Information processing program, information processing method and information processing system
The information processing system addresses the monotony of special benefit presentations in lottery games by varying execution patterns and effects based on lottery outcomes, thereby enhancing game entertainment value.
Patent Information
- Application Number
- JP2024035276
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-07
- Publication Date
- 2025-09-19
- Estimated Expiration
- 2044-03-07
AI Technical Summary
The presentation of special benefits in existing lottery games, such as gacha, lacks interest and monotony, leading to a decrease in entertainment value.
Implementing an information processing system that determines benefits through lottery, followed by an execution pattern of effects including special and result effects, where the displayed information can differ based on the lottery outcome, and the execution pattern is varied to enhance anticipation and engagement.
The system increases the entertainment value of the game by enhancing presentation effects and maintaining player interest through varied and dynamic reward presentations.
Smart Images

Figure 2025136591000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]
[0002] Conventionally, games in which a lottery game called gacha is executed are known. In the lottery game, one or more benefits are determined by lottery from among a plurality of benefits of different values. For example, Patent Document 1 discloses a game in which a reward lottery in which a reward can be obtained and a special lottery in which the right to execute a reward lottery can be obtained are executed.
[0003] In the special lottery, the player is granted a number of rights to execute the reward lottery as a benefit. There are multiple types of benefits in the special lottery, and the number of rights to execute the reward lottery varies depending on the benefit. In the game disclosed in Patent Document 1, an effect is executed that suggests the number of rights to execute the reward lottery, thereby increasing the player's sense of anticipation. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 7399249 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is a problem in that the presentation suggesting the special benefits is monotonous and lacks interest in terms of presentation.
[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the entertainment value of a game by improving the presentation effects. [Means for solving the problem]
[0007] In order to solve the above problem, an information processing program a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one or more pieces of benefit information corresponding to the benefit to be given to the player are selected after one or more pieces of benefit information corresponding to the benefit are displayed based on the result of the lottery; A process of executing the effect according to the determined execution pattern; The computer executes the following: The execution pattern of the performance includes: a first execution pattern in which predetermined information different from the bonus information is displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes:
[0008] In the special effects mentioned above, After the predetermined information and one or more pieces of special information are displayed, the predetermined information is selected, In the performance of the first execution pattern, At least one of the pieces of bonus information displayed in the result effect may be different from the bonus information displayed in the special effect.
[0009] In the result effect of the effect of the second execution pattern, After the special benefit information and the predetermined information are displayed, the special benefit information may be selected without selecting the predetermined information.
[0010] The above benefits include: a first benefit and a second benefit that is less valuable to the player than the first benefit; In the process of determining the execution pattern of the effect, The first execution pattern can be determined when the first benefit is determined by the lottery, and the first execution pattern does not have to be determined when the second benefit is determined by the lottery.
[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one or more pieces of benefit information corresponding to the benefit to be given to the player are selected after one or more pieces of benefit information corresponding to the benefit are displayed based on the result of the lottery; A process of executing the effect according to the determined execution pattern; and The execution pattern of the performance includes: a first execution pattern in which predetermined information different from the bonus information is displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes:
[0012] In order to solve the above problem, the information processing system includes: one or more computers; The computer a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one or more pieces of benefit information corresponding to the benefit to be given to the player are selected after one or more pieces of benefit information corresponding to the benefit are displayed based on the result of the lottery; A process of executing the effect according to the determined execution pattern; and The execution pattern of the performance includes: a first execution pattern in which predetermined information different from the bonus information is displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: [Effects of the Invention]
[0013] According to the present invention, the entertainment value of the game can be increased by improving the presentation effects. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Figure 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Figure 3] Fig. 3A is a diagram showing an example of a lottery method selection screen, Fig. 3B is a diagram showing an example of a lottery result screen, and Fig. 3C is a diagram showing an example of a lottery result confirmation screen. [Figure 4] Fig. 4A is a first diagram showing an example of an initial screen when logging in during an event period. Fig. 4B is a second diagram showing an example of an initial screen when logging in during an event period. Fig. 4C is a third diagram showing an example of an initial screen when logging in during an event period. [Figure 5] Fig. 5A is a diagram showing an example of a start screen of a special lottery. Fig. 5B is a diagram showing an example of a screen during the special lottery. Fig. 5C is a diagram showing an example of a screen displaying the results of the special lottery. Fig. 5D is a diagram showing an example of a meter value. [Figure 6] Fig. 6A is a diagram showing an example of a roulette board surface of a third pattern, Fig. 6B is a diagram showing an example of a roulette board surface of a fifth pattern, and Fig. 6C is a diagram showing an example of a roulette board surface of a seventh pattern. [Figure 7]Fig. 7A is a diagram for explaining reference values, and Fig. 7B is a diagram for explaining winning types and update information. [Figure 8] Fig. 8A is a diagram illustrating the conditions for determining the ratio pattern in mode A. Fig. 8B is a diagram illustrating an example of winning range values for each ratio pattern in mode A. [Figure 9] Fig. 9A is a diagram illustrating the conditions for determining the ratio pattern in mode B. Fig. 9B is a diagram illustrating an example of winning range values for each ratio pattern in mode B. [Figure 10] Fig. 10A is a diagram illustrating an example of a replay effect. Fig. 10B is a diagram illustrating an example of a roulette board with a special pattern. Fig. 10C is a diagram illustrating an example of a screen during a special lottery. Fig. 10D is a diagram illustrating an example of a screen displaying the results of a special lottery. [Figure 11] FIG. 11 is a diagram illustrating an example of the selection ratio of the execution pattern of the effects in the A mode. [Figure 12] FIG. 12 is a diagram illustrating an example of the selection ratio of the execution pattern of the effects in B mode. [Figure 13] FIG. 13 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 14] FIG. 14 is a diagram illustrating the memory configuration and computer functions of the server. [Figure 15] FIG. 15 is a flowchart illustrating an example of the special lottery execution process in the server. [Figure 16] FIG. 16 is a flowchart illustrating an example of the lottery execution process in the server. [Figure 17] FIG. 17 is a flowchart illustrating an example of a reward determination process in the server. [Figure 18] FIG. 18 is a diagram illustrating an example of the selection ratio of the execution pattern of the effect according to the modified example. DETAILED DESCRIPTION OF THE INVENTION
[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. Numerical values and the like shown in the embodiment are merely examples for ease of understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are designated by the same reference numerals to avoid redundant explanation, and elements not directly related to the present invention are not shown.
[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system in which a player terminal 1 and a server 100 are connected via a communication network N having a communication base station Na.
[0017] The player terminal 1 can establish communication with the server 100 via a communication network N. The player terminal 1 broadly includes electronic devices that can establish a wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game consoles, etc. In this embodiment, a case will be described in which a smartphone is used as the player terminal 1.
[0018] The server 100 is connected for communication with a plurality of player terminals 1. The server 100 accumulates player information for each player playing the game. Furthermore, the server 100 updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.
[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.
[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role in controlling the progress of the game. The game can progress through cooperation between the player terminal 1 and the server 100.
[0021] (Hardware Configuration of Player Terminal 1 and Server 100) Fig. 2A is a diagram illustrating the hardware configuration of the player terminal 1. Fig. 2B is a diagram illustrating the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.
[0022] As shown in FIG. 2B, the server 100 includes a CPU 110, a storage device 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.
[0023] The configurations and functions of the CPU 110, storage device 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, the following will describe the hardware configuration of the player terminal 1, and a description of the server 100 will be omitted.
[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is configured with a ROM (Read Only Memory) or a RAM (Random Access Memory) and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.
[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.
[0026] The storage unit 18 is configured with a semiconductor memory such as a DRAM (Dynamic Random Access Memory) and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.
[0027] The communication unit 20 is connected to the communication base station Na by radio communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network N. In the player terminal 1, the programs and the like received from the server 100 are stored in the storage device 12 or the storage unit 18.
[0028] The input unit 22 is composed of, for example, a touch panel, buttons, a keyboard, a mouse, a cross key, an analog controller, or the like, which inputs (accepts) player operations. The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor which detects the tilt or movement of the player terminal 1, or a microphone which detects the voice of the player. In other words, the input unit 22 broadly includes devices which can input the player's intentions in a identifiable manner.
[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be an external device connected to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.
[0030] The information processing system S and game device G of this embodiment can be applied to any game genre. In other words, there are no particular limitations on the content of the game to which the information processing system S and game device G of this embodiment can be applied. For example, games provided by the information processing system S and game device G include RPGs (Roll Playing Games), shooting games, training games, action games, sports games, simulation games, and puzzle games. However, the information processing system S and game device G can be widely applied to games other than those mentioned above.
[0031] In this embodiment, a player can enter a lottery known as gacha. The lottery determines the reward to be awarded to the player. Here, the reward is game content that the player can use in the game. Examples of game content include characters, items, and in-game currency. However, the reward determined by the lottery and the content of the game content are not particularly limited. The lottery for the reward in this embodiment will be described in detail below.
[0032] FIG. 3A is a diagram showing an example of a lottery method selection screen 30. FIG. 3B is a diagram showing an example of a lottery result screen 34. FIG. 3C is a diagram showing an example of a lottery result confirmation screen 36. When a player starts up a game application and logs in, a top screen is displayed on the display 26. A menu bar (not shown) is displayed on the top screen. A lottery operation unit is provided on the menu bar, and when the lottery operation unit is operated, the lottery method selection screen 30 shown in FIG. 3A is displayed.
