason, the appearance rate of AT performance D is increased by the custom rule compared to the initial rule by only the portion of the lottery on whether or not AT performance D will be executed when the RB transition is won.
[0079] (BB Transition Notice E) The appearance rate of the BB transition notice E cannot be directly customized by the player, but is customized in conjunction with the customization of the AT performance D, as described below. The BB transition notice E is a display that displays a notice such as "When the AT effect D appears, the BB transition is confirmed" (see FIG. 13(B)). In other words, the AT effect D and the BB transition notice E are corresponding effects, just like the normal effect C and the normal time notice D. Here, in a state where the AT performance D is set to a custom rule, after the AT performance D is executed, there is a case where the stage transitions to the BB stage, but also to the RB stage. For this reason, when the AT performance D is set to a custom rule, the sub-control unit 55 does not execute the BB transition notice E. This is because if the stage transitions to the RB stage after executing both the BB transition notice E and the AT performance D, the notice explanation of the BB transition notice E and the flow of the game after executing the AT performance D may be inconsistent.
[0080] In addition, although details will be described later, when the AT performance D is won, the sub-control unit 55 further performs a lottery to determine whether or not to execute the BB transition notice E. The probability that the BB transition notice E is won when the AT performance D is won is 10% (see the BB transition notice E table 53b). Here, since the initial appearance rate of the AT effect D is 10% (see AT effect table 53a), the probability that the BB transition notice E will ultimately be executed is initially set to 0.5% when a rare role is won (see BB transition notice E table 53b). On the other hand, when the custom rule is custom set, as described above, the BB transition notice E is not executed, so that the appearance rate after customization of the BB transition notice E is 0%. In this way, the gaming machine 10 can change the control of the BB transition notice E in conjunction with the custom setting of the AT performance D.
[0081] (Custom confirmation operation) When the player wishes to confirm the content of the above-mentioned custom operation and start playing, he or she simply operates the cross key 31a to select the Confirm button 60b on the performance customization screen 60, and then operates the Set button 31b. Although not shown in the figures, in this case, when the presentation rule is the initial rule, the sub-controller 55 displays an explanation that "the presentation rule has not been changed" on the main display unit 17, etc., and then displays the game screen (game execution screen). This allows the gaming machine 10 to clearly inform the player that the game rule has not changed from the initial rule after the custom setting, giving the player a sense of security.
[0082] On the other hand, when the presentation rule is a custom rule, the sub-controller 55 displays an explanation such as "The presentation rule of the AT presentation D is a custom rule" on the main display unit 17, etc., and then displays the game screen. This allows the gaming machine 10 to clearly inform the player that the AT presentation D is controlled by the custom setting.
[0083] It should be noted that the sub-control unit 55 does not need to display an explicit explanation of the setting of such rules. That is, for example, regardless of whether normal effect C is customized or not, when normal time notice D is executed, an explanation of the presentation rule such as "If normal effect C appears, it's your chance" is displayed. For this reason, even if an explicit explanation of the rule setting is not displayed, the player can recognize that the presentation rule of normal effect C is the same in both the initial setting and the custom setting.
[0084] Furthermore, in response to the operation of the confirm button 60b, the sub-controller 55 updates the information in each of the tables 51a to 53a, 51b, and 53b in FIG. 5 and FIG. 6 to reflect the operation after customization. For example, the post-customization appearance rate of normal effect C in the normal effect table 51a is increased from the initial appearance rate of 5% to 20% by customization operation. The other post-customization appearance rates and post-customization CZ winning rates of normal effects A to C are the same as the initial appearance rates and initial winning rates. When a rare symbol is won after customizing the normal preview D table 51b, as described above, the initial appearance rate increases from 0.5% to 2% in accordance with the customization operation of the normal performance C.
[0085] [Execution process for each performance] FIG. 11 is a flowchart of the processing after winning the AT performance D in the first embodiment. FIG. 12 is a diagram showing characters that are displayed in each presentation in the first embodiment and that correspond to each presentation. FIG. 13 is a diagram for explaining the contents of the normal effect C and the AT effect D executed on the main display unit 17 and the sub-display unit 18 in the first embodiment. (Control during normal play of A to C) During the normal stage, the sub-controller 55 performs a performance selection process when a rare combination is won. In this selection process, the normal performance to be executed is selected from among normal performances A to C by selection, and if none of normal performances A to C is won, none of normal performances A to C is executed.
[0086] The effect lottery process is carried out based on the information after customization of the normal effect table 51a. 5 and 9, when the appearance rate and reliability are not customized, the post-custom appearance rate and the initial appearance rate of the normal effect table 51a are the same numerical value, and the post-customization reliability and the initial reliability are the same numerical value (see normal effects A and B). Therefore, the sub-control unit 55 executes the effect lottery process based on the same information as the initial appearance rate and the initial reliability (first state). On the other hand, when the appearance rate is custom set, such as for the normal effect C, the appearance rate after customization of 20% is stored in the normal effect table 51a. In this case, the sub-control unit 55 sets the winning probability of the normal effect C to 20% and executes the effect lottery process (second state).
[0087] In other words, normal effect C is a rare effect in the initial settings, and therefore has a lower probability of being executed than other effects. By customizing the appearance rate of normal effect C to 20%, players can make normal effect C, which is a rare effect, appear more easily. This allows players to easily make normal effect C appear and enjoy the effect of normal effect C. It should be noted that the above example is an example in which the appearance rate is custom set, but even if the reliability is custom set, the sub-control unit 55 executes the performance lottery process based on the customized reliability.
[0088] This lottery process randomly selects one integer from a certain range (in the embodiment, the numbers are 1 to 100 as an example) and makes a decision based on the selected number. In other words, the sub-control unit 55 generates a random number in the range of 1 to 100. Among the effect tables 51a to 53a shown in FIG. 5 and FIG. 6, the random numbers corresponding only to the normal effect table 51a are also shown. In the example of normal effect table 51a, in the initial setting, normal effect A (initial occurrence rate 30%) is won when the generated random number is between 1 and 30, normal effect B (initial occurrence rate 10%) is won when the generated random number is between 31 and 40, and normal effect C (initial occurrence rate 5%) is won when the generated random number is between 41 and 45. On the other hand, after customization, normal effects A and B (appearance rate after customization 30%, 10%) are the same as the initial settings, and normal effect C (appearance rate after customization 20%) will be won if the generated random number is between 41 and 60. Then, the sub-controller 55 executes the normal performance determined by the above-mentioned lottery.
[0089] Hereinafter, the processing of normal effects A to C will be described using normal effect C as an example. The normal effect C depends on the specifications of the gaming machine 10, but may be executed in the game after the lever is operated, or may be executed over several games. Here, an example of execution in the game after the lever is operated will be described.
[0090] (Control during normal play of notice D) When the normal performance C is selected by the above-mentioned lottery process, the sub-control unit 55 performs a lottery to determine whether or not to execute the normal time notice D. As shown in the normal time notice D table 51b, the probability of the normal time notice D being selected is 10% of the probability of the normal performance C being selected. As shown in Fig. 13(A), when the performance execution of the normal time notice D is a winning combination, the sub-controller 55 executes the normal time notice D by displaying an explanation that "If the normal time notice C is executed, it's your chance" on the main display unit 17 after the lever is operated. On the other hand, when the performance execution of the normal time notice D is not a winning combination, the sub-controller 55 does not execute the normal time notice D.
[0091] Then, as shown in FIG. 13(B), in response to receiving the first stop operation, the sub-controller 55 executes the normal performance C by displaying the character C1 on the main display unit 17. In addition, the execution of normal effect C is not limited to after the first stop operation, but may also be after the second or third stop operation.
[0092] In the above lottery process, if normal effect C is selected in the custom-set state (second state), it is due to the initial appearance rate if the generated random number is 41 to 45, and on the other hand, it is due to the post-custom appearance rate if the generated random number is 46 to 60. In other words, even if these two effects are the same normal effect C, the normal effect C due to the post-custom appearance rate is the one that appears as a result of the change in the custom setting. 13(A), when normal performance C is executed, if the execution is due to the post-customization appearance rate, the sub-controller 55 displays the star illustration 4 on the sub-display unit 18 (specific notification). Note that, if the execution of normal performance C is due to the initial appearance rate (or if normal performance A has not been customized), the sub-controller 55 does not display the star illustration 4. As a result, when the player customizes normal effect C, by checking whether or not the star illustration 4 is displayed on the sub-display unit 18 when normal effect C is executed, the player can confirm whether the executed normal effect C is due to the initial appearance rate or the appearance rate after customization.
[0093] Here, as in the example above, normal effect C has a high rarity in the initial setting (initial appearance rate 5%), but after custom settings, its rarity decreases (appearance rate after customization 20%). On the other hand, a player may not only enjoy the normal effect C itself, but also enjoy the sense of accomplishment of seeing a low-rarity normal effect C appear. However, after custom setting, although the normal effect C becomes more likely to appear, the enjoyment of hitting a low-rarity normal effect C, such as the sense of accomplishment, may decrease. In the embodiment, if the star illustration 4 on the sub-display unit 18 is not displayed when the normal effect C is executed, the player can recognize that the normal effect C is caused by the initial appearance rate, that is, that the player has won the part of the normal effect C that has a low winning rate and a high rarity. This allows the player to enjoy the above-mentioned sense of accomplishment, etc.
[0094] The basic processing of normal effects A and B is the same as the processing of normal effect C. However, since normal effects A and B do not include a preview effect, the effects may be executed after the lever is operated.
