Gaming machines, methods of delivering games, and programs
The gaming machine enhances special games by using special symbol appearances to increase game features, addressing the lack of differentiation in existing systems and providing more advantageous special games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-30
- Publication Date
- 2026-04-09
AI Technical Summary
Existing gaming machines do not differentiate the benefits obtained from bonus games triggered from base games or free games, leading to a lack of superiority in special games over normal games.
A gaming machine that provides regular and special slot games, where the number of special symbol appearances in the game result is used to determine and enhance game features, with additional features provided based on the type of game and occurrence of feature events, resulting in more advantageous special games.
This approach increases player anticipation and provides more game features in special games compared to regular games, making special games more advantageous.
Smart Images

Figure 2026061200000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a gaming machine, a method for providing a game, and a program.
Background Art
[0002] Patent Document 1 discloses a gaming machine that provides a slot game. This gaming machine accumulates a game play enhancer in response to the appearance of a first symbol during a base game. The game play enhancer is a specific symbol or function used during a bonus game to enhance the game play. This gaming machine applies the game play enhancer accumulated in the base game during the bonus game.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the gaming machine described in Patent Document 1, the bonus game is triggered not only from the base game but also from special games such as free games. However, there is no difference in the benefits obtained regardless of whether the triggered bonus game is triggered from the base game or a free game. Therefore, in the case of the bonus game, the special game is not superior to the base game. In view of such prior art, the present disclosure aims to provide a special game that is highly advantageous over a normal game.
Means for Solving the Problems
[0005] [[ID=4I]] A gaming machine relating to one aspect of this disclosure comprises a display unit and a control unit connected to the display unit and configured to provide a regular game and a special game, which are slot games. The control unit adds the number of times a special symbol appears in the result of the regular game to an initial value to determine the number of features, and provides a number of game features equal to the number of features when a feature event occurs in the result of the regular game. When an event that triggers a special game occurs in the regular game, it provides a predetermined number of special games, and further adds the number of times a special symbol appears in the result of the special game to the number of features, and provides a number of game features equal to the number of features plus a predetermined number when a feature event occurs in the result of the special game.
[0006] In this gaming machine, feature counts are accumulated when a special symbol is included in the game result during a regular game. Then, depending on when a feature event occurs in the result of a regular game, game features are provided for a number of times equal to the accumulated feature count. When an event that triggers a special game occurs in a regular game, a predetermined number of special games are provided, and the number of times a special symbol appears in the result of the special game is further added to the feature count. Depending on when a feature event occurs in the result of the special game, game features are provided for a number of times equal to the accumulated feature count plus a predetermined number. Thus, the number of times game features are provided when a feature event occurs in a special game is greater than when a feature event occurs in a regular game. Therefore, it is possible to increase the player's anticipation for special games. Thus, this gaming machine can provide special games that are more advantageous than regular games.
[0007] In one embodiment, the control unit may provide a bonus game in response to a bonus event occurring as a result of a normal game or special game, and may provide game features in the bonus game. Such a gaming machine can provide more game features in a bonus game transitioned from a special game than in a bonus game transitioned from a normal game. In this way, even if the game features are not provided in the normal game or special game but are provided in the bonus game, a special game with a higher advantage over the normal game can be provided.
[0008] In one embodiment, the special symbols include a first special symbol corresponding to a first game feature and a second special symbol corresponding to a second game feature. The control unit adds the number of times the first and second special symbols appear in the results of a normal game to their initial values to determine the number of first and second features. When a first feature event occurs in the results of a normal game, the control unit provides the same number of first game features as the number of first features. When a second feature event occurs in the results of a normal game, the control unit provides the same number of second game features as the number of second features. When an event that triggers a special game occurs in a normal game, the control unit provides a predetermined number of special games. The control unit further adds the number of times the first and second special symbols appear in the results of the special game to the number of first and second features, respectively. When a first feature event occurs in the results of a special game, the control unit provides the first number of game features equal to the number of first features plus a predetermined number. When a second feature event occurs in the results of a special game, the control unit provides the second number of game features equal to the number of second features plus a predetermined number. Such a gaming machine can accumulate the number of times the first and second game features are provided and provide the first and second game features with the accumulated number of times they are provided. Furthermore, the number of times the first and second game features are offered is higher when feature events occur in the special game than when they occur in the regular game. Therefore, it is possible to offer a special game that is more advantageous than the regular game.
[0009] In one embodiment, the control unit may provide a bonus game in response to a bonus event occurring as a result of a normal game or special game, and may provide a first game feature and a second game feature in the bonus game. Such a gaming machine can provide more first and second game features in a bonus game transitioned from a special game than in a bonus game transitioned from a normal game. In this way, even if the first and second game features are not provided in a normal game or special game but are provided in a bonus game, a special game with a higher advantage over the normal game can be provided.