[0033] The lottery method selection screen 30 displays an SS confirmation operation unit 32a, an event-limited operation unit 32b, a 10-in-a-row operation unit 32c, and a single lottery operation unit 32d. Note that, hereinafter, the SS confirmation operation unit 32a, the event-limited operation unit 32b, the 10-in-a-row operation unit 32c, and the single lottery operation unit 32d are collectively referred to as the lottery request operation unit 32. When the lottery request operation unit 32 is tapped, a lottery (hereinafter referred to as an "individual lottery") is held to determine the reward to be awarded to the player.
[0034] When the SS confirmation operation unit 32a, the event-limited operation unit 32b, or the 10-consecutive operation unit 32c is tapped, ten individual lotteries are executed. When the single lottery operation unit 32d is tapped, one individual lottery is executed. Hereinafter, the execution of ten consecutive individual lotteries is referred to as consecutive lotteries. In other words, consecutive lotteries are executed as one set of ten individual lotteries. In other words, ten consecutive individual lotteries are executed in one consecutive lottery. In each individual lottery, some reward is always determined. Therefore, the player can obtain ten rewards in one consecutive lottery. The result of the consecutive lotteries, i.e., the ten rewards awarded to the player, is displayed on a lottery result screen 34, as shown in FIG. 3B.
[0035] The lottery result screen 34 is part of the presentation of the continuous lottery or the individual lottery. When the player inputs an operation while the lottery result screen 34 is displayed, the lottery result confirmation screen 36 shown in FIG. 3C is displayed. The lottery result confirmation screen 36 displays a simple explanation of each reward determined in the individual lottery. Although a detailed explanation will be omitted, when an operation is input on the image corresponding to each reward on the lottery result confirmation screen 36, a dialog box with a detailed explanation of the reward is displayed.
[0036] In the individual lottery, the winning probability of each of multiple types of rewards (e.g., 30 to 1,000 types) is set in advance. Rewards are broadly categorized into four types based on their winning probability: "SS Rare," "S Rare," "Rare," and "General." Here, the winning probability of "SS Rare" is lowest, followed by "S Rare," "Rare," and "General," in that order. The winning probability of each reward is set for each period. In this embodiment, the winning ratio of each reward is set equal for the 10 individual lotteries in one continuous lottery. However, the winning ratio of each reward may differ in each of the 10 individual lotteries. Also, for example, the winning ratio of only some of the 10 individual lotteries may differ.
[0037] When the 10-series operation unit 32c or the single-lottery operation unit 32d is tapped, the individual lottery is executed by consuming, for example, in-game currency, tickets, or items. In-game currency, tickets, and items can be acquired, for example, by purchasing them, fulfilling acquisition conditions through game play, or being granted by the operator. Here, the player can purchase in-game currency at any time. Therefore, the player can execute the continuous lottery and the individual lottery at any time by tapping the 10-series operation unit 32c or the single-lottery operation unit 32d.
[0038] On the other hand, the SS confirmation operation unit 32a and the event-limited operation unit 32b are displayed on the display 26 only during a predetermined event period. As will be described in detail later, during the event period, a special lottery is held in which the player can acquire the right to a consecutive lottery (individual lottery). In the special lottery, a lottery is held to determine the number of times the player can execute consecutive lotteries, i.e., the number of sets. In this way, during the event period, the right to a consecutive lottery (individual lottery) can be acquired free of charge through the special lottery. Hereinafter, the right to a consecutive lottery that the player can acquire through the special lottery may be referred to as a privilege.
[0039] The event-limited operation unit 32b is enabled when the player has the right to consecutive lotteries. If the player does not have the right to consecutive lotteries, the event-limited operation unit 32b cannot be operated. The winning ratio of each reward may be the same or different between the individual lottery obtained through the special lottery and the individual lottery executed by consuming in-game currency or items. The special lottery is described in detail below.
[0040] FIG. 4A is a first diagram showing an example of an initial screen when logging in during an event period. FIG. 4B is a second diagram showing an example of an initial screen when logging in during an event period. FIG. 4C is a third diagram showing an example of an initial screen when logging in during an event period. In the server 100, a date update process is performed at a preset time (here, midnight) every day. The event period is set in accordance with this date update process. In this embodiment, the event period is set to 10 days. Therefore, if the start date and time of the event is, for example, midnight on April 1st, the end date and time of the event will be midnight on April 11th.
[0041] During the event period, a special lottery is executed once a day, unconditionally. Specifically, when the server 100 is accessed for the first time in a day during the event period, the initial screen for the special lottery shown in FIG. 4A is displayed. The conditions for displaying this initial screen can be set as appropriate. For example, the initial screen may be displayed when a predetermined screen is displayed during the game. Furthermore, conditions for executing the special lottery may be set, and the special lottery may be executed when the conditions are met.
[0042] As shown in FIG. 4A, the initial screen displays a first operation unit 38a and a second operation unit 38b. The first operation unit 38a displays "roulette A," and the second operation unit 38b displays "roulette B." As described above, a player can acquire the right to consecutive lotteries through a special lottery. The special lottery determines the number of consecutive lotteries granted to the player. In other words, the player can execute consecutive lotteries the number of times he or she wins the special lottery.
[0043] In this embodiment, two special lottery modes, A mode and B mode, are provided. In the special lottery, one of a plurality of win types linked to the number of consecutive draws is determined. At this time, the win probabilities of some win types differ between A mode and B mode. The player can select A mode or B mode by tapping the first operation unit 38a or the second operation unit 38b. Specifically, the player can select A mode by tapping the first operation unit 38a, and can select B mode by tapping the second operation unit 38b. Note that the win probabilities of all win types may differ between A mode and B mode.
[0044] When the special lottery mode is selected, as shown in Fig. 4B, the roulette wheel 40 moves from the top to the center of the display 26. Furthermore, when the roulette wheel 40 is displayed in the center of the display 26, a gauge 46 is displayed below the roulette wheel 40, as shown in Fig. 4C.
[0045] FIG. 5A is a diagram showing an example of a start screen for a special lottery. FIG. 5B is a diagram showing an example of a screen during the special lottery. FIG. 5C is a diagram showing an example of a screen displaying the results of the special lottery. FIG. 5D is a diagram showing an example of a meter value. Note that each of FIG. 5A to FIG. 6C, which will be described later, shows, as an example, a case where mode A is selected.
[0046] On the start screen, a roulette wheel 40 and an indicator needle 42 are displayed. A roulette wheel 40 is provided for each special lottery mode. As will be described in detail later, a total of 12 types of roulette wheel 40, from a first pattern to a twelfth pattern, are provided, and the types and occupancies of the stop areas displayed differ for each roulette wheel 40. For example, a roulette wheel 40a of a second pattern shown in FIG. 5A has a total of six stop areas, namely, a first area 44a, a second area 44b, a third area 44c, a fourth area 44d, a fifth area 44e, and a replay area 45, arranged as shown.
[0047] Each stop area corresponds to a win type that can be won in the special lottery. Specifically, the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e each correspond to a different win type. In contrast, as will be described in detail later, no win type is associated with the replay area 45. The occupancy rate of each stop area displayed on the roulette wheel 40 corresponds to the win ratio of each win type. Therefore, it can be said that the roulette wheel 40 indicates to the player the win ratio of each win type. However, the occupancy rate of each stop area does not have to completely match the win ratio of each win type. Also, for example, the occupancy rate of each stop area may be evenly distributed regardless of the win ratio of each win type.
[0048] On the start screen, the roulette wheel 40 is displayed as still for a predetermined time (for example, 5 to 10 seconds). This allows the player to grasp the approximate probability of winning for each type of win (stop area). After the predetermined time has passed, the roulette wheel 40 is displayed as spinning at high speed, as shown in FIG. 5B. After that, the spinning speed gradually decreases, and finally the roulette wheel 40 is displayed as still. At this time, the roulette wheel 40 is displayed as still, with the pointer 42 pointing to the stop area corresponding to the type of win won in the special lottery.
[0049] Here, a gauge 46 is displayed on the display 26 together with the roulette wheel 40. The gauge 46 is configured so that the player can visually grasp the meter value. For example, FIG. 5A shows the case where the meter value is "0", and FIG. 5D shows the case where the meter value is "30". On the screen displaying the result of the special lottery, after the roulette wheel 40 is displayed as stopped, an animation is displayed in which the meter value changes on the gauge 46.
[0050] Fig. 6A is a diagram showing an example of a roulette wheel 40b of a third pattern. Fig. 6B is a diagram showing an example of a roulette wheel 40c of a fifth pattern. Fig. 6C is a diagram showing an example of a roulette wheel 40d of a seventh pattern. For example, as shown in Fig. 5D, when the meter value of the gauge 46 changes on the result display screen, the meter value of the gauge 46 on the start screen of the special lottery on the next day is equal to the value after the change on the previous day, as shown in Fig. 6A.
[0051] Furthermore, there is a correlation between the meter value of the gauge 46 and the occupancy rate of each stop area on the roulette wheel 40. For example, when the meter value of the gauge 46 is "30," the roulette wheel 40b of the third pattern shown in FIG. 6A is displayed on the display 26. For example, when the meter value of the gauge 46 is "70," the roulette wheel 40c of the fifth pattern shown in FIG. 6B is displayed. For example, when the meter value of the gauge 46 is "100," the roulette wheel 40d of the seventh pattern shown in FIG. 6C is displayed. As is clear from these figures, the more the meter value accumulates in the gauge 46, the higher the occupancy rate of the third area 44c. In other words, the larger the meter value of the gauge 46, the higher the probability of winning the win type corresponding to the third area 44c.