[0095] (Control of CZ performance A to C during play) CZ effects A to C are controlled in the same manner as AT effects A to C. That is, when staying in the CZ stage, if a rare combination is won in response to lever operation, the sub-controller 55 performs a performance lottery by referring to the CZ performance table 52a. The sub-controller 55 executes the CZ performance determined by the performance lottery, or does not execute the CZ performance if the performance lottery is not won. Then, the sub-control unit 55 displays characters corresponding to the CZ effects A to C on the main display unit 17, and displays the star illustration 4 on the sub-display unit 18.
[0096] (Control during play of AT performance A to D) Similarly, when staying in the AT stage, if a rare combination is won in response to lever operation, the sub-controller 55 performs a performance lottery by referring to the AT performance table 53a. The sub-controller 55 executes the AT performance determined by the performance lottery, or does not execute the AT performance if the performance lottery is not won. The processing of the AT effects A to C is similar to the processing of the normal effects described above, so detailed explanations will be omitted.
[0097] (Control during AT performance D) As shown in the flowchart of FIG. 11, in the above-mentioned lottery process of the AT effects A to D, when the AT effect D is won, the subsequent process differs depending on whether the AT effect D is an initial rule or a custom rule. (If AT performance D is the initial rule) When the AT performance D is the initial rule (S1: NO), the reliability of the BB stage transition when the AT performance D is executed is 100% as described above. Therefore, even if the AT performance D is won, the sub-control unit 55 executes the AT performance D (S4) through the process S3 (described later) of the BB transition notice E only when the BB stage transition is confirmed (when the lottery for transition to the BB stage is won) (S2: YES), and does not execute the AT performance D when the BB stage transition is not confirmed (when the lottery for transition to the BB stage is not won) (S2: NO).
[0098] (If AT performance D is a custom rule) When the AT performance D is a custom rule (S1: YES), the reliability of the pseudo bonus (RB stage or BB stage) transition when the AT performance D is executed is 100% as described above. Therefore, even when the AT performance D is won, the sub-control unit 55 executes the AT performance D (S4) only when the pseudo bonus transition is confirmed (when the RB stage or BB stage transition lottery is won) (S5: YES), and does not execute the AT performance D when the pseudo bonus transition is not confirmed (when both the RB stage and BB stage transition lotteries are not won) (S5: NO).
[0099] (Processing of BB transition notice E S3) The processing of the BB transition notice E, like the AT performance D, differs depending on whether the AT performance D is an initial rule or a custom rule. As shown in FIG. 13(B), the sub-control unit 55 executes the process regarding the BB transition notice E only when the AT performance D is the initial rule and the transition to the BB stage is confirmed. In the process S3 of the BB transition notice E, the sub-controller 55 refers to the BB transition notice E table 53b to perform a lottery process to determine whether or not to execute the BB transition notice E (S31). The winning probability is 10% when the AT performance D is executed (that is, when the BB stage transition is confirmed and the execution lottery for the AT performance is won). If the sub-control unit 55 wins this lottery process (S31: YES), it executes the BB transition notice E (S32) and then executes the AT performance D (S4). On the other hand, if the sub-control unit 55 does not win this lottery process (S31: NO), it executes the AT performance D without executing the BB transition notice E (S4). In addition, when the AT performance D is a custom rule (S1: YES), the processing of the BB transition notice E is not performed. Therefore, when the AT performance D is a custom rule, the appearance rate of the BB transition notice E is zero.
[0100] By the above process, if the AT performance D is the initial rule, the AT performance D is executed after the BB transition notice E is executed, and the game moves to the BB stage from the next game. On the other hand, if the AT performance D is the custom rule, the BB transition notice E is not executed, and in the game in which the AT performance D is executed, the game moves to the BB stage from the next game. This allows the sub-control unit 55 to control the AT performance D and BB transition notice E without contradicting the progress of the game, whether the AT performance D is the initial rule or a custom rule.
[0101] As described above, the gaming machine 10 of the embodiment notifies the player whether the presentation rule has changed in response to the customized presentation setting. Therefore, the player can understand the change in the presentation rule in response to the customized presentation and can play with confidence. In contrast, conventional gaming machines do not notify players of whether the presentation rule has changed in response to custom settings for the presentation. For this reason, players may feel uneasy while playing the game because they cannot confirm the change in the presentation rule in response to the custom settings for the presentation.
[0102] Second embodiment Next, a second embodiment of the present invention will be described. In the following explanations and drawings, parts that perform the same functions as in the first embodiment described above will be given the same names as appropriate, and the same reference numbers or the same reference numbers with the same suffix (last two digits) will be given as appropriate, and duplicate explanations will be omitted as appropriate. FIG. 14 is a diagram illustrating customization of normal effect A in the second embodiment. FIG. 14A is a diagram showing normal effect tables 251c and 251d. FIG. 14B is a diagram showing a normal effect custom screen 261a of the effect custom screen 260. As shown in FIG. In this embodiment, the process of updating the normal effect tables 251c and 251d in accordance with a custom operation will be described in detail. In this embodiment, customization of normal effects will be described, but CZ effects and AT effects can also be customized in the same manner.
[0103] (Regular performance tables 251c, 251d) The normal effect table 251c is referred to when drawing a performance when the rare combination is won in the normal stage and the CZ transition lottery is not won. The normal effect table 251d is referred to when drawing a performance when the rare combination is won in the normal stage and the CZ transition lottery is won. In other words, the sub-control unit refers to different tables when the CZ transition lottery is not won and when it is won.
[0104] The normal effect table 251c stores normal effects A to C and misses in association with the initial occurrence rate and the occurrence rate after customization. In this embodiment, the frequency with which an effect is executed is indicated by the occurrence rate. The occurrence rate indicates the rate at which each effect (including misses) is executed, that is, the number of times each effect is executed relative to the number of times the effect is executed. For example, the initial occurrence rate of normal effect A in the normal effect table 251c is 30%, so that normal effect A will be executed 30 times out of 100 times that all effects (including misses) are executed. The initial incidence rate and the customized incidence rate indicate the initial setting incidence rate and the customized incidence rate, as in the first embodiment.
[0105] Similarly, the normal effect table 251d stores normal effects A to C and misses in association with the initial occurrence rate and the occurrence rate after customization.
[0106] (Normal performance custom screen 261a) As shown in FIG. 14(B), the configuration of the normal effect custom screen 261a is the same as that in the first embodiment. However, the sub-control unit calculates the initial occurrence rate and initial reliability (i.e., the probability of transition to the CZ stage when each of normal effects A to C is executed) based on normal effect tables 251c, 251d, and displays this on the normal effect custom screen 261a.
[0107] For example, the initial occurrence rate of the normal effect A in the normal effect table 251c is 40%, and the initial occurrence rate of the normal effect A in the normal effect table 251d is 30%. In addition, under the condition that the winning rate of the transition lottery to the CZ stage when a rare role is won is, for example, 10%, the probability that the normal performance table 251c is referred to when a rare role is won is 90%. Furthermore, the probability that the normal performance A of the normal performance table 251c is selected is 40% (initial occurrence rate), so it is 36%. On the other hand, when a rare combination is won, the probability that the normal effect table 251d is referred to is 10%. Furthermore, the probability that the normal effect A of the normal effect table 251d is selected is 30% (initial occurrence rate), so it is 3%. Therefore, the initial occurrence rate of normal effect A can be calculated as 39% (=36%+3%).
[0108] Furthermore, the normal effect table 251c is referred to when the lottery for shifting to the CZ stage is not won. Therefore, when the normal effect is executed based on the normal effect table 251c, the reliability is 0%. On the other hand, the normal effect table 251d is referred to when the lottery for shifting to the CZ stage is won. Therefore, when the normal effect is executed based on the normal effect table 251d, the reliability is 100%. Therefore, in the initial setting, the initial reliability when normal performance A is executed can be calculated as 8% (=3% / (36%+3%)×100).
[0109] The sub-controller similarly calculates the initial occurrence rates and initial reliability of normal effects B and C, and displays them on the normal effect custom screen 261a. The occurrence rate of the normal effect custom screen 261a may be converted from a rate including misses to a rate excluding misses and displayed. In this case, for example, the initial occurrence rate of normal effect A can be converted from a rate including misses of 38% to 52% (=(38% / (38%+28%+7%)×100)). In this case, the initial occurrence rates of normal effects A to C can be displayed so that their total value becomes 100%.
[0110] (Custom operation of normal performance custom screen 261a) The normal effect customization screen 261a accepts customization operations of the effect customization operation unit 30, similarly to the first embodiment. In the example of Figure 14 (B), customization is performed to increase the initial occurrence rate of normal effect C of 7% to a post-customization occurrence rate of 30%. The post-customization occurrence rate of 30% displayed on the normal effect customization screen 261 is a value that is not related to transition to the CZ stage, that is, it is the occurrence rate of normal effect C that includes both cases where a transition is made to the CZ stage and cases where a transition is not made to the CZ stage. In response to this operation, the sub-controller updates the information in the normal effect tables 251c and 251d so that the occurrence rate after customization becomes 30%. In this case, since the initial reliability of normal effect C is high (31%), the sub-controller updates the information in these tables so that the initial reliability of normal effect C becomes as high as possible even after customization. That is, for the normal effect table 251d, which corresponds to a reliability of 100%, the sub-controller increases the normal effect C's initial occurrence rate of 20% to a post-customization occurrence rate of 60%, to the maximum upper limit. The sub-controller then calculates the post-customization occurrence rate for the normal effect table 251c, which corresponds to a reliability of 0%, so that the normal effect C, including both cases where the game moves to the CZ stage and cases where the game does not move to the CZ stage, has an occurrence rate of 30%. In this example, the initial occurrence rate of normal effect C in the normal effect table 251c, 5%, is increased to a post-customization occurrence rate of 27%.