[0052] Here, the meter value on the gauge 46 matches a reference value stored in the server 100. The reference value is information that is referenced when determining the probability of winning each of multiple win types in a special lottery. In other words, the probability of winning each of multiple win types is set based on the reference value. Here, 12 ratio patterns are provided in which the probability of winning each win type is set, and one of the ratio patterns is selected based on the mode selected by the player and the reference value at the start of the special lottery.
[0053] Furthermore, update information for the reference value is set in advance for each winning type. When the winning type is determined by the special lottery, the reference value is updated based on the update information for the determined winning type. For example, an update value to be added to the reference value is set in advance as update information for winning type H. If winning type H is won, "30" is added to the reference value at the start of the special lottery.
[0054] In the special lottery on the following day, a ratio pattern is selected based on this updated reference value. However, if the reference value reaches its maximum value as a result of adding the updated value, an additional second special lottery is held. In other words, on the day when the reference value reaches its maximum value, two special lotteries are held. In the second special lottery, the winning probability of the winning type J1, which will be described in detail later, is set to 100%. Therefore, the roulette wheel 40d shown in FIG. 6C will only be displayed if the second special lottery is held when two special lotteries are held in one day. The update information of the reference value will be described in detail below.
[0055] FIG. 7A is a diagram explaining the reference value. FIG. 7B is a diagram explaining the winning type and update information. FIG. 8A is a diagram explaining the conditions for determining the ratio pattern in mode A. FIG. 8B is a diagram showing an example of the winning range value for each ratio pattern. As shown in FIG. 7A, the reference value has an initial value and a maximum value. At the start of the event period, the reference value is set to the initial value. Here, the initial value is set to "0." In addition, the reference value has a maximum value set to "100," and if a special lottery is held when the maximum value is "100," the reference value is reset to the initial value.
[0056] As described above, for each type of win that can be won in the special lottery, the number of sets of consecutive lotteries, i.e., the number of times that can be drawn in the individual lottery, is set as shown in FIG. 7B. Specifically, in this embodiment, a total of 11 types of win are provided: win types A, B, C, D, E, F, G, H, J1, J2, and K. The win types A, B, C, D, E, F, G, and H are associated with the number of sets of consecutive lotteries of 10, 8, 7, 6, 5, 3, 2, and 1 set, respectively. Therefore, for example, if a player wins win type A, the number of sets of consecutive lotteries is 10, i.e., the right to 100 individual lotteries is granted to the player.
[0057] Furthermore, if a player wins prize types J1 or J2 in the special lottery, the player can perform individual lotteries up to 300 times (30 sets of consecutive lotteries). However, if a player wins prize types J1 or J2 in the special lottery and then wins an "SS Rare" in the second or subsequent consecutive lottery sets, the player's right to perform consecutive lotteries will expire. Suppose a player wins prize types J1 or J2 in the special lottery and then wins an "SS Rare" in the first consecutive lottery set. In this case, the player not only receives 10 rewards, including at least one "SS Rare," but can also perform up to 30 consecutive lottery sets until they win an "SS Rare" reward. At this time, the player may be notified of a special advantageous state by, for example, changing the lottery tab or other screen displays. In addition, the player's probability of winning an "SS Rare" may increase in this advantageous special state. In addition, the advantageous special state may be entered if an "SS Rare" is won in the second or subsequent set of consecutive draws.
[0058] Furthermore, if a player wins prize type K in the special lottery, the player is granted one set of consecutive lotteries, i.e., the right to ten individual lotteries. However, in all ten individual lotteries that can be executed by winning prize type K, the reward will be "SS Rare." In other words, prize type K is linked to the right to execute a special lottery that determines only the reward of "SS Rare." If the player wins prize type K, the player can obtain ten "SS Rare" rewards by executing ten individual lotteries.
[0059] If the player wins the prize type K, the SS determination operation unit 32a becomes active on the lottery method selection screen 30 shown in Fig. 3A. The player can execute a special lottery by operating the SS determination operation unit 32a on the lottery method selection screen 30. In this case, the event-limited operation unit 32b is disabled.
[0060] Furthermore, each winning type is associated with update information for the reference value. Here, an update value is provided as the update information. As shown in FIG. 7B, the update value for winning types A, B, C, D, E, J2, and K is set to "0." This means that if you win winning types A, B, C, D, E, J2, or K, the reference value will not be updated.
[0061] Furthermore, update values are set for the winning types F, G, and H for each special lottery mode. In other words, the update value when winning types F, G, and H is won differs depending on the special lottery mode selected by the player. Here, for winning type F, "+5" is set as the update value for A mode, and "+10" is set as the update value for B mode. For winning type G, "+20" is set as the update value for A mode, and "+30" is set as the update value for B mode. For winning type H, "+30" is set as the update value for A mode. Note that, as will be described in detail later, winning type H is a winning type that can only be won in A mode, and cannot be won in B mode. Therefore, an update value for B mode is not set for winning type H.
[0062] Note that the win type J1 is set with update information that resets the reference value (updates it to the initial value). Therefore, when the win type J1 is won, the reference value is reset to the initial value regardless of the current value of the reference value. The win type J1 and the win type J2 provide the same benefits to the player, but have different update information. Specifically, when the win type J2 is won, the reference value at that time is maintained the next day, whereas when the win type J1 is won, the reference value is reset. As will be described later, the larger the reference value in the special lottery, the more advantageous it is for the player. Therefore, it is more advantageous for the player to win the win type J2, in which the reference value is not reset, than to win the win type J1, in which the reference value is reset.
[0063] Then, at the start of the special lottery, a ratio pattern, i.e., the probability of winning for each win type, is determined. As shown in FIG. 8A , this ratio pattern is determined based on two parameters: whether a specific condition is met and a reference value. In this embodiment, the specific condition is preset such that it is the last day of a specific event (here, the 10th day) and that win type A has not been won by the previous day. Note that the specific condition is not limited to this. For example, it may be determined that the specific condition is met when a specific date is reached. Alternatively, it may be determined that the specific condition is met when a specific win type has been won or when a specific win type has not been won. Furthermore, some condition related to the progress of the game may be set as the specific condition.
[0064] If a specific condition is met, that is, if it is the last day of a specific event and no win of type A has been won up to the previous day, the ratio pattern is determined to be pattern 1. Also, if the specific condition is not met, a ratio pattern corresponding to the reference value is determined, as shown in FIG. 8A. If mode A is selected, one of patterns 2 to 7 is determined according to the reference value. Once the ratio pattern is determined, a winning area is set according to the determined ratio pattern. This winning area is set according to the winning range value.
[0065] As shown in FIG. 8B, when the ratio pattern is determined to be the first pattern, a winning range value of "0" to "99" is assigned to the winning area of winning type A. Once the winning range value is set, a random number value between "0" and "99" is randomly obtained. Then, the winning type is determined by determining which winning area the obtained random number value falls within.
[0066] Therefore, when the ratio pattern is determined to be the first pattern, the winning type A is always determined. When the winning type A is determined, the player is granted the right to 100 individual lotteries (10 sets of rights to consecutive lotteries). In other words, in this embodiment, if the winning type A has not been determined by the last day of the event, the player will always win the winning type A on the last day. In other words, by logging in at least on the last day during the event period, the player can always win the winning type A at least once.
[0067] On the other hand, if the specific condition is not met (the specific condition is not met), the ratio pattern is determined based on the reference value. Therefore, as is clear from FIG. 8A, the first pattern is not determined as the ratio pattern except on the final day of the event. Here, when mode A is selected, if the reference value stored at the start of the special lottery is between "0" and "19," the second pattern is determined as the ratio pattern. Similarly, if the reference value stored at the start of the special lottery is between "20" and "39," the third pattern is determined as the ratio pattern; if the reference value is between "40" and "59," the fourth pattern is determined; if the reference value is between "60" and "79," the fifth pattern is determined; if the reference value is between "80" and "99," the sixth pattern is determined; and if the reference value is "100," the seventh pattern is determined.
[0068] As shown in FIG. 8B, when the ratio pattern is determined to be the second pattern, the winning range value of “0” to “2” is assigned to the winning area of winning type A, the winning range value of “3” to “6” is assigned to the winning area of winning type B, the winning range value of “7” to “10” is assigned to the winning area of winning type C, the winning range value of “11” to “15” is assigned to the winning area of winning type D, the winning range value of “16” to “19” is assigned to the winning area of winning type E, the winning range value of “20” to “29” is assigned to the winning area of winning type F, the winning range value of “30” to “49” is assigned to the winning area of winning type G, the winning range value of “50” to “94” is assigned to the winning area of winning type H, the winning range value of “95” to “97” is assigned to the winning area of winning type J1, the winning range value of “98” is assigned to the winning area of winning type J2, and the winning range value of “99” is assigned to the winning area of winning type K.
[0069] Therefore, the winning probability for each winning type in the second ratio pattern is: winning type A 3%, winning type B 4%, winning type C 4%, winning type D 5%, winning type E 4%, winning type F 10%, winning type G 20%, winning type H 45%, winning type J1 3%, winning type J2 1%, and winning type K 1%.