[0111] In addition, the sub-control unit updates the following information in accordance with the above-mentioned update process of the occurrence rate of normal effect C. · Reliability after customization of normal performance customization screen 261a The reliability displayed on the normal effect customization screen 261 changes according to the above-mentioned update process of the occurrence rate of normal effect C. For this reason, the sub-control unit calculates the post-customization reliability based on the post-customization occurrence rate of the normal effect tables 251c and 251d, and displays this on the normal effect customization screen 261a.
[0112] -Occurrence rate after customization of normal performance tables 251c and 251d In the above-mentioned update process of the occurrence rate of the normal effect C, the occurrence rate of the miss is reduced, thereby improving the occurrence rate of the normal effect C. Therefore, the sub-control unit stores the occurrence rate of the miss after the reduction as the occurrence rate after customization in the normal effect tables 251c and 251d.
[0113] The subsequent processing (such as the customization confirmation operation and the execution processing of each effect) is the same as in the first embodiment, and therefore detailed description thereof will be omitted.
[0114] The process relating to the customization operation of the normal effect custom screen 261a may be changed as follows. (1) An example has been shown in which the rate of occurrence of a miss is increased or decreased (in the above example, it is decreased) according to the customization of the rate of occurrence of normal effect A, but this is not limited to this. For example, the occurrence rate of other normal effects B and C may be increased or decreased without increasing or decreasing the occurrence rate of misses according to customization of the occurrence rate of normal effect A. In this case, the effects can be customized so that the overall occurrence frequency of normal effects A to C (for example, the rate at which any of the effects is executed per 100 games) is the same before and after customization. In addition, depending on the customization of the occurrence rate of normal effect A, both the occurrence rate of other normal effects B and C and the occurrence rate of misses may be increased or decreased.
[0115] (2) In the above example, the reliability of the occurrence rate of normal effect A is changed in response to a custom operation, but the present invention is not limited to this. For example, depending on the increase or decrease in the occurrence rate of normal effect A, it may not be necessary to change the reliability. In such a case, the initial reliability and the customized reliability may be the same. In other words, it is not necessary to increase only the occurrence rate and not change the reliability. Furthermore, when increasing the occurrence rate of the normal effect A, by increasing only the occurrence rate of the normal effect table 251d, the reliability of the normal effect A may also be increased as a result.
[0116] Furthermore, when increasing the occurrence rate of the normal effect A, only the occurrence rate of the normal effect table 251c may be increased, so that the reliability of the normal effect A is reduced as a result. In this case, as in the first embodiment, when the star illustration 4 is displayed on the sub-display unit 18 (see FIG. 13(A) etc.), it is when an effect resulting from an increased occurrence rate of the normal effect table 251c is executed. Therefore, when the star illustration 4 is displayed on the sub-display unit 18, the player can predict that the lottery for the stage transition has not been won and that the expectation of the stage transition is low.
[0117] (3) In the above example, a custom operation for the occurrence rate of a normal effect is accepted, but the present invention is not limited to this, and a custom operation for reliability may be accepted. In this case, the sub-control unit may increase or decrease the occurrence rate as necessary according to an increase or decrease in reliability. For example, when the sub-controller receives an operation to increase the reliability of normal performance A, the sub-controller may increase only the reliability of normal performance A without increasing the overall occurrence rate of normal performance A. In this case, the occurrence rate of normal performance A in the normal performance table 251d may be increased while the occurrence rate of normal performance A in the normal performance table 251a may be decreased. Also, similarly to the above example, when the sub-controller receives an operation to increase the reliability of normal effect A, it may increase both the overall occurrence rate and reliability of normal effect A. In this case, it is sufficient to increase the occurrence rate of normal effect A in the normal effect table 251d while not increasing the occurrence rate of normal effect A in the normal effect table 251a (or to reduce the increase amount). The sub-controller may also accept custom manipulation of both the occurrence rate and the reliability.
[0118] As described above, the gaming machine of this embodiment allows the player to customize the effects desired by updating the normal effect tables 251c, 251d individually in accordance with custom operations for the occurrence rate and reliability of the effects.
[0119] Third embodiment Next, a third embodiment of the present invention will be described. FIG. 15 is a diagram illustrating the configuration of a gaming system 301 according to the third embodiment. FIG. 16 is a diagram showing the AT effect tables 375a and 375b of the third embodiment. FIG. 17 is a diagram showing a set list table 375c and an evaluation table 375d according to the third embodiment. FIG. 18 is a diagram showing the game history table 375e of the third embodiment.
[0120] In the third embodiment, a gaming system 301 (effect customization system) that allows custom settings of effects of a gaming machine 310 using a player terminal 360 will be described. In this embodiment, the processing relating to customization of the AT effects A to H of the AT stage will be mainly described, but the processing relating to customization of the effects of other stages (normal effects, CZ effects) is similar to the processing relating to customization of the effects of the AT stage. In this embodiment, a user of the gaming system 301 is also referred to as a player as appropriate. Furthermore, a player's login to the gaming system 301 using the player terminal 360 is also simply referred to as logging in to the system.
[0121] [Configuration of gaming system 301] The gaming system 301 includes a gaming machine 310, a player terminal 360 (reception means), and a server 370. The player terminal 360 and the server 370 can communicate with each other as necessary using a communication network 2 such as the Internet. Like the gaming machine 310, the player terminal 360 and the server 370 each include a memory unit and a control unit, and are included in the concept of a computer.
[0122] (Gaming machine 310) The gaming machine 310 is a device similar to the embodiment described above. The gaming machine 310 includes a main control board 340 and a sub-control board 350 . The main control board 340 and the sub-control board 350 are equipped with a main memory unit 41 and a sub-memory unit 51 (storage means) that store programs, information, etc. corresponding to the functions of this embodiment, and a main control unit 42 and a sub-control unit 55 (change control means, first control means, second control means, decision means) that perform control, etc. corresponding to the functions of this embodiment. Although not shown in the figure, the sub-storage unit 51 stores an AT effect table related to the AT effects executed in the gaming machine 310. As in the above-mentioned embodiment, the AT effect table stores the AT effects in association with the initial occurrence rate, the initial BB reliability, the custom occurrence rate, and the BB reliability after customization. In this embodiment, the types of AT effects include AT effects A to H. The auxiliary storage unit 51 also stores a custom program 354b and a gaming machine ID 354b. The custom program 354b is a program that realizes functions related to customization of the effects of the gaming machine 310 on the gaming machine 310 side. The custom program 354b incorporates a module that performs processing such as encoding a set list (described later) and decoding the set list. The gaming machine ID 354b is identification information (such as M001) given to identify each gaming machine.
[0123] (Player terminal 360) The player terminal 360 is an information terminal owned by each player. The player terminal 360 is, for example, a personal computer, a mobile information terminal, etc. In this embodiment, an example will be described in which the player terminal 360 is a smartphone (multi-function mobile terminal). The player terminal 360 includes a camera 361, a touch panel 362 (a specified display means), a memory unit 364, and a control unit 366. The camera 361 is an imaging device. As described later, the camera 361 is also used to capture an image of a two-dimensional code or the like displayed on the main display unit 17 of the gaming machine 310. The touch panel 362 is a device that serves both as an operation section that accepts various input operations from the player and as a display section that displays various information to the player.
[0124] The memory unit 364 includes a custom program 364a. The custom program 364a is a program that realizes functions related to customization of the effects of the gaming machine 310 on the player terminal 360 side. The custom program 364a can be downloaded, for example, from a server of an operator that provides the gaming system 301, a server of a digital content distribution service, etc.
[0125] (Server 370) The server 370 is a device that provides services for the gaming system 301 and is managed by an operator who operates the gaming system 301 (for example, a manufacturer of the gaming machine 310, etc.). The server 370 includes a storage unit 374 and a control unit 376 (specific information generating means, option generating means, evaluation receiving means, and providing means). The memory unit 374 stores a custom program 374a, AT effect tables 375a and 375b, a set list table 375c, an evaluation table 375d, and a game history table 375e. The custom program 374a is a program that realizes, on the server 370 side, functions related to customization of the effects of the gaming machine 310. The custom program 374a incorporates a module that encodes and decodes a set list according to the same rules as the gaming machine 310.
[0126] 16, the AT effect tables 375a and 375b are tables related to the AT effects executed in the gaming machine 310. As with the normal effect tables 251c and 251d of the second embodiment, the AT effect table 375a is referred to when the BB transition lottery is not won, while the AT effect table 375b is referred to when the BB transition lottery is won. The AT effect tables 375a and 375b store the AT effects A to H in association with the initial occurrence rate and the occurrence rate after customization. In this embodiment, the occurrence rate (appearance frequency) of an effect is expressed as a numerical value that does not include a miss in the effect lottery, but it may be expressed as a numerical value that includes a miss in the effect lottery (see the normal effect table in FIG. 14(A)).
[0127] As shown in FIG. 17, the set list table 375c stores information about a plurality of set lists. Each set list is stored in association with AT effects A to H, occurrence rate, and BB reliability. The set list types include an initial set list and set lists S00A, S00B,.... Note that "S00A, S00B,..." is identification information for identifying the set list. The initial setlist is the initial (default) setlist. Set lists S00A, S00B, . . . are set lists created by the players. The set list table 375c stores the set lists S00A, S00B, . . . in association with the set code, name, and player who created the set list.
[0128] 17, the evaluation table 375d stores information regarding the evaluation of each set list. The evaluation table 375d stores the name of the set list, the creator, the set code, and the total score in association with each other. As will be described later, the total score is calculated by tallying up the points given to each set list by players other than the creator.
[0129] As shown in Fig. 18, the game history table 375e stores information related to the game history of each gaming machine 310. The game history table 375e is created for each gaming machine 310, that is, created corresponding to each gaming machine 310. Fig. 18 shows, as an example, game history tables 375e (gaming machine ID: M001) and 375e (gaming machine ID: M002) of gaming machine IDs: M001 and M002. The game history table 375e stores, in association with each other, the time each player played (start time of game, end time of game), the player's player ID, the game information for that day (number of games played on that gaming machine 310, number of wins (number of AT wins, etc.), number of times each effect was executed (number of AT effects executed, etc.), difference in number of coins, etc.). The gaming history table 375e also stores, as player playing information, each player's playing time, gaming information, a gaming use set list (described later), and a creator of the gaming use set list (described later) in association with each other.
[0130] [Custom operations on the player terminal 360] FIG. 19 is a diagram for explaining screen transitions during customization operations on the player terminal 360 of the third embodiment. 20 and 21 are diagrams showing display screens during custom operations on the player terminal 360 of the third embodiment. Before playing a game, a player can use the player terminal 360 to create a set list (custom pattern) for the gaming machine 310. A set list is a concept of custom settings and specifications for effects created by a player. Customization operations for the player terminal 360 can also be performed in a place other than the gaming facility. In the process related to custom operations of the player terminal 360, the player terminal 360 and the server 370 communicate with each other, and the server 370 accepts operations by the player at the player terminal 360. In this case, the server 370 also functions as a web server, and the control unit 366 of the player terminal 360 displays various information on the touch panel 362. For this reason, the screen displayed on the player terminal 360 is controlled by the control unit 366 of the player terminal 360 and the control unit 376 of the server 370.
[0131] (♯001:Login screen display) The control unit 366 of the player terminal 360 displays a login screen (not shown) on the touch panel 362, and accepts input of a player ID (player identification information) and a password issued in advance. The control unit 366 of the player terminal 360 transmits the input player ID and password information to the server 370. The server 370 determines whether the player ID and password from the player terminal 360 match with the player ID and password registered and stored in advance in the storage unit 374. In other words, the server 370 determines whether the two match.
[0132] (♯002: Display of selection screen) If the two match, the server 370 displays a selection screen (not shown) on the player terminal 360. The selection screen is a screen that accepts a selection of whether to display an AT effect customization screen 381 (see FIG. 20(A)) or a set list summary screen 383 (see FIG. 21(A)). If the player ID and password received from the player terminal 360 do not match the pre-registered player ID and password, the server 370 displays an error screen (not shown) on the player terminal 360.
[0133] (♯003:AT Production Custom Screen 381) As shown in Fig. 20(A), the AT effect customization screen 381 is a screen that accepts customization operations of the occurrence rate and reliability of the AT effect. The AT effect customization screen 381 displays a table in which each effect A to H is associated with an initial occurrence rate, an initial reliability, an initial reliability, and an initial reliability after customization, similar to the effect customization screen of the gaming machine of the embodiment described above.
[0134] (AT Production Custom Screen 381) The occurrence rate and reliability of the AT effects can be input using functions such as a software keyboard or a pull-down menu display (not shown). In response to receiving the input of the post-customization occurrence rate of each effect, the control unit 376 of the server 370 calculates the post-customization reliability of each effect, the post-customization occurrence rate of other effects, and the post-customization reliability of other effects, and updates the information of the AT effect customization screen 381. This calculation method is the same as the calculation method of the sub-control unit of the gaming machine of the embodiment described above. 20(A), the initial occurrence rates of AT effects A to H are customized to post-customization occurrence rates of 5%, 30%, 20%, 10%, 5%, 1%, 10%, and 19%, respectively. Then, the control unit 376 of the server 370 displays information on the calculated post-customization reliability in a table on the AT effect customization screen 381. In this embodiment, the control unit 376 may also increase or decrease the occurrence rate of a miss in the effect lottery in accordance with the occurrence rate and the custom operation of the reliability of the AT effect. When the player wishes to confirm the operation content of the custom operation, the player need only operate the confirm button 381a. In this way, the player terminal 360 and the server 370 accept, outside the gaming machine 310, operations for changing the occurrence rate and reliability of the AT effects A to H (that is, operations for changing the appearance mode of the AT effects A to H).
[0135] (AT production F~H (special production)) As shown in the set list table 375c of FIG. 17, the occurrence rate of the AT effects A to E (normal effects) is set to a value of 1% or more in the initial set list, so that the AT effects A to E can appear during a game. On the other hand, the occurrence rate of AT effects F to H is 0% in the initial set list, and can be applied by customizing the AT effects F to H. Therefore, in order for a player to enjoy the AT effects F to H, the player needs to customize the AT effects F to H. This allows the gaming system 301 to promote use of the system.
[0136] (♯004: Set code issuing screen 382) As shown in FIG. 20(B), the control unit 376 of the server 370 displays a set code issuing screen 382 on the player terminal 360 in response to receiving the operation of the confirm button 381a. The set code issuance screen 382 is a screen for receiving a set name and for receiving an operation for issuing a set code. The player can give a desired name to the set list created on the AT performance customization screen 381 of Fig. 20(A) by inputting the set name on the set code issuing screen 382. In the example of Fig. 20(B), "F performance super hot" is input.
[0137] In response to the player operating the issue button 382a, the control unit 376 of the server 370 confirms the set name, issues a set code, and assigns identification information to the set list. In this manner, the server 370 generates a set code (specific information) for the set list created by the custom operation on the player terminal 360. The control unit 376 of the server 370 associates the player ID, the set name, the set code, and the identification information of the set list, and stores them in the set list table 375c. The set code is information obtained by coding the information on the set created by the player according to a certain rule. In the example of FIG. 20(B), the set code is "AAAA." As shown in the set list table 375c of FIG. 17, the set list corresponding to the set code "AAAA" is assigned the identification information "S00A."
[0138] The control unit 366 of the player terminal 360 performs the above-mentioned process by receiving set lists created by multiple players. As shown in Fig. 17, the set list table 375c stores information on multiple set lists (custom information).
[0139] Returning to FIG. 19, the display process of the set list list screen 383 and the set list detail screen 384 will be described. (♯005: Set list screen 383) After a player logs in using the player terminal 360 (#001), the control unit 376 of the server 370 displays the set list list screen 383 on the player terminal 360 by selecting the set list list screen 383 on the selection screen (#002). 21(A), the control unit 376 of the server 370 reads out the name of the set list and the information of the creating player (player ID) from the information of the set list table 375c, and displays them in the form of a table. Note that the set list list screen 383 may display this table in a scrollable manner as necessary.
[0140] The player can select a desired set list by selecting the selection button 383a corresponding to each of the multiple set lists (custom options). Figure 21 (A) is an example in which "F performance super hot" is selected.
[0141] (♯006: Set list details screen 384) As shown in FIG. 21(B), the control unit 376 of the server 370 displays a set list details screen 384 on the player terminal 360 in response to a set list being selected by the player. The control unit 376 reads out information on the selected set list (the name of the set list, the player ID who created the set list, the identification information of the set list, the occurrence rate of each effect, and the BB reliability) from the set list table 375c, and creates a set list details screen 384. Fig. 21(B) is an example in which the set list details screen 384 corresponding to the F hot performance is displayed in response to the selection of "F hot performance".
[0142] If the player wishes to check another set list, he or she may operate the back button. In response to the operation of the back button, the control unit 376 of the server 370 displays the set list list screen 383 again. Then, the player can reselect another set list on the set list list screen 383 to display a set list details screen 384 for the other set list on the player terminal 360, and check the information thereof.
[0143] In this way, the player can check the occurrence rate and BB reliability of each effect of the set list selected from among the multiple set lists. The player can search for a set list that suits his / her taste from among the multiple set lists. The manner in which the gaming system 301 displays the set list information on the player terminal 360 is not limited to the manner in which the above-mentioned screens 383 and 384 are displayed. For example, information on a plurality of set lists in the set list table 375c may be simultaneously displayed on the player terminal 360 so that the information on the plurality of set lists can be easily compared. Furthermore, when a player selects a set list, the server 370 may be able to search for the set list from the set list table 375c by accepting character input such as "F performance" or "super hot" from the player terminal 360. In this case, when creating the set list, the server 370 may store the set list in association with keywords such as "F performance" or "super hot" that match the characteristics of the set list. In this case, it is convenient for the player since it is easy to search for a set list having desired characteristics.
[0144] By the above processes (#001, #002, #005, #006), the set list list screen 383 and the set list details screen 384 can be displayed on the player terminal 360 even if the player has not created a set list, as long as the player is a user of the services of the gaming system 301. Also, as will be described later, the player can play on the gaming machine 310 using the confirmed set list. The timing at which the player checks the set list list screen 383 and the set list detail screen 384 is not limited. For example, the player can check the set list in advance before visiting the game arcade. In this case, the player can, for example, carefully consider and select the set list to be used in the game. The player may also check the set list after visiting the game arcade and immediately before playing. In this case, the player can, for example, easily change the set list being used during the game to another set list.
[0145] In this way, the gaming system 301 can accept customization operations for effects while displaying detailed information by using the player terminal 360. Also, the player may perform customization operations using the player terminal 360 at the gaming facility, but when the player is outside the gaming facility, the player can take his or her time to carefully consider, confirm, select, etc. the effects without being rushed. In addition, since customizing all types of effects requires complicated and cumbersome operations, it is preferable to limit the types of effects that can be customized to some extent. Even in this case, the gaming system 301 allows more detailed settings by using the player terminal 360 than the customization operations using the gaming machine 310.