[0070] Furthermore, the winning probabilities of winning types other than winning types H and J1 are the same for patterns 2 to 6. On the other hand, the winning probabilities of winning types H and J1 differ for patterns 2 to 6. That is, in patterns 2 to 6, the winning range values are assigned so that the winning probabilities of winning type H are 45%, 35%, 25%, 15%, and 5%, respectively, and the winning probabilities of winning type J1 are 3%, 13%, 23%, 33%, and 43%, respectively.
[0071] Furthermore, when the ratio pattern is determined to be the seventh pattern, a winning range value of "0" to "99" is assigned to the winning area of the winning type J1. Therefore, when the ratio pattern is determined to be the seventh pattern, the winning type J1 is always determined. In other words, when the reference value reaches the maximum value, the winning probability of the winning type J1 is set to 100%. As described above, when a player wins the winning types J1 and J2, the player can perform a maximum of 300 individual lotteries unless the player wins the SS Rare. As described above, in this embodiment, the greater the difference between the initial value and the reference value, the higher the winning probability of the winning type J1 is set.
[0072] As described above, the result of the special lottery is announced by an effect using the roulette wheel 40. The roulette wheel 40 has stop areas each associated with a win type. At this time, the occupancy rate of the stop areas roughly corresponds to the win probability of each win type. Therefore, the ratio pattern can also be said to be the pattern of the roulette wheel 40 (hereinafter referred to as the wheel pattern) that is displayed when announcing the result of the special lottery.
[0073] Fig. 9A is a diagram explaining the conditions for determining the ratio pattern in mode B. Fig. 9B is a diagram showing an example of the winning range values for each ratio pattern in mode B. As shown in Fig. 9A, even when mode B is selected, if a specific condition is met, that is, if it is the last day of a specific event and if the user has never won winning type A by the previous day, the ratio pattern will be determined to be the first pattern.
[0074] Furthermore, when B mode is selected, unless a specific condition is met, one of patterns 7 to 12 is determined depending on the reference value. Specifically, when B mode is selected, if the reference value stored at the start of the special lottery is between "0" and "19," pattern 8 is determined as the ratio pattern. Similarly, if the reference value stored at the start of the special lottery is between "20" and "39," pattern 9 is determined as the ratio pattern. If the reference value is between "40" and "59," pattern 10 is determined. If the reference value is between "60" and "79," pattern 11 is determined. If the reference value is between "80" and "99," pattern 12 is determined. If the reference value is "100," pattern 7 is determined as the ratio pattern. Therefore, if the reference value is "100," whether A mode or B mode is selected, pattern 7 is determined as the ratio pattern.
[0075] Furthermore, when a specific condition is met, regardless of the special lottery mode, the ratio pattern is determined to be Pattern 1. Therefore, Pattern 1 and Pattern 7 can be said to be ratio patterns common to Mode A and Mode B.
[0076] As shown in FIG. 9B, when the ratio pattern is determined to be the 8th pattern, the winning range value of “0” is assigned to the winning area of winning type A, the winning range value of “1” to “4” is assigned to the winning area of winning type B, the winning range value of “5” to “8” is assigned to the winning area of winning type C, the winning range value of “9” to “13” is assigned to the winning area of winning type D, the winning range value of “14” to “17” is assigned to the winning area of winning type E, the winning range value of “18” to “47” is assigned to the winning area of winning type F, the winning range value of “480” to “94” is assigned to the winning area of winning type G, the winning range value of “95” to “97” is assigned to the winning area of winning type J1, the winning range value of “98” is assigned to the winning area of winning type J2, and the winning range value of “99” is assigned to the winning area of winning type K.
[0077] Therefore, the winning probability for each winning type in the ratio pattern of pattern 8 is 1% for winning type A, 4% for winning type B, 4% for winning type C, 5% for winning type D, 4% for winning type E, 30% for winning type F, 47% for winning type G, 3% for winning type J1, 1% for winning type J2, and 1% for winning type K.
[0078] Furthermore, the winning probabilities of the winning types other than winning types G and J1 are the same for patterns 8 to 12. On the other hand, the winning probabilities of winning types G and J1 differ for patterns 8 to 12. That is, for patterns 8 to 12, the winning range values are assigned so that the winning probabilities of winning type G are 47%, 37%, 27%, 17%, and 7%, respectively, and the winning probabilities of winning type J1 are 3%, 13%, 23%, 33%, and 43%, respectively.
[0079] The winning probabilities of winning types B, C, D, E, F, J1, J2, and K are common to all ratio patterns except for the first and seventh patterns. In other words, the winning probabilities of winning types B, C, D, E, F, J1, J2, and K are common to both A mode and B mode, and are constant regardless of the reference value. On the other hand, in B mode, the winning probability of winning type A is lower than in A mode, but winning type H is not possible. In other words, in B mode, the probability of winning type A (100 individual lotteries) is lower than in A mode, but there is no possibility of winning type H (10 individual lotteries), which is the least desirable for players. In this way, while A mode has fluctuations in the number of individual lotteries in which a player wins in the special lottery, B mode is a mode in which the number of individual lotteries in which a player wins in the special lottery is more average than A mode.
[0080] Here, as described above, reference value update information is set for each winning type. In this embodiment, the smaller the benefit that the player can receive, the higher the probability that the player will receive a large benefit in the next or subsequent special lottery. That is, as shown in FIG. 7B, in this embodiment, the degree of advantage for the player is highest for winning type K or winning type J2, followed by winning type J1, and thereafter, the degree of advantage decreases as the number of individual lotteries decreases.
[0081] If a bonus is awarded for 50 or more individual lottery draws, that is, if a win type with a degree of advantage equal to or greater than win type E, the reference value will not be increased. On the other hand, if a win type F is won in A mode, the right to 30 individual lottery draws (3 sets of consecutive lottery draws) is granted, and the reference value is increased by "5." Furthermore, if a win type G is won in A mode, the right to 20 individual lottery draws (2 sets of consecutive lottery draws) is granted, and the reference value is increased by "20." Furthermore, if a win type H is won in A mode, the right to 10 individual lottery draws (1 set of consecutive lottery draws) is granted, and the reference value is increased by "30."
[0082] Furthermore, if you win type F in B mode, you will be granted the right to 30 individual draws (3 sets of consecutive draws), and the reference value will be increased by 10. Furthermore, if you win type G in B mode, you will be granted the right to 20 individual draws (2 sets of consecutive draws), and the reference value will be increased by 30.
[0083] That is, in this embodiment, the smaller the benefit received in the special lottery, the higher the possibility of receiving a larger benefit in the next special lottery. As a result, even if the player continues to win the prize type H, for example, the decrease in the player's motivation to play is suppressed, and the player's motivation to play from the next day onwards can be improved.
[0084] Note that the player can select the special lottery mode every day. Therefore, for example, during the event period, the player can alternately select the special lottery of mode A and the special lottery of mode B. Here, the reference value is the same for mode A and mode B. However, individual reference values may be used for mode A and mode B. Also, for example, the initially selected mode may not be changeable during the event period.
[0085] Here, as described above, the result of the special lottery is announced by the stopping of the roulette wheel 40. Moreover, the occupancy rate of the stop areas on the roulette wheel 40 roughly matches the winning probability of the corresponding win type. Therefore, a sense of anticipation is imparted to the player even before the roulette wheel 40 starts to spin. Meanwhile, in this embodiment, 11 win types are provided, and one stop area is assigned to each of these win types. In this case, the roulette wheel 40 is divided into 11 stop areas, and the areas of the stop areas corresponding to the win types with a relatively high degree of advantage become extremely small. As a result, the appearance of the roulette wheel 40 may be impaired, and the presentation effect may be reduced.
[0086] Furthermore, the effect of the roulette wheel 40 simply spinning and stopping is monotonous and lacks excitement in terms of presentation. Therefore, in this embodiment, a replay area 45 is provided as a stop area on the roulette wheel 40. When the winning types A, B, C, D, E, J2, and K are won, a replay effect in which the replay area 45 is selected is executed.
[0087] FIG. 10A is a diagram illustrating an example of a replay effect. FIG. 10B is a diagram illustrating an example of a roulette board 40e with a special pattern. FIG. 10C is a diagram illustrating an example of a screen during a special lottery. FIG. 10D is a diagram illustrating an example of a screen displaying the results of the special lottery. In the replay effect, the start screen of the special lottery is displayed, similar to FIG. 5A. The start screen of the replay effect displays the roulette board 40. The board pattern of the roulette board 40 displayed at this time is determined based on a reference value, as shown in FIG. 8A or 9A.
[0088] As described above, the roulette wheel 40 includes a plurality of stop areas to which winning types, i.e., benefits to be awarded to players, are assigned. For example, as shown in FIG. 10A, the roulette wheel 40 is provided with a first area 44a, a second area 44b, a third area 44c, a fourth area 44d, and a fifth area 44e. Here, the first area 44a is assigned a winning type F, the second area 44b is assigned a winning type G, the third area 44c is assigned a winning type J1, the fourth area 44d is assigned a winning type H, and the fifth area 44e is assigned a winning type A. The outer periphery of each stop area displays information indicating the benefit corresponding to the stop area, in other words, the winning type assigned to the stop area (here, "10," "20," "30," "100," or "star mark").
[0089] This allows the player to identify the type of winning assigned to each stop area. In other words, the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e can be said to be benefit information indicating the benefit to be given to the player.
[0090] As described above, the occupancy rate of the stop area to which one win type is assigned roughly corresponds to the winning probability of the corresponding win type. Therefore, the occupancy rate of the replay area 45 roughly corresponds to the total winning probability of all win types not assigned to any of the first area 44a to the fifth area 44e.
[0091] Then, in the replay effect, the roulette wheel 40 is displayed spinning at high speed, as shown in FIG. 5B. After that, the spinning speed gradually decreases, and finally the roulette wheel 40 is displayed as still. At this time, in the replay effect, the roulette wheel 40 is displayed as still, with the pointer 42 pointing at the replay area 45, as shown in FIG. 10A. That is, in the replay effect, the replay area 45 is selected. When the replay area 45 is selected in the replay effect, a new roulette wheel 40 is displayed as shown in FIG. 10B.
[0092] The roulette board 40 displayed at this time is a roulette board 40e with a special pattern. The roulette board 40e with a special pattern includes seven special areas: a first special area 50a, a second special area 50b, a third special area 50c, a fourth special area 50d, a fifth special area 50e, a sixth special area 50f, and a seventh special area 50g. Each special area is assigned a prize type that can be won in a special lottery.
[0093] Specifically, the first special area 50a is assigned the winning type A, the second special area 50b is assigned the winning type B, the third special area 50c is assigned the winning type C, the fourth special area 50d is assigned the winning type D, the fifth special area 50e is assigned the winning type E, the sixth special area 50f is assigned the winning type J2, and the seventh special area 50g is assigned the winning type K. In this way, the first special area 50a, the second special area 50b, the third special area 50c, the fourth special area 50d, the fifth special area 50e, the sixth special area 50f, and the seventh special area 50g each correspond to one different winning type.
[0094] The occupancy rate of each of the seven special areas on the special pattern roulette wheel 40e may indicate the ratio to the total probability of winning of the seven winning types assigned to the seven special areas. However, the occupancy rates of the seven special areas may be equal. Also, here, only one special pattern roulette wheel 40e is provided. However, multiple special pattern roulette wheel 40e with different winning types assigned to the special areas and different occupancy rates of the special areas may be provided. In this case, the special pattern roulette wheel 40e may be selected based on the results of a special lottery.
[0095] In addition, here, the roulette wheel 40e with the special pattern is shared between when mode A is selected and when mode B is selected. However, the roulette wheel 40e with the special pattern may be different when mode A is selected and when mode B is selected.
[0096] The roulette wheel 40e with the special pattern is displayed still for a predetermined time. This allows the player to grasp the occupancy rate of each win type (special area). Then, after the predetermined time has passed, the roulette wheel 40e is displayed spinning at high speed as shown in FIG. 10C. After that, the spinning speed gradually decreases, and finally, the roulette wheel 40e is displayed still as shown in FIG. 10D. At this time, the roulette wheel 40e is displayed still so that the pointer 42 points to the special area corresponding to the win type won in the special lottery.
[0097] Here, the roulette effect is defined as an effect in which the indicator hand 42 points to a stop area or special area to which one winning type is assigned when the roulette wheel 40 has finished rotating and is stopped. In other words, the roulette effect is an effect that notifies the result of a special lottery, and is an effect in which an area other than the replay area 45 is selected. On the other hand, the replay effect is an effect in which the indicator hand 42 points to the replay area 45 when the roulette wheel 40 has finished rotating and is stopped.
[0098] As described above, when a replay effect is executed, a roulette effect is executed following the replay effect. At this time, a roulette wheel 40e with a special pattern is used in the roulette effect. In other words, when a replay effect is executed, a roulette effect using the roulette wheel 40e with a special pattern is executed. Therefore, the replay area 45 of the roulette wheel 40 displayed in the replay effect can be said to be predetermined information that suggests that the roulette wheel 40 will change, that a roulette effect will be executed on the changed roulette wheel 40, etc.
[0099] As described above, in this embodiment, after one or more pieces of bonus information (stop areas or special areas) corresponding to a bonus (winning type) awarded to a player through a special lottery are displayed on the roulette wheel 40, a roulette effect is executed in which one piece of bonus information corresponding to the bonus awarded to the player is selected. The execution patterns of the effect that notifies the result of the special lottery include a replay pattern in which predetermined information (replay area 45) different from the bonus information is displayed on the roulette wheel 40, a replay effect is executed in which the predetermined information is selected, and a roulette effect is executed after the replay effect, and a normal pattern in which a roulette effect is executed without executing a replay effect. The provision of a replay pattern effect further heightens the player's sense of anticipation and tension, improving the effect of the effect.
[0100] FIG. 11 is a diagram illustrating an example of the selection ratio of the execution pattern of the effect in mode A. As described above, when the special lottery is executed, one of the ratio patterns from the first pattern to the twelfth pattern is determined based on whether or not a specific condition is met, the reference value, and the selected special lottery mode. Once the ratio pattern is determined, the special lottery is executed according to the determined ratio pattern. In this special lottery, each winning type is determined with a winning probability preset for each ratio pattern.
[0101] In addition, when a special lottery is executed, the execution pattern of the effect is determined. At this time, if the ratio pattern is the first pattern or the seventh pattern, the execution pattern of the effect is determined to be the normal pattern. On the other hand, if the ratio pattern is the second to sixth patterns or the eighth to twelfth patterns, the execution pattern of the effect is determined based on the type of winning that is won.
[0102] Specifically, if A mode is selected and win type A is won, the replay pattern will be determined with an 80% probability, and the normal pattern with a 20% probability. Also, if A mode is selected and win types B, C, D, E, J2, or K is won, the replay pattern will always be determined, and the normal pattern will never be determined. Also, if A mode is selected and win types F, G, H, or J1 is won, the normal pattern will always be determined, and the replay pattern will never be determined.
[0103] That is, on the roulette wheel 40 of the second to sixth patterns, the five winning types A, F, G, H, and J1 are assigned to one of the five stopping areas of the roulette wheel 40: the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e. In this way, when a winning type assigned to a stopping area on the roulette wheel 40 is won, the normal pattern can be selected as the effect execution pattern.
[0104] On the other hand, on the roulette board 40 of the second to sixth patterns, the winning types B, C, D, E, J2, and K are not assigned to any stop areas on the roulette board 40. Also, the winning types A, B, C, D, E, J2, and K are assigned to one of seven special areas, namely the first special area 50a, the second special area 50b, the third special area 50c, the fourth special area 50d, the fifth special area 50e, the sixth special area 50f, and the seventh special area 50g, on the roulette board 40 of the special pattern. In this way, when a winning type that is not assigned to any stop area on the roulette board 40 but is assigned to a special area on the roulette board 40e of the special pattern is won, the replay pattern is always selected as the effect execution pattern.
[0105] The winning type A is assigned to both the stop area of the roulette wheel 40 and the special area of the special pattern roulette wheel 40e. In this way, for the winning type assigned to both the stop area and the special area, both the replay pattern and the normal pattern can be selected as the performance pattern.
[0106] FIG. 12 is a diagram illustrating an example of the selection ratio of the execution pattern of the effect in B mode. When B mode is selected, if the winning types A, B, C, D, E, J2, and K are won, the replay pattern is always determined, and the normal pattern is never determined. Also, when B mode is selected, if the winning types F and G are won, the normal pattern is always determined, and the replay pattern is never determined. As mentioned above, when B mode is selected, the winning type H is never won.
[0107] Here, the roulette wheel 40 of the eighth to twelfth patterns has only four stop areas in total: the first area 44a, the second area 44b, the third area 44c, and the replay area 45. At this time, three win types F, G, and J1 are assigned to one of the three stop areas: the first area 44a, the second area 44b, and the third area 44c on the roulette wheel 40. In this way, for the win types assigned to the stop areas on the roulette wheel 40, the normal pattern is always selected as the effect execution pattern.
[0108] On the other hand, on the roulette wheel 40 of the 8th to 12th patterns, the winning types A, B, C, D, E, J2, and K are not assigned to the stop areas of the roulette wheel 40. In this way, even when the B mode is selected, for the winning types that are not assigned to the stop areas of the roulette wheel 40 and are assigned to the special areas of the roulette wheel 40e of the special pattern, the replay pattern is always selected as the effect execution pattern.
[0109] In A mode, the winning type A is assigned to the stop area of the roulette wheel 40, and the execution pattern of the effect may be determined to be the normal pattern. On the other hand, in B mode, the winning type A is not assigned to the stop area of the roulette wheel 40, and the execution pattern of the effect is always the replay pattern. As described above, in B mode, the winning probability of the winning type A is set lower than in A mode. Therefore, when the winning type A is won in B mode, in order to enhance the sense of premium, it is announced that the winning type A has been won in the roulette effect after the replay effect.
[0110] Next, a description will be given of communication processing between the player terminal 1 and the server 100 for executing the above-mentioned special lottery and consecutive lotteries. Note that, here, processing related to the special lottery and consecutive lotteries will be described, and descriptions of other processing will be omitted.
[0111] (Communication processing between player terminal 1 and server 100) FIG. 13 is a sequence diagram illustrating basic processing of the player terminal 1 and the server 100. When a predetermined operation is input by the player, the player terminal 1 executes a predetermined operation input process. In this predetermined operation input process, start request information is transmitted to the server 100 (S1). The predetermined operation is, for example, an operation to select a special lottery mode, i.e., an operation on the first operation unit 38a or the second operation unit 38b. The start request information includes information that can identify the special lottery mode selected by the player. However, the predetermined operation may be any operation that can trigger the execution of a special lottery. When the server 100 receives the start request information, it executes a special lottery execution process (S2). This special lottery execution process will be described later.