[0146] [Playing on gaming machine 310 using a set list] When playing on the gaming machine 310, the player can use the set list created in the above process or the set list confirmed in the above process. In this embodiment, a player who sets a set list in the gaming machine 310 and plays (i.e., a player who plays using a set list that he or she created, and a player who plays using a set list created by another player) is also referred to as a first player, as appropriate.
[0147] [Play by the First Player] FIG. 22 is a diagram for explaining the flow of a game by a first player in the third embodiment. FIG. 23 is a diagram showing the display screen at the start and end of a game by the first player in the third embodiment. In the embodiment, the operation of the gaming machine 310 by the player at the start and end of a game is performed using the custom operation unit 30 or the like, for example. (Processing at the start of a game) Before starting a game, the first player operates the custom operation unit 30 of the gaming machine 310 to perform operations related to setting a set list. In S101, the sub-control unit 55 of the gaming machine 310 displays a set code input screen 385 on the main display unit 17 in response to an operation of the custom operation unit 30 or the like. As shown in FIG. 23(A), the set code input screen 385 displays instructions to the first player urging him to log in to the system and input a set code, and is a screen that accepts the input of a set code. The first player simply logs into the gaming system 301 from his / her own player terminal 360 by following the instructions on the set code input screen 385, and then operates the custom operation unit 30 to input the set code.
[0148] In this case, the first player inputs the set code of the set list created in the player terminal 360 in the above process, or the code of the set list confirmed in the above process in the player terminal 360. In other words, the first player can input the set code of the set list (first identification information) that he / she created, and can also input the set code (second identification information) of a set list created by another player. These set codes may be stored in at least one of the player terminal 360 and the server 370 when the set list is created or confirmed, and may be read out at the start of a game so that they can be easily confirmed.
[0149] In S102, the sub-controller 55 of the gaming machine 310 displays a start code display screen 386 on the main display unit 17 of the gaming machine 310 in response to operation of the forward button 385a on the set code input screen 385. As shown in FIG. 23(B), the start code display screen 386 displays an instruction encouraging the first player to capture an image of the start two-dimensional code 386a, and the start two-dimensional code 386a. The start time two-dimensional code 386a contains coded information about the day's gameplay (gameplay information up to the point before the first player started playing), the game machine ID (M001, etc.), and the set code (AAAA, etc.) entered on the set code input screen 385. The gaming information of the day is information about the gaming history of the gaming machine 310 up to the present time of the day (for example, the number of games played on the day, the number of wins to the AT stage, the number of times each effect was executed, etc.). Note that the main memory unit 41 and the sub-memory unit 51 may store this gaming information by classifying it according to the type of information, and the sub-memory unit 51 may obtain information such as the number of games played on the day from the main memory unit 41 and store it in addition to information such as the number of times each effect was executed.
[0150] The first player simply follows the instructions on the start code display screen 386 and captures the start two-dimensional code 386 a with the camera 361 of the player terminal 360 . In S103, the control unit 366 of the player terminal 360 captures an image of the start two-dimensional code 386a in response to an operation by the first player. In S104, the control unit 366 of the player terminal 360 decodes the information contained in the captured start two-dimensional code 386a (the day's game information, game machine ID (M001, etc.), and set code (AAAA, etc.)), and then transmits this information to the server 370. In S105, in response to receiving this information, the control unit 376 of the server 370 stores a record of the first player's game play information at the start in the game play history table 375e.
[0151] As shown in the gaming history table 375e (gaming machine ID: M001) in FIG. 18, the record of the first player's starting gaming information stores the player ID (P00A, etc.), the game start time, and the gaming information of the day. The control unit 376 also stores the set code (such as AAAA) and the player ID (such as P00A) of the set list creator (the creator of the set list used in the game of the first player) in the record of the game of the first player. The player ID (such as P00A) of the set list creator can be read by referring to the set list table 375c.
[0152] After capturing an image of the start two-dimensional code 386a, the first player can start playing by operating the game start button 386b on the start code display screen 386 with the custom operation unit 30.
[0153] In S106, the sub-controller 55 of the gaming machine 310 decodes the input set code in response to the operation of the game start button 386b, thereby restoring the set list corresponding to the set code. Then, the sub-control unit 55 of the gaming machine 310 updates the post-customization occurrence rate and post-customization reliability of each AT effect in the AT effect table (not shown) to the post-customization occurrence rate and post-customization reliability of the restored set list. Note that since the gaming machine 310 and the server 370 perform encoding and decoding of the set list according to the same rules, the gaming machine 310 can accurately restore the set list created by the player. Then, the sub-control unit 55 of the gaming machine 310 executes the game of the first player based on the post-customization occurrence rate and the post-customization reliability after the update of the AT effect table.
[0154] (From the start of the first player's game to the end of the game) In S107, the sub-control unit 55 of the gaming machine 310 updates the game information of the day in the sub-storage unit 51 in accordance with the progress of the game from the start to the end of the game by the first player.
[0155] (Processing at the end of the first player's game) When the first player wishes to end the game, he or she may perform an operation on the custom operation unit 30 to end the game. In S108, the sub-control unit 55 of the gaming machine 310 displays a game end confirmation screen 387 on the main display unit 17 in response to the operation of the custom operation unit 30. 23(C), the game end confirmation screen 387 displays an explanation for the first player to confirm that he / she wants to end the game. The first player can confirm the end of the game by operating the game end button 387a. In response to the operation of the game end button 387a, the sub-controller 55 of the gaming machine 310 stores the set code (such as AAAA) of the set list used by the first player in the sub-storage unit 51. The sub-controller 55 also returns the AT effect table to the setting corresponding to the initial set list. One of the reasons for returning the AT effect table in this way is that, depending on the personality of the player, the player may not want the next player to play with his / her settings.
[0156] In S109, the sub-controller 55 of the gaming machine 310 displays the end code display screen 388. As shown in FIG. 23(D), the end code display screen 388 displays instructions encouraging the first player to log in to the system, instructions encouraging the first player to capture an image of the end two-dimensional code 388a, and the end two-dimensional code 388a. The end two-dimensional code 388a is encoded with information including the game information of the day (game information up until the point before the end of the game of the first player), the gaming machine ID (M001, etc.), and the like. The first player, in the same manner as at the start of a game, simply follows the instructions on the end code display screen 388 and, in a state where he or she has logged into the system, captures an image of the end two-dimensional code 388a with the player terminal 360. Thereafter, the sub-controller 55 of the gaming machine 310 controls the gaming machine 310 to a demo mode in response to the first player's operation of the confirmation button 388b, and displays a demo screen or the like (not shown) on the main display unit 17.
[0157] In S110, the control unit 366 of the player terminal 360 captures an image of the end two-dimensional code 388a in response to the operation of the first player. In S111, the control unit 366 of the player terminal 360 transmits to the server 370 the information contained in the captured two-dimensional code 388a at the end (the gaming information for that day, the gaming machine ID (M001), etc.).
[0158] In S112, in response to receiving this information, the control unit 376 of the server 370 stores a record of the game play information at the end of the first player in the game play history table 375e. As shown in the gaming history table 375e (gaming machine ID: M001) in FIG. 18, the record of the first player's end gaming information stores the player ID (P00A, etc.), the end time of the game, and the gaming information for that day in association with each other. The server 370 also stores the player's game information in the game history table 375e. The player's game information is information about the game results of the player, and includes game time and game information (information about the number of times the player has played, the number of times the AT has been won, etc.). The player's game information can be calculated based on the difference between the end game information corresponding to the end two-dimensional code 388a and the start game information corresponding to the start two-dimensional code 386a described above. For example, the game play history table 375e (game play machine ID: M001) in Figure 18 stores information such as "Player ID: P00A," "game time 2:00," and "number of plays 1,500" for the game "1 / 1 12:00 - 1 / 1 15:00" corresponding to Figure 23. This completes the processing for the first player.
[0159] [Play by the second player] FIG. 24 is a diagram for explaining the flow of the game by the second player in the third embodiment. FIG. 25 is a diagram showing a display screen when the second player starts playing the game and when game information is disclosed in the third embodiment. FIG. 26 is a diagram for explaining the game information start process for the second player in the third embodiment. The gaming machine 310 is played by multiple players on the same day. In the embodiment, the player who plays next after the first player is also referred to as the second player as appropriate. As mentioned above, after the first player finishes playing, the settings for the effects are set to the initial set list. Therefore, if the second player plays in the same state as after the first player finishes playing, the second player will play with the initial set list, but the second player can play with a set list other than the initial set list by the following process.
[0160] In S201, the sub-control unit 55 of the gaming machine 310 displays a set list selection screen 389 in response to the operation of the custom operation unit 30 by the second player. As shown in FIG. 25(A), the set list selection screen 389 displays a takeover button 389a described as “Use the first player's set list,” and a new setting button 389b described as “Set a set list different from the first player’s.” The second player can play with the set list of the first player who was playing immediately before by selecting the takeover button 389a. On the other hand, the second player can play with a set list different from that of the first player who was playing immediately before by selecting the new setting button 389b. This allows the second player to play using a set list different from the initial set list.
[0161] When the latter new setting button 389b is selected, the gaming system 301 performs the same process as for the first player. In other words, in this case, the gaming system 301 processes the player who plays next after the first player as a new first player.
[0162] The process when the takeover button 389a is selected will be described below. In S202, in response to the operation of the forward button 389c after the takeover button 389a is operated, the sub-control unit 55 of the gaming machine 310 reads out the set list of the first player, who is the immediately preceding player, from the sub-storage unit 51. Then, the sub-control unit 55 updates the post-customization occurrence rate and post-customization reliability of each AT effect in the AT effect table (not shown) to the post-customization occurrence rate and post-customization reliability of the read out set list. As a result, the sub-control unit 55 executes the game for the second player based on the set list used by the first player.