[0112] In the special lottery execution process, any one of the winning types is determined. Also, in the special lottery execution process, an execution pattern of the effects is determined based on the determined winning type, etc. Furthermore, in the special lottery execution process, animation information is determined based on the determined execution pattern of the effects. The player terminal 1 receives the animation information from the server 100, and executes a special lottery animation process that displays an animation related to the special lottery on the display 26 (S3).
[0113] Furthermore, when the event-limited operation unit 32b (FIG. 3A) is tapped on the player terminal 1, a lottery request operation input process is performed (S4). In this lottery request operation input process, lottery request information is transmitted to the server 100. Upon receiving the lottery request information, the server 100 performs a lottery execution process for executing the individual lottery (S5). This lottery execution process will be described later.
[0114] In the lottery execution process, rewards such as items and characters, which are broadly classified into four types: "SS Rare," "S Rare," "Rare," and "Normal," are determined by lottery. In addition, in the lottery execution process, animation information is determined based on the determined rewards, etc. The player terminal 1 receives the animation information from the server 100, and executes lottery animation processing to display an animation related to the individual lottery on the display 26 (S6).
[0115] Next, a description will be given of the functional configuration of the server 100 and specific processing in the server 100. Note that, hereinafter, the configuration relating to the special lottery and the continuous lottery will be described, and a description of the other configurations will be omitted.
[0116] (Functional configuration of server 100) 14 is a diagram illustrating the configuration of the storage device 112 in the server 100 and its functions as a computer. The storage device 112 is provided with a program storage area 112a and a data storage area 112b. The CPU 110 stores various programs in the program storage area 112a when a special lottery or an individual lottery starts.
[0117] The programs stored in the program storage area 112a include a special lottery program 130, a benefit granting program 132, a lottery execution program 134, and a reward granting program 136. Note that the programs shown in Fig. 14 are examples, and the server 100 is provided with many other programs.
[0118] The data storage area 112b is provided with the following storage units for storing data: a reference value storage unit 140, a ratio pattern storage unit 142, a number of sets storage unit 144, a confirmed number of sets storage unit 146, a number of wins storage unit 148, a type of win storage unit 150, a remaining number of lotteries storage unit 152, a reward information storage unit 154, and an additional point storage unit 156. Note that the above-mentioned storage units are examples, and the data storage area 112b is provided with many other storage units. Furthermore, each of these storage units is provided for each player.
[0119] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 (computer) to function as a game control unit 100A. The game control unit 100A includes a special lottery unit 130a, a benefit granting unit 132a, a lottery execution unit 134a, and a reward granting unit 136a.
[0120] Specifically, the CPU 110 runs the special lottery program 130, causing the computer to function as a special lottery unit 130a. Similarly, the CPU 110 runs the bonus granting program 132, the lottery execution program 134, and the reward granting program 136, causing them to function as a bonus granting unit 132a, a lottery execution unit 134a, and a reward granting unit 136a, respectively.
[0121] The special lottery unit 130a sets the winning probability of each of the multiple winning types in the special lottery, i.e., the ratio pattern, based on the reference value stored in the reference value storage unit 140. Then, the special lottery unit 130a acquires a random number value and determines one of the winning types based on the set winning probability. In addition, the special lottery unit 130a determines the execution pattern of the effect related to the special lottery.
[0122] The benefit awarding unit 132a awards a benefit linked to the type of win won in the special lottery, that is, the number of individual lotteries (the number of sets of consecutive lotteries), to the player.
[0123] The lottery execution unit 134a can execute consecutive lotteries within the range of the number of times that can be drawn set for the winning type determined in the special lottery.
[0124] The reward granting unit 136a grants the player the reward that is won in the consecutive lotteries.
[0125] (Specific processing of the server 100) FIG. 15 is a flowchart illustrating an example of the special lottery execution process (S2) in the server 100. When the special lottery unit 130a receives start request information, it determines whether the execution flag is off (S2-1). The execution flag identifies whether the special lottery has already been executed after the date update process. The execution flag is turned on when a special lottery is executed after the date update process, and is turned off during the date update process. In other words, the execution flag is turned off if the special lottery for that day has not been executed during the event period.
[0126] Then, if the execution completion flag is off (YES in S2-1), today is the last day of the event (YES in S2-2), and the number of wins of the win type A during the event period is 0 (YES in S2-3), the special lottery unit 130a turns on the guarantee flag (S2-4). In addition, the special lottery unit 130a determines the ratio pattern to be the first pattern (S2-5). The guarantee flag will be described later.
[0127] On the other hand, if it is not the last day of the event (NO in S2-2) or the number of wins of win type A during the event period is not 0 (NO in S2-3), the special lottery unit 130a acquires a reference value stored in the reference value storage unit 140 (S2-6). Then, the special lottery unit 130a determines a ratio pattern based on the acquired reference value and the selected special lottery mode (S2-7). Furthermore, the special lottery unit 130a executes a special lottery process based on the ratio pattern determined in S2-5 or S2-7 (S2-8). Here, the special lottery unit 130a sets a win range value based on the determined ratio pattern, acquires a random number value, and compares the acquired random number value with the set win range value to determine the win type. Furthermore, the special lottery unit 130a stores the determined win type in the win type storage unit 150.
[0128] Further, here, the benefit granting unit 132a stores the number of sets of consecutive draws provided for the win type stored in the win type storage unit 150 in the set number storage unit 144 or the fixed set number storage unit 146. That is, the benefit granting unit 132a grants the player a benefit linked to the win type won in the special draw. Specifically, when a win type other than the win types J1 and J2 is determined, the number of sets of consecutive draws is stored in the set number storage unit 144. On the other hand, when the win type J1 or J2 is determined, the number of sets of consecutive draws is stored in the fixed set number storage unit 146. Note that, for ease of understanding, the number of sets stored in the fixed set number storage unit 146 may be referred to as the fixed set number hereinafter. The number of sets stored in the set number storage unit 144 or the fixed set number storage unit 146 is cleared in the date update process. As a result, the right to execute consecutive draws acquired in the special draw can only be exercised on the day.
[0129] In addition, here, when the winning type K is determined, a special flag is turned on. The special flag identifies that a special lottery for winning only SS rare can be executed.
[0130] Further, here, the special lottery unit 130a stores (updates) the number of wins during the event period for the win type determined in this special lottery in the win count memory unit 148. Note that a win count memory unit 148 is provided for each win type of the special lottery. Here, the number of wins stored in the win count memory unit 148 for the win type determined in this special lottery is incremented by "1".
[0131] Next, the special drawing unit 130a turns on the execution flag (S2-9). If the ratio pattern determined in S2-5 or S2-7 above is the first pattern or the seventh pattern (YES in S2-10), the special drawing unit 130a determines the execution pattern of the effect to be the normal pattern (S2-11). On the other hand, if the ratio pattern determined in S2-5 or S2-7 above is neither the first pattern nor the seventh pattern (NO in S2-10), the special drawing unit 130a draws a lottery based on the winning type determined in S2-8, and determines the execution pattern of the effect to be the replay pattern or the normal pattern (S2-12).
[0132] Next, the special lottery unit 130a determines whether the winning type J1 or J2 has been won in S2-8 (S2-13). If the winning type J1 or J2 has been won (YES in S2-13), the special lottery unit 130a executes a final lottery permission process (S2-14). This final lottery permission process is a process for enabling the execution of a final lottery. For example, here, a process for displaying the SS confirmation operation unit 32a on the display 26 of the player terminal 1 is executed. Furthermore, if the winning type J1 has been won (YES in S2-15), the special lottery unit 130a updates the reference value in the reference value storage unit 140 to the initial value (S2-16).
[0133] Furthermore, if the winning type J1 or J2 is not won (NO in S2-13), the special lottery unit 130a acquires the update value of the winning type determined in this special lottery (S2-17). Then, the special lottery unit 130a performs an update value addition process to add the acquired update value to the reference value stored in the reference value storage unit 140 (S2-18). Note that if the sum of the reference value and the update value exceeds "100", "100" is stored in the reference value storage unit 140.
[0134] Then, if the updated reference value is the maximum, that is, if the reference value is "100" (YES in S2-19), the special lottery unit 130a repeats the process from S2-6. As a result, if the reference value after the special lottery ends reaches the maximum value, the second special lottery will be executed consecutively. In this case, since the reference value is the maximum, the ratio pattern of the seventh pattern is determined in S2-7. Therefore, the winning type J1 will always be determined in the second special lottery.
[0135] Next, the special lottery unit 130a sets animation information for displaying a special lottery animation so that the player terminal 1 can receive it (S2-20). As described above, the animation information is image information of effects including replay effects and roulette effects. By receiving the animation information, the player terminal 1 displays various effect images. The special lottery unit 130a generates animation information based on the ratio pattern determined in S2-5 or S2-7 and the effect execution pattern determined in S2-11 or S2-12. Then, the player terminal 1 executes a special lottery animation process that displays an animation based on the received animation information (S3 in FIG. 13).
[0136] 16 is a flowchart illustrating an example of a lottery execution process in the server 100. When the server 100 receives the lottery request information, the lottery execution unit 134a executes a reward determination process (S10).
[0137] FIG. 17 is a flowchart illustrating an example of the reward determination process in the server 100. The lottery execution unit 134a sets 10 as the remaining number of draws (N) in the remaining number of draws memory unit 152 (S10-1). Then, the lottery execution unit 134a sets a predetermined winning range value (S10-2) and acquires a random number value (S10-3). Note that the range of random number values acquired in the reward determination process is wider than the range of random number values acquired in the special lottery execution process. This is because there are more types of rewards determined by continuous draws than by special draws.
[0138] Also, although a detailed explanation will be omitted, here, when the special flag is on, the winning range value is set so that only the specified "SS Rare" reward can be won.
[0139] The lottery execution unit 134a compares the acquired random number value with the set winning range value and determines a reward (S10-4). That is, the lottery execution unit 134a executes an individual lottery. The lottery execution unit 134a also stores reward information corresponding to the determined reward in the reward information storage unit 154. The reward granting unit 136a also links the player information with the possession information for the determined reward. This grants the reward to the player. Note that the reward information stored in the reward information storage unit 154 is transferred to a storage area that stores various pieces of player information after the reward determination process is completed. Note that the reward information stored in the reward information storage unit 154 is erased by the date update process.
[0140] The lottery execution unit 134a also adds "1" to the additional points stored in the additional point storage unit 156 (S10-5). One additional point is added for each individual lottery. Although a detailed explanation is omitted, a player can also acquire rewards that can be acquired through consecutive lotteries by using the additional points. For example, a player can acquire an "SS Rare" item by using 300 points. Therefore, even if a player wins prize types J1 and J2 in the special lottery but does not acquire any "SS Rare" rewards in 300 individual lotteries, the player can still acquire the "SS Rare" reward through the additional points. In other words, if a player wins prize types J1 and J2 in the special lottery, the player is guaranteed to acquire an "SS Rare" reward.
[0141] The lottery execution unit 134a subtracts "1" from the remaining number of draws (N) in the remaining number of draws memory unit 152 (S10-6). Next, the lottery execution unit 134a determines whether the remaining number of draws (N) in the remaining number of draws memory unit 152 is "0" (S10-7). If the remaining number of draws is not "0" (NO in S10-7), the lottery execution unit 134a repeats the processes from S10-2 onwards. If the remaining number of draws is "0" (YES in S10-7), the reward determination process ends.
[0142] Returning to FIG. 16, when the reward determination process ends, the lottery execution unit 134a decrements the number of sets stored in the set number storage unit 144 (S5-1). Then, the lottery execution unit 134a sets the number of sets updated in S5-1, i.e., remaining set number information indicating the remaining number of sets, so that the player terminal 1 can receive it (S5-2). Note that, upon receiving the remaining set number information, the player terminal 1 switches the display mode of the event-limited operation unit 32b and the enablement / disablement of operations according to the remaining number of sets. Specifically, when the remaining number of sets is 0, the event-limited operation unit 32b is disabled. On the other hand, when the remaining number of sets is 1 or more, the event-limited operation unit 32b is enabled.
[0143] Furthermore, if the number of sets is 0 (YES in S5-3) and the guarantee flag is on (YES in S5-4), the lottery execution unit 134a loads the reward information stored in the reward information storage unit 154 (S5-5). As described above, the reward information storage unit 154 stores all rewards acquired on that day. Then, if the number of "SS Rare" rewards acquired is less than 10 (NO in S5-6), the lottery execution unit 134a sets the guarantee information so that it can be received by the player terminal 1 (S5-7).
[0144] Although detailed explanation will be omitted, when the player terminal 1 receives the guarantee information, it enables the operation of the event-limited operation unit 32b even if the remaining number of sets is 0. On the other hand, if the number of acquired "SS Rare" rewards is 10 or more (YES in S5-6), the lottery execution unit 134a turns off the guarantee flag (S5-8). Then, based on the result of the above processing, the lottery execution unit 134a generates animation information and sets the player terminal 1 so that it can receive it (S5-9). The player terminal 1 executes lottery animation processing to display an animation based on the received animation information (S6 in FIG. 13).
[0145] As mentioned above, if a player has not won prize type A by the day before the final day of the event period, they will definitely win prize type A on the final day. However, even if they finally get the right to draw 100 individual lots on the final day of the event period, it does not necessarily mean that they will win the "SS Rare" reward. If, for example, they have drawn 100 individual lots on the final day of the event period but have only won a small number of "SS Rare" rewards, their motivation to play will immediately decrease.
[0146] According to the above process, even if 100 individual lotteries have been completed while the guarantee flag is on, the guarantee flag remains on as long as the number of "SS Rare" rewards acquired is less than 10. As a result, as shown in Fig. 16, the player can still perform 10 individual lotteries even after the number of sets stored in the set number storage unit 144 becomes 0 (S10).
[0147] That is, in this embodiment, if the first time you win the prize type A on the last day of the event period, the minimum number of "SS Rare" rewards you can acquire is adjusted to be 10 or more. In other words, if you win the prize type A for the first time on the last day, you are guaranteed a reward of 10 "SS Rare."
[0148] This prevents the player's motivation to play from decreasing. Here, the number of "SS Rare" rewards is guaranteed only when the first time the player wins the prize type A on the final day. However, it is also possible to guarantee the number of "SS Rare" rewards whenever the player wins the prize type A. In this case, for example, the number of "SS Rare" rewards guaranteed may always be constant, or may vary depending on the number of times the player wins the prize type A or the winning date.
[0149] As described above, the above processing by the server 100 executes a special lottery during the event period, and replay effects and roulette effects that suggest and notify the results of the special lottery are executed on the player terminals 1.
[0150] While one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can conceive of various modifications or alterations within the scope of the claims, and it is understood that these also fall within the technical scope.
[0151] For example, in the above embodiment, the right to a consecutive lottery (individual lottery) acquired through a special lottery is valid only on the day of the event. This reduces the risk of ending the game after the special lottery alone, increases the opportunities to play the game, and encourages early acquisition of benefits. However, the right to a consecutive lottery (individual lottery) acquired through a special lottery may not expire even after the next day. In this case, for example, consecutive lotteries (individual lotteries) can be executed during the event period or until a predetermined period has passed after the end of the event period.
[0152] Furthermore, the content of the special lottery in the above embodiment is merely an example. In the above embodiment, the case where the benefit that the player can obtain through the special lottery is the right to execute consecutive lotteries has been described. However, the benefit that the player can obtain through the special lottery may be, for example, game media used in the game or in-game currency.
[0153] For example, if the special lottery prize is a game medium, the roulette wheel 40 is provided with stop areas linked to prize information indicating the game medium or the rarity of the game medium, and the replay area 45. When a replay effect is executed, the roulette wheel 40 is changed in the same manner as above. At this time, each stop area on the changed roulette wheel 40 may be linked to prize information indicating a game medium with a higher value than the roulette wheel 40 before the change. In any case, the content of the prize is not limited to that of the above embodiment.
[0154] In the above embodiment, the probability of winning each type of prize varies depending on the reference value. However, the reference value is not required. For example, the probability of winning each type of prize may remain constant throughout the event period. In the above embodiment, a specific condition is set, and when the specific condition is met, the ratio pattern is determined to be the first pattern. However, the specific condition is not required.
[0155] In the above embodiment, a case has been described in which multiple benefits that a player can obtain through a special lottery are ranked in value. Specifically, the benefits that a player can obtain include a first benefit (e.g., a right to perform 10 consecutive lotteries) and a second benefit (e.g., a right to perform 1 consecutive lottery) that is less valuable to the player than the first benefit. However, multiple benefits that a player can obtain through a special lottery do not necessarily have to be ranked in value.
[0156] In the above embodiment, a replay pattern can be determined when the first benefit is determined by lottery, but a replay pattern cannot be determined when the second benefit is determined by lottery. However, a replay pattern may be determined regardless of the type of benefit won, in other words, the content of the benefit won. In this case, it is preferable that the probability of selecting a replay pattern is higher when a relatively high-value benefit is won than when a relatively low-value benefit is won.
[0157] In the above embodiment, in the roulette effect of the normal pattern, bonus information (stop areas such as the first area 44a and the second area 44b) and predetermined information (the replay area 45) are displayed on the roulette board 40, and the bonus information is selected without selecting the predetermined information. However, in the roulette effect of the normal pattern, the replay area 45 does not have to be displayed on the roulette board 40. Alternatively, the roulette board 40 displayed in the normal pattern may include both a roulette board 40 on which the replay area 45 is displayed and a roulette board 40 on which the replay area 45 is not displayed.
[0158] Furthermore, in the above embodiment, in the replay effect, predetermined information (the replay area 45) and one or more pieces of bonus information (stop areas such as the first area 44a, the second area 44b, etc.) are displayed, and then the predetermined information is selected. Furthermore, in the replay pattern effect, at least one piece of bonus information displayed in the roulette effect is different from the bonus information displayed in the replay effect. Specifically, in the above embodiment, at least one or more stop areas other than the replay area 45 provided on the roulette wheel 40 are different between the replay effect and the roulette effect after the replay effect. However, the stop areas provided on the roulette wheel 40 in the replay effect and the roulette effect after the replay effect may be completely the same. In other words, the same roulette wheel 40 may be used in the replay effect and the roulette effect after the replay effect.
[0159] Furthermore, in the above embodiment, two special lottery modes are provided, but the special lottery mode is not essential.
[0160] Furthermore, the content of the effects in the above embodiment is merely an example. In the above embodiment, a replay pattern can be selected regardless of whether mode A or mode B is selected. However, a replay pattern may be selected only in either mode A or mode B.