[0163] In S203, the sub-control unit 55 displays a start code display screen 390 on the main display unit 17. 25(B), the start code display screen 390 displays a start two-dimensional code 390a, similar to the start code display screen 386 of the first player described above. The second player, in accordance with the instructions displayed on the start code display screen 390, logs into the system, captures an image of the start two-dimensional code 390a with the camera 361 of the player terminal 360, and then operates the game start button 390b.
[0164] The start time two-dimensional code 390a is coded with the day's game information (game information up to the point before the second player starts playing, i.e., game information up to the point when the first player finishes playing), the game machine ID (M001, etc.), and the set code (AAAA, etc.) of the set list used by the second player (the set code of the set list used by the first player). In S204, the control unit 366 of the player terminal 360 captures an image of the start two-dimensional code 390a after logging in to the system in response to an operation by the second player. In S205, the control unit 366 of the player terminal 360 decodes the information (the game information of the day, the gaming machine ID (M001, etc.), and the set code (AAAA, etc.)) contained in the captured start time two-dimensional code 390a. Then, the control unit 366 transmits the decoded information to the server 370.
[0165] The control unit 366 of the player terminal 360 may display information such as the occurrence rate of each effect in the set list on the touch panel 362 before transmitting this information to the server 370. In this case, for example, by including information on the set list such as the occurrence rate of each effect in the set list in the start two-dimensional code 390a, the player terminal 360 can acquire this information on the set list. Also, by including information on the set code in the start two-dimensional code 390a, the player terminal 360 may acquire this information on the set list from the server 370 based on the set code.
[0166] In S206, in response to receiving the information decrypted by the player terminal 360, the control unit 376 of the server 370 stores a record of the starting game play information of the second player in the game play history table 375e. As shown in the gaming history table 375e (gaming machine ID: M001) in FIG. 18, the record of the starting gaming information of the second player stores the player ID (P00B, etc.), the game start time, and the gaming information of the day. In addition, the control unit 376 stores the set code (AAAA, etc.) and the player ID (P00A, etc.) of the set list creator (the creator of the set list used in the games of both the first player and the second player) in the record of the second player's game.
[0167] As shown in FIG. 18, for example, in the same gaming machine 310 (gaming machine ID: M001), the start record of the game of the second player (player ID: P00B) "1 / 1 15:30" is stored in the gaming history table 375e (gaming machine ID: M001) next to the game of the first player (player ID: P00A) mentioned above "1 / 1 12:00-15:00."
[0168] (Processing during the second player's game) In S207, the sub-control unit 55 of the gaming machine 310 starts a game by the second player. As described above, the second player's game utilizes the set list of the first player.
[0169] (Disclosure process of game information to second player) In S208, the sub-control unit 55 of the gaming machine 310 performs a process of disclosing to the second player the gaming information (information regarding the gaming history) of a player who played before the second player (preceding player), on the condition that the second player is playing using the set list of the first player while the second player is playing.
[0170] In the example of FIG. 26(A), the second player starts playing after 3000G of play on that day (that is, the 3001st G). The sub-control unit 55 performs the following control in response to the second player's number of games reaching 1000G (prescribed number of games).
[0171] The sub-control unit 55 generates the disclosure code 391a (see FIG. 25(C)) by converting the game information for 1000G from the start of the game on that day stored in the sub-storage unit 51 into a two-dimensional code. In other words, the game information for that day is converted into a two-dimensional code for the number of games played (1000G) by the second player. As shown in FIG. 25(C), the sub-controller 55 of the gaming machine 310 displays (outputs) a disclosure code display screen 391 displaying a disclosure code 391a on the main display unit 17 (output means).
[0172] When the disclosure code display screen 391 is displayed, the second player should follow the instructions and take an image of the disclosure code 391a with the camera 361 of the player terminal 360. 25(D), after the control unit 366 of the player terminal 360 decodes the disclosure code 391a, it displays a game information disclosure screen 392 on the touch panel 362. The game information disclosure screen 392 displays the game information for 1000G from the start of the game on that day, which is included in the disclosure code 391a. In Fig. 25(D), only a part of the game information is displayed, but other game information can be displayed by accepting the operation of scrolling the screen. Note that Fig. 25(D) shows an example of displaying the number of times each effect is executed, but this is not limited thereto, and for example, the occurrence rate of each effect may be displayed.
[0173] In this way, the second player can check the game play information of the player who played before him, and can use this game play information as a reference for his own game. In addition, since the game information disclosure screen 392 displays the number of times each effect is executed, it is possible to display more detailed game information than a general data display (not shown) attached to the gaming machine 310.
[0174] Although detailed explanation is omitted, the sub-control unit 55 of the gaming machine 310 controls the effects according to the setting suggestion. For example, the higher the setting, the more likely the effect M is to appear (i.e., the higher the occurrence rate), and the lower the setting, the more likely the effect N is to appear. Therefore, the second player can guess the setting of the gaming machine 310 by referring to the number of times the effects M and N appear (effect occurrence information related to the setting suggestion). Although not shown in the figures, the game information disclosure screen 392 displays various types of useful information (information on the occurrence of each small winning combination, winning information for transition to the CZ stage, etc.) for the second player playing the game.
[0175] In this way, the second player can obtain useful information by taking over the set list used by the first player. This allows the gaming system 301 to promote the use of the presentation service. In addition, the sub-control unit 55 of the gaming machine 310 may gradually expand the range of the day's game information to be disclosed to the second player as the number of games increases to 1000G, 2000G, etc. as the second player continues playing. In this case, the second player will want to check more game information, so the second player can be encouraged to continue playing on the same gaming machine 310. In addition, the period of the game information to be disclosed may be set to a wider range, for example, the greater the added number of stocks or number of games that could not be played due to the activation of the limiter function of the advantageous period.
[0176] In addition, the above-mentioned "the number of games played reaches a specified number of times" may be replaced with the following condition, or the following condition may be added thereto. (1) For example, the conditions may be that a hit, the appearance of a setting suggestion effect, the appearance of a premium effect, a specific CZ failure, an ending reach, etc. occur once or multiple times. In addition, the condition may be that the difference in number of coins increases or decreases by a certain number. (2) For example, when a setting 6 confirmation effect appears, all game information may be disclosed at that point. (3) A predetermined lottery process may be performed for each game, and if the player wins, the player may be able to check the entire game history. This lottery may be easier to win when the second player has played, for example, 1000G than when the player has not played 1000G. Also, the lottery may be easier to win during a pseudo bonus.
[0177] 26(B) and 26(C) are diagrams for explaining other forms 1 and 2 of the game information start process for the second player. In the variant 1 of Fig. 26(B), the sub-controller 55 encodes the game information for the total number of games played on the day prior to the second player's game (3000G in the example of Fig. 26(B)) into the disclosure code 391a in response to the second player's game number reaching 1000G. In this case, the gaming machine 310 can disclose more game information to the second player. In the second modification of Fig. 26(C), the sub-controller 55 encodes the game information going back 1000G from the start of the game of the second player into the disclosure code 391a in response to the second player's number of plays reaching 1000G. In this case, the gaming machine 310 can disclose to the second player the game information immediately before the second player's game, and can also disclose to the second player information including the game information of the first player who is the player immediately before the second player.
[0178] (S209 to S213: Processing at the end of the second player's game) The process when the second player finishes playing is the same as the process S108 to S112 when the first player finishes playing, so a detailed description will be omitted. Also, the main display unit 17 of the gaming machine 310 displays a game end confirmation screen and an end code display screen (see FIG. 23(C) and FIG. 23(D)) similar to those displayed when the first player finishes playing. As a result, the end game information and player game information of the second player are also stored in the game history table 375e. For example, the end game information for "1 / 1 18:00" of the second player (player ID: P00B) in the game history table 375e (gaming machine ID: M001) shown in Figure 18 is an example of when the second player (player ID: P00B) plays after the game "1 / 1 12:00~1 / 1 15:00" of the first player (player ID: P00A) mentioned above. This completes the process for the second player.
[0179] [Other processes when using the player terminal 360] The basic processing of the system when the player terminal 360 is used has been explained above. In addition to the above processing, the gaming system 301 also performs the following processing, for example. (Setlist rating) FIG. 27 is a diagram showing the set list evaluation screen 393 of the third embodiment. As shown in FIG. 27(A), after a player plays a game using a set list created by another player, the control unit 366 of the player terminal 360 displays a set list evaluation screen 393 in response to the player's operation while logged into the system. The player who can be evaluated may be either the first player or the second player, as long as he or she played with a set list created by another player. In this case, the control unit 376 of the server 370 may refer to the playing history table 375e to determine whether the creator of the set list matches the player in the playing history table 375e, and if they do not match, control may be performed to accept the evaluation of the set list at the player terminal 360.
[0180] For example, in the case of a game played from "1 / 1 15:30 to 1 / 1 18:00" in the game history table 375e (gaming machine ID: M001), the "player ID: P00B" of that game does not match the creator "player ID: P00A" of the set list AAAA. In this case, the control unit 376 of the server 370 accepts the evaluation of the set list. On the other hand, in the case of a game played from "1 / 1 12:00 to 1 / 1 15:00" in the game history table 375e (gaming machine ID: M001), the "player ID: P00A" of that game matches the creator "player ID: P00A" of the set list AAA. In this case, the control unit 376 of the server 370 does not accept the evaluation of the set list.
[0181] Furthermore, the control unit 376 of the server 370 may, for example, refer to the game history table 375e to accept an evaluation of a set list on the condition that the set list has been played for a certain period of time or more (for example, 500G or more) and that the player has won the AT stage transition lottery at least once. In this case, a player who can evaluate a set list has sufficient gaming experience with that set list. This improves the accuracy and fairness of the evaluation of the set list.
[0182] The control unit 366 of the player terminal 360 receives an input of the score from the player on the set list evaluation screen 393, and then transmits the set code and score information to the server 370 by receiving an operation of the confirm button 293a. When the control unit 376 of the server 370 receives the set code and point information from the player terminal 360, it updates the evaluation table 375d based on this information.
[0183] As shown in FIG. 27(B), the server 370 and the control unit 366 of the player terminal 360 display a set list ranking screen 394 on the touch panel 362 in response to the player's operation when the player is logged in to the system. The set list ranking screen 394 displays a ranking table in which the set lists are arranged in descending order of the total score (i.e., in descending order of popularity) based on the evaluation table 375d. Note that the evaluation scores may be calculated by totaling the set lists for each predetermined period (every week), for example. The ranking table displays the set list name, creator, set code, and total points. A player can refer to this ranking table, for example, when deciding which set list to use in the next game.
[0184] In this way, the gaming system 301 makes the ranking of set lists public, which improves the convenience for players when deciding on a set list to use in a game, and also piques their interest in the ranking. Also, by having their set lists evaluated, set list creators are motivated to create popular set lists. In this way, the gaming system 301 can boost the enthusiasm of system users and promote the use of the system.
[0185] The set list evaluation can also be used as follows. For example, the control unit 376 of the server 370 may give a bonus to a player who creates a highly rated custom list. In this case, the bonus may be, for example, the authority to customize an item that cannot be customized normally (for example, a performance with setting suggestions).
[0186] Furthermore, the manufacturer of the gaming machine 310 may refer to the settings of a popular set list (for example, a set list with a high tally or high frequency of use) when designing the performance settings for the next model. Furthermore, the manufacturer of the gaming machine 310 can check the popularity and preferences of the effects in the market at the present time based on the evaluation of the set list. For this reason, the manufacturer of the gaming machine 310 may release, sell, etc. a set list that reflects the currently popular effect settings, or conversely, a set list that modifies the currently unpopular effect settings.
[0187] (Recommended setlist processing) Although illustrations are omitted, the gaming system 301 can perform custom processing, management, etc., for multiple models of gaming machines 310. In this case, the server 370 may store a set list for each model of gaming machine 310 and a set list for another model of gaming machine 310 having similar tendencies, preferences, etc. to the set list in association with the set list. Furthermore, the server 370 may display information on the set list for the other model of gaming machine 310 associated with the set list for each model of gaming machine 310 on the touch panel 362 of the player terminal 360 in response to an operation of the player's player terminal 360. In this case, if a player has highly rated a set list for a certain machine, the gaming system 301 can recommend to the player a set list for another machine that has similar tendencies, preferences, etc., when the player plays on that other machine.
[0188] (Setting the set list release conditions) Although not shown in the figures, conditions for use by other players of the set list created by each player may be set. In this case, the server 370 may, for example, set conditions (i.e., set list disclosure conditions) for displaying a set list list screen 383 (see FIG. 21(A)) in response to an operation of the player terminal 360 of another player, or may set conditions for accepting an operation of a selection button when the set list list screen 383 is displayed. The usage conditions may be stored in the storage unit 374 of the server 370. The usage conditions may be, for example, that the number of jackpots (number of AT wins, etc.) of another player is 10 or more, that the achievement rate of multiple performance types (i.e., the proportion of performance types that have appeared among all performance types) is 60% or more, etc. Here, each player who created the set list may request, for example, "Since I put a lot of effort and ingenuity into creating this set list, I would like to impose some kind of challenge before allowing other users to use it." The gaming system 301 can meet such requests of each player by setting conditions for using the set list. Note that each player who created the set list may be able to determine the contents of the conditions for use by operating the player terminal 360.
[0189] [Issuance of set code by gaming machine 310] FIG. 28 is a diagram showing the AT effect custom screen 395 of the gaming machine 310 of the third embodiment. FIG. 29 is a diagram showing a display screen when custom setting is performed using the gaming machine 310 of the third embodiment. 28, the gaming machine 310 of this embodiment accepts customization operations by displaying an AT effect customization screen 395 on the main display unit 17, as in the above-described embodiment. That is, the sub-control unit 55 of the gaming machine 310 accepts operations for changing the occurrence rate and reliability of the AT effects A to H in the gaming machine 310 (that is, operations for changing the appearance mode of the AT effects A to H). The setting items of the AT effect custom screen 395 are the same as those when using the player terminal 360 (see the AT effect custom screen 381 of the player terminal 360 in FIG. 20(A)). The AT effect customization screen 395 displays a game start button 395a and a code issue button 395b in addition to the effect setting screen. If the player wishes to immediately start playing with the set list created on the AT performance customization screen 395, the player need only operate the start game button 395a. On the other hand, if the player wishes to start playing after registering the created set list in the server 370, the player need only operate the code issue button 395b. When the game start button 395a is operated, the sub-controller 55 of the gaming machine 310 starts a game with the customized effect settings, as in the above-described embodiment.
[0190] As shown in FIG. 29(A), on the other hand, the sub-controller 55 of the gaming machine 310 displays a set code issue screen 396 on the main display unit 17 when the code issue button 395b is operated. The set code issuing screen 396 displays a set two-dimensional code 396a and instructions urging the player to capture an image of the set two-dimensional code 396a. The set two-dimensional code 396a is a two-dimensional code of the set code (see set code "CCCC" shown in FIG. 29(B)) (specific information) of the set list created on the AT performance custom screen 395. In this case, the sub-control unit 55 of the gaming machine 310 codes the set list into a set code (such as "CCCC") according to the same rules as the server 370, and then further codes it into a two-dimensional code. The player simply follows the instructions on the set code issuing screen 396, logs into the system, captures an image of the set two-dimensional code 396a with the player terminal 360, and then operates the game start button 396b. After accepting the operation of the game start button 396b, the sub-controller 55 of the gaming machine 310 starts a game in the same manner as after the game start button in FIG. 9 is operated.
[0191] 29(B), in response to the image of the set two-dimensional code 396a being captured, the control unit 366 of the player terminal 360 displays a set list registration screen 397 on the touch panel 362. The set list registration screen 397 is a screen for registering a set list created on the gaming machine 310 in the server 370. The set list registration screen 397 displays a set code obtained by encoding the set list created by the gaming machine 310, and also accepts input of the name of the set list from the player. In the example of Fig. 29(B), the set code "CCCC" is displayed, and the name "C Special" is input.
[0192] When the player wishes to confirm the contents displayed on the set list registration screen 397, he or she may operate the registration button 397a. In response to operation of the registration button 397a, the control unit 376 of the server 370 stores information about the created set list (set ID, each effect and its occurrence rate and BB reliability, set code, name, and creator) in a set list table 375c (see FIG. 17).
[0193] In this manner, the gaming system 301 can register the set list created by the player on the gaming machine 310 in the server 370. The timing for the player to register a set list may be when the game starts or ends, or after the player has finished playing and left the gaming machine 310.
[0194] [Custom settings of the gaming machine 310 by the store (game center)] Although not shown in the figures, a store manager, operator, etc. can set items that can be customized by players (also simply referred to as customizable items) in the gaming machine 310 by operating the setting button 24, the customization operation unit 30, etc. The items that can be set at a store are, for example, as follows. (1) Setting whether to allow players to customize the increase or decrease in the occurrence rate of effects that suggest settings (2) Setting whether to permit disclosure of game information to a second player (see FIG. 25(C) and FIG. 25(D)) (3) Setting the conditions and scope for disclosing game information to second players In this case, for example, it may be possible to select from among Figures 26(A) to 26(C). Also, for example, it may be possible to set whether or not to include the occurrence rate of effects with setting suggestions in the range of disclosure. (4) Setting whether to grant the aforementioned "authority to customize items that cannot be customized (for example, effects with setting suggestions) to players who have created highly rated custom lists"
[0195] In this way, the facility can conveniently set items that can be customized by the player on the gaming machine 310 in accordance with the facility's management policy, etc. Also, for example, a store that actively uses the setting suggestion function to attract customers can set the effect with the setting suggestion to be included in the range of disclosure to the second player. Conversely, a store that does not want to make the setting suggestions of the gaming machine 310 public can set the effect with the setting suggestion not to be included in the range of disclosure to the second player.
[0196] The processing related to the setting of the gaming machine 310 may be performed by an appropriate cooperation between a management terminal (not shown) of the store and the server 370. The management terminal is an information terminal installed in each store and manages the gaming machines 310 of each store. For example, the server 370 may obtain the customizable objects from a management terminal of the store, and store the customizable objects in association with each other in the storage unit 374. When accepting an operation to create a set list from the player terminal 360, the server 370 may accept a customization operation for the customizable objects of the store after accepting an operation to select the store. This allows the gaming system 301 to operate with different customizable objects for each store.
[0197] As described above, the gaming system 301 of this embodiment provides the following actions and effects, for example. The gaming system 301 uses the player terminal 360 for customizing effects, so customization operations can be performed on the gaming machine 310 in a short time. Therefore, the gaming machine 310 is not occupied for a long time for customization operations. In addition, by using the player terminal 360, customization operations are easy even if there are many customizable items, and even if the customization operations are time-consuming, the player can take their time to perform the customization operations. In this way, the gaming system 301 is beneficial for both the arcade and the player. Furthermore, when a second player plays using a set list created by a first player, the gaming system 301 discloses detailed past game information (such as the occurrence rate of effects with setting suggestions) of the gaming machine 310 to the second player by satisfying a predetermined condition (such as playing a specified number of times). This makes it possible to promote the use of the gaming system 301 and strongly encourage the second player to continue playing the gaming machine 310.