[0161] Furthermore, the replay pattern effects in the above embodiments may be used to suggest the results of a continuous lottery or an individual lottery in which game media are determined as a reward. For example, suppose that one of the lottery request operation units 32 is tapped on the lottery method selection screen 30 shown in FIG. 3A to execute a continuous lottery or an individual lottery. At this time, a suggestion screen is displayed based on the result of the continuous lottery or the individual lottery, i.e., the reward, such as a game media, that has been won. This suggestion screen suggests the game media that has been won or the rarity of the game media that has been won.
[0162] As an example, the suggestion screen displays a predetermined object, and an effect is superimposed on the object. This effect is provided in multiple patterns, with a different display color for each pattern. If the winning game media contains a predetermined number or more of "SS Rare" game media, a rainbow-colored effect is displayed on the suggestion screen. Furthermore, if the winning game media contains fewer than the predetermined number of "SS Rare" game media, an effect of a color other than rainbow color is displayed on the suggestion screen, or no effect is displayed.
[0163] Alternatively, multiple patterns of objects may be provided for display on the suggestion screen. If the selected game media contains a predetermined number or more of "SS Rare" game media, a specific object is displayed. If the selected game media contains less than a predetermined number of "SS Rare" game media, an object other than the specific object is displayed on the suggestion screen, or no object is displayed.
[0164] In this way, the suggestion screen suggests the selected game medium or the rarity of the game medium. Note that, for example, an object or effect may be provided that is displayed only when a player wins a specific game medium, such as an "SS Rare" game medium that is available for a limited time. In this case, the suggestion screen suggests whether or not the specific game medium has been selected. After the suggestion screen is displayed for a predetermined period of time, a lottery result screen 34 shown in FIG. 3B is displayed, and the player is notified of the selected game medium.
[0165] In this way, a replay pattern can be used for effects suggesting or notifying the results of consecutive lotteries or individual lotteries that determine game media as rewards. As an example, when the lottery result screen 34 is displayed after the above-mentioned suggestion screen is displayed, an image and sound are used to notify the player that the suggestion screen and the lottery result screen 34 will be displayed again. This effect of notifying the player of the redisplay is called a redisplay notification effect. As an example of the redisplay notification effect, a special image (icon) may be displayed on the lottery result screen 34 instead of the image (icon) corresponding to the game media. Alternatively, a screen dedicated to the redisplay notification effect may be displayed instead of the lottery result screen 34.
[0166] When the redisplay notification effect is executed, the suggestion screen is displayed again, and then the lottery result screen 34 is displayed. The lottery result screen 34 displayed at this time notifies the player of the game medium that has actually been won.
[0167] In this example, suggestion screens are displayed before and after the re-display notification effect. At this time, for example, before the re-display notification effect, i.e., the first suggestion screen, no rainbow-colored effect or specific object is displayed. On the other hand, after the re-display notification effect, i.e., the second suggestion screen, a rainbow-colored effect or specific object is displayed. In other words, the player's expectations are higher for the second suggestion screen than for the first suggestion screen. In this way, the replay pattern gives the impression that the selected game medium has been upgraded to "SS Rare." Note that, in this example, the replay pattern effect is executed only if the specified game medium (here, "SS Rare") is won, and if the specified game medium is not won, the normal pattern effect is executed.
[0168] In a conventional lottery game in which a reward for a game medium or the like is determined by lottery, a presentation that suggests which reward will be awarded has been implemented to enhance the player's sense of anticipation. However, the conventional presentation that suggests the outcome of the lottery game is monotonous and lacks excitement. As in this example, by providing a replay pattern and a normal pattern, similar to the above embodiment, the presentation effect is improved.
[0169] In the above embodiment, the roulette wheel 40 is used as an example of the effect. However, the effect may include at least an effect in which one piece of benefit information corresponding to a benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed.
[0170] For example, as another example of the effect, a plurality of targets on which the contents of the benefit are written may be displayed, and an effect may be executed in which an arrow is pierced into one of the targets. In this case, the target on which the contents of the benefit are written becomes the benefit information. In addition, at this time, for example, a target marked "one more time" may be included, and if the arrow is pierced into this target, an effect may be executed in which a new target is displayed and the arrow is pierced into one of the targets again. In this case, the target marked "one more time" becomes the predetermined information. Furthermore, as in the above embodiment, when predetermined information is selected in the effect using the roulette wheel 40, the benefit to be awarded to the player may be announced by the effect using the above-mentioned target. In this way, two effects with completely different contents may be executed consecutively.
[0171] In the above embodiment, the execution pattern of the effects is determined by a lottery separate from the type of winning. However, as in the following modified example, the execution pattern of the effects may be determined simultaneously with the type of winning.
[0172] FIG. 18 is a diagram illustrating an example of the selection ratio of the execution pattern of the effect according to the modified example. In the embodiment, there is provided a winning type A to which the right to execute 10 sets of consecutive lotteries is linked as a benefit. In contrast, in the modified example, there are provided winning types A1 and A2 to which the right to execute 10 sets of consecutive lotteries is linked as a benefit. The benefits and reference values linked to the winning types A1 and A2 are completely the same. Note that in the modified example, the total probability of winning of the winning types A1 and A2 may be the same as or different from the winning probability of the winning type A in the embodiment.
[0173] In the modified example, each winning type is associated with an effect execution pattern. Therefore, in the modified example, when the winning type is determined by a special lottery, the effect execution pattern is determined at the same time. Here, in the modified example, a replay pattern is associated with the winning type A1 as the effect execution pattern, and a normal pattern is associated with the winning type A2 as the effect execution pattern. In this way, different effect execution patterns may be associated with multiple winning types associated with the same benefit.
[0174] In any case, the information processing program may cause a computer to perform the following processes. A process (S2-8 in the embodiment, as an example) of determining by lottery a benefit to be given to a player from among a plurality of types of benefits (in the embodiment, as an example, a right to execute consecutive lotteries). A process (S2-11 and S2-12, as examples, in the embodiment) in which one or more pieces of bonus information (in the embodiment, as examples, the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e) corresponding to the bonus are displayed based on the result of the lottery, and then the execution pattern of the effect including at least a result effect (in the embodiment, as examples, a roulette effect) in which one piece of bonus information corresponding to the bonus to be granted to the player is selected. A process of executing a performance in accordance with the determined execution pattern (S2-20 in the embodiment, as an example).
[0175] The execution patterns of the effects may include a first execution pattern (in the embodiment, as an example, a replay pattern) in which predetermined information (in the embodiment, as an example, replay area 45) different from the bonus information is displayed, followed by a special effect (in the embodiment, as an example, a replay effect) in which the predetermined information is selected, and a result effect is executed after the special effect, and a second execution pattern (in the embodiment, as an example, a normal pattern) in which the result effect is executed without executing the special effect.
[0176] In the above embodiment, the information processing system S, which is a client-server system, performs the above information processing. However, the functions of the server 100 in the above embodiment may be provided in the player terminal 1. In this case, the communication function is not essential, and the player terminal 1 functions as a game terminal device. Also, only the server 100 in the above embodiment may be provided as a server device.
[0177] The programs in the above embodiments and modifications may be stored in a non-transitory computer-readable storage medium and provided as a storage medium. Furthermore, the programs may be provided as a game terminal device or server device that includes the storage medium. The above embodiments and modifications may also be information processing methods that implement the functions and steps shown in the flowcharts. [Explanation of symbols]
[0178] 1. Player terminal 100 servers S Information Processing System
Claims
1. a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one or more pieces of benefit information corresponding to the benefit to be given to the player are selected after one or more pieces of benefit information corresponding to the benefit are displayed based on the result of the lottery; A process of executing the effect according to the determined execution pattern; The computer executes the following: The execution pattern of the performance includes: a first execution pattern in which predetermined information different from the bonus information is displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Contains, Information processing program.
2. In the special effects mentioned above, After the predetermined information and one or more pieces of special information are displayed, the predetermined information is selected, In the performance of the first execution pattern, At least one of the bonus information displayed in the result effect is different from the bonus information displayed in the special effect. The information processing program according to claim 1 .
3. In the result effect of the effect of the second execution pattern, After the special benefit information and the predetermined information are displayed, the special benefit information is selected without selecting the predetermined information.
3. The information processing program according to claim 1.
4. The above benefits include: a first benefit and a second benefit that is less valuable to a player than the first benefit; In the process of determining the execution pattern of the effect, The first execution pattern can be determined when the first benefit is determined by the lottery, and the first execution pattern is not determined when the second benefit is determined by the lottery.
3. The information processing program according to claim 1.
5. 1. An information processing method performed by one or more computers, comprising: The computer a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one or more pieces of benefit information corresponding to the benefit to be given to the player are selected after one or more pieces of benefit information corresponding to the benefit are displayed based on the result of the lottery; A process of executing the effect according to the determined execution pattern; and The execution pattern of the performance includes: a first execution pattern in which predetermined information different from the bonus information is displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Contains, Information processing methods.
6. one or more computers; The computer a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one or more pieces of benefit information corresponding to the benefit to be given to the player are selected after one or more pieces of benefit information corresponding to the benefit are displayed based on the result of the lottery; A process of executing the effect according to the determined execution pattern; and The execution pattern of the performance includes: a first execution pattern in which predetermined information different from the bonus information is displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Contains, Information processing system.
Citation Information
Patent Citations
Game program and game system
JP2022079825A
Information processing program, information processing method, and information processing system
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