[0198] Meanwhile, some conventional gaming machines also have a custom function that allows a player to arbitrarily set the frequency of occurrence of a particular effect. However, conventional gaming machines only accept customization operations on the gaming machine, which causes a problem that the gaming machine is occupied for a long time for customization operations. Also, if the number of customizable items is increased, customization operations on the gaming machine become complicated, troublesome, and time-consuming, so it takes time to start playing. For this reason, conventional gaming machines can be disadvantageous to both the arcade and the player. In addition, in conventional gaming machines, the set list (custom pattern) created by the player was not used for purposes other than custom setting of the gaming machine (disclosure of game information, etc.). For this reason, conventional gaming machines could not effectively utilize the customization function of the gaming machine.
[0199] Although the preferred embodiments of the present invention have been described above, it goes without saying that the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. The configurations of the above-described embodiment and the modified embodiments described below can be used in appropriate combinations, but detailed description thereof will be omitted.
[0200] (Variations) (1) In the embodiment, the frequency of appearance of the effects is exemplified as an appearance rate (probability of each effect being executed in response to lever operation), an occurrence rate (probability of each effect being selected when the effect is executed), etc., but is not limited thereto. The frequency of appearance of the effects can be appropriately defined according to the specifications of the gaming machine, etc., and may be, for example, the probability until one win can occur (for example, the probability until the first normal effect A is executed, etc.). In addition, the frequency of appearance of the effect may be customized according to a specific frequency of appearance, such as appearing once in three times when a transition lottery for a pseudo bonus or the like is won.
[0201] (2) In the embodiment, an example was shown in which the appearance rate of the effect can be customized, but this is not limiting. For example, the sub-control unit (execution mode control means) may be able to customize the appearance timing (execution mode) at which the effect may appear without changing the appearance frequency. For example, if the initial setting of the timing of the one-shot announcement is that it appears only when the lever is operated, it may be customizable so that it can appear at multiple times (at the first stop operation, the third stop operation, and the lever operation for the next game, etc.) by custom settings. Conversely, it may be customizable so that it can be limited to one of multiple times.
[0202] (3) In the embodiment, an example has been shown in which the customization of the presentation rules relates to a transition to a pseudo bonus, but this is not limited thereto. For example, for customization of the button operation effect during the AT stage (effects that require the operation of the effect button), the initial rule may be "The button operation effect during the AT stage adds 30 games or more," and the custom rule may be "The button operation effect during the AT stage confirms the addition of the number of games." In this case, players who like button effects can enjoy the button effects even if the number of added coins is small. Also, for example, with regard to customizing the one-shot announcement notice, the initial rule may be "the one-shot announcement notice guarantees the winning combination with the lowest probability of appearing, such as a middle cherry," and the custom rule may be "the one-shot announcement notice simply guarantees the winning combination with a strong rare combination with a relatively low probability of appearing." Furthermore, the gaming machine may be capable of customizing the effects that utilize mechanical devices (gimmicks) from an initial rule to a custom rule.
[0203] (4) In the embodiment, an example has been shown in which the custom setting is continued when the setting is made, but the present invention is not limited to this. The custom setting state may be controlled for only a certain period of time. For example, the appearance rate may be made customizable by specifying the number of times a particular preview effect is to occur, such as "until a specific preview effect appears once." In addition, the appearance rate and the like may be made customizable by specifying the play time, such as "up to 30 minutes after the start of play, or 30 minutes after that." Furthermore, the appearance rate and the like may be customizable by specifying a play time, such as "up to 30 minutes after the start of play, or 30 minutes after that." In these examples, it is possible to play in such a way that the presentation settings change without you realizing it, which can increase the excitement.
[0204] (5) The customizable effects are not limited to those described in the embodiment. Examples of the customizable effects include a cut-in notice during a normal stage, a dialogue notice during a premonition stage, a one-shot notice, a button operation effect during an AT stage, a lottery for winning a favorable bonus, and the like. It may also be a notice of the event (a so-called premium notice).
[0205] (6) The stages to which the player moves during the game are not limited to those described in the embodiment. For example, the AT stage may include an ART state that navigates the push order when a replay role is won in addition to when a bell role is won.
[0206] (7) In the embodiment, an example was shown in which each effect can be customized within the range when a rare role is won, but this is not limited to this. For example, an effect that is executed when a rare role is won in the initial setting may be executed when a rare role and other winning roles are won (for example, when a chance role is won, when a bell role is won, etc.) in the custom setting. In this case, the frequency with which the effect selection process is executed is higher in the custom setting than in the initial setting. For this reason, in the custom setting, it is possible to control the appearance rate of the effect to be higher.
[0207] (8) In the embodiment, an example is shown in which an illustration is displayed on the sub-display unit to notify that a performance resulting from the initial settings has been executed, but this is not limited to the example. For example, after a performance is executed, at the point when the result of the stage transition lottery, whether it is won or lost, is announced, an explicit explanation such as "This performance was actually influenced by this customization" may be displayed on a secondary display unit, etc.
[0208] (9) In the embodiment, an example has been shown in which the occurrence rate and the like are customizable, and the effect rules are customizable, but the present invention is not limited to this. The customizable items may differ depending on the effect. For example, there may be an effect in which only the occurrence rate or the like is customizable, an effect in which only the effect rule is customizable, and an effect in which both the occurrence rate or the like and the effect rule are customizable.
[0209] (10) In the embodiment, the notification of the effect resulting from the appearance rate after customization is shown by displaying an illustration of a star on the sub-display unit, but is not limited to this. This notification may be sound output from a speaker, lighting of a lamp, etc.
[0210] (11) In the embodiment, an example was shown in which each effect was individually customizable, but the present invention is not limited to this. For example, a mode in which lively effects occur more frequently and a mode in which quiet effects occur less frequently may be provided, and the player may be allowed to select from these modes.
[0211] (12) In the above embodiment, the gaming machine is a slot machine, but the present invention is not limited to this. The gaming machine may be, for example, a pachinko machine, a ball slot machine, or another gaming machine. The gaming machine may be a so-called medal-less gaming machine that can execute a game using a pseudo gaming medium in the form of data, without using actual gaming media such as medals. Furthermore, the gaming machine may be a so-called enclosed gaming machine that can execute a game by circulating gaming media such as gaming balls internally, without dispensing them to the outside. In addition, the performance rules for the mechanical devices (gimmicks) of pachinko may be, for example, an initial rule such as "when the device operates, a probability fluctuation is guaranteed" and a custom rule such as "when the device operates, a normal jackpot is guaranteed."
[0212] (13) In the third embodiment, an example is shown in which the gaming system discloses the gaming information of the gaming machine on the day to the second player, but this is not limited to this. If the number of times that the gaming machine has been played on that day is less than the specified number of times due to reasons such as a short time having elapsed since the opening time of the store, the gaming system may disclose gaming information other than that of the day to the second player. Information other than that of the day is, for example, information suggesting the past settings of the gaming machine (playing information of the previous day, a suggestion of the average setting for the past week, a suggestion of the average setting for a specific date, a suggestion of the average setting for each day of the week, etc.). Also, the gaming system may disclose gaming information of the previous day, etc., instead of disclosing the gaming information of the day.
[0213] (14) In the third embodiment, an example of the process in which the server creates a set list in response to the operation of the player terminal (calculating the occurrence rate of other effects in response to changes in the occurrence rate of each effect, issuing a set code, etc.) is shown, but this is not limiting. At least a part of this process may be processed by the player terminal.
[0214] (15) In the third embodiment, an example was shown in which among the multiple effects, there are effects (AT effects F to G, etc.) that can be made to appear if a custom operation is performed, but this is not limited to this. When operating a gaming machine or a player terminal, there may be effects that can be made to appear by, for example, entering a password.
[0215] (16) In the third embodiment, an example was given in which a player can create and select a set list, but this is not limiting. For example, the server may prepare a plurality of set lists in advance, and randomly select one from among these set lists in response to a player inputting a password into a player terminal. In this case, the player can play using the set list, and only then can the player know the tendency of the customization. In addition, for example, when a player gets tired of playing using a set list that can be created and selected, the player can change the way he or she plays by using an irregularly selected set list.
[0216] (17) In the embodiment, an example was shown in which the player inputs the occurrence rate and other values when performing a custom operation, but this is not limited to this. For example, the player may be able to input the expected degree of expectation, such as low, medium, or high, when performing a custom operation. In this case, the input operation is easy. [Explanation of symbols]
[0217] 10,310: Gaming machines 10,310: Gaming machines 14: Performance button 17: Main display 18: Sub display section 30: Custom control unit 31: Incidence rate reliability control section 32: Direction law operation section 41: Main memory 42: Main control unit 51: Sub-memory 55: Sub-control unit 301: Gaming systems 360: Player terminal 370: Server
Claims
[Claim 1] In a gaming machine having a control means capable of executing control regarding presentations executed in relation to the progress of a game, The game device includes an appearance frequency control means capable of executing control to change the appearance frequency of a specific type of effect executed at any timing during the game based on an operation on an operation means, The control means When the specific type of presentation is executed, the game mode may progress to a game mode corresponding to the specific type of presentation, and the specific presentation rule is set to execute control related to the specific presentation rule. The appearance frequency control means controls the appearance frequency to a first state in which the appearance frequency is not changed, and the appearance frequency control means controls the appearance frequency to a second state in which the appearance frequency is changed, so that the specific performance rule does not change; The game mode corresponding to the specific type of effect is that a predetermined benefit is given to the player. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2016073431A
Pachinko game machine
JP2012080953A