[0010] In one embodiment, the bonus game is a game that provides a final result after intermediate results, where the first game feature ranks up the intermediate results to increase the final result, and the second game feature generates additional benefits from the intermediate results. Such a gaming machine can provide various game features that are advantageous to the player.
[0011] A method for providing a game relating to another aspect of this disclosure is a method for providing a game that is performed on a gaming machine comprising a display unit and a control unit connected to the display unit and configured to provide a regular game and a special game which are slot games, wherein the control unit performs the steps of: adding the number of times a special symbol appears in the result of a regular game to an initial value to make a feature count; providing a number of game features equal to the feature count in response to a feature event occurring in the result of a regular game; providing a predetermined number of special games if an event that triggers a special game occurs in a regular game; further adding the number of times a special symbol appears in the result of a special game to the feature count; and providing a number of game features equal to the number of features plus a predetermined number in response to a feature event occurring in the result of a special game. This method for providing a game has the same effect as the gaming machine described above.
[0012] A program relating to another aspect of this disclosure is a program executed in a gaming machine comprising a display unit and a control unit connected to the display unit and configured to provide a regular game and a special game, which are slot games, wherein the program causes the control unit to implement the following functions: a function to add the number of times a special symbol appears in the result of a regular game to an initial value to determine the number of features; a function to provide a number of game features equal to the number of features in response to a feature event occurring in the result of a regular game; a function to provide a predetermined number of special games when an event that triggers a special game occurs in a regular game; a function to further add the number of times a special symbol appears in the result of a special game to the number of features; and a function to provide a number of game features equal to the number of features plus a predetermined number in response to a feature event occurring in the result of a special game. This program has the same effect as the gaming machine described above. [Effects of the Invention]
[0013] According to this disclosure, a gaming machine, a method for providing games, and a program are provided that can offer special games that have a significant advantage over regular games. [Brief explanation of the drawing]
[0014] [Figure 1] Figure 1 is a perspective view showing an example of a gaming machine according to the embodiment. [Figure 2] Figure 2 is a block diagram showing an example of the configuration of the gaming machine shown in Figure 1. [Figure 3] Figure 3 is a schematic diagram of the display area of the gaming machine shown in Figure 1. [Figure 4] Figure 4(A) shows an example of a virtual reel strip used in a cell other than the designated cell. Figure 4(B) shows an example of a virtual reel strip used in the designated cell. [Figure 5] Figure 5(A) shows an example of a virtual reel strip symbol used in a cell other than the designated cell. Figure 5(B) shows an example of a virtual reel strip symbol used in the designated cell. [Figure 6] Figure 6 shows the relationship between regular games, special games, and bonus games. [Figure 7] Figures 7(A), (B), (C), and (D) show one possible state of the symbol arrangement in a typical game. [Figure 8] Figures 8(A), (B), (C), and (D) show one possible state of the symbol arrangement in a bonus game. [Figure 9] Figures 9(A), (B), (C), and (D) show one state of the symbol array when the first feature is provided in the bonus game. [Figure 10] Figures 10(A), (B), (C), and (D) show one state of the symbol array when the second feature is offered in the bonus game. [Figure 11](A), (B), (C), and (D) of FIG. 11 are diagrams showing one state of a symbol arrangement when a special game is triggered in a normal game. [Figure 12] FIG. 12 is a directory configuration diagram and a block diagram showing the programs and data stored in the memory of FIG. 2. [Figure 13] FIG. 13 is a block diagram of a system related to a gaming machine. [Figure 14] FIG. 14 is a block diagram of the game application program of FIG. 13. [Figure 15] FIG. 15 is a block diagram of the system application program of FIG. 13. [Figure 16] FIG. 16 is a flowchart for explaining the operation of a gaming machine. [Figure 17] FIG. 17 is a flowchart for explaining the operation of a gaming machine. [Figure 18] FIG. 18 is a flowchart for explaining the operation of a gaming machine. [Figure 19] FIG. 19 is a flowchart for explaining the operation of a gaming machine. [Figure 20] FIG. 20 is a flowchart for explaining the operation of a gaming machine. [Figure 21] FIG. 21 is a flowchart for explaining the operation of a gaming machine. [Figure 22] FIG. 22 is a diagram showing the relationship between a normal game and a special game.
Embodiments for Carrying Out the Invention
[0015] Hereinafter, a gaming machine according to an embodiment will be described with reference to the accompanying drawings. In the respective figures, the same or corresponding parts are denoted by the same reference numerals, and redundant explanations are omitted.
[0016] Figure 1 is a perspective view showing an example of a gaming machine according to an embodiment. Here, a gaming machine is a device that accepts betting items such as money, medals, or tokens from a player to start a game, and pays out prizes, benefits, or payouts to the player according to the randomly determined game result. Such gaming machines are designed and manufactured in accordance with local regulations and are installed in licensed facilities such as casinos after obtaining approval from a licensing body as equipment. The gaming machine 10 shown in Figure 1 accepts a predetermined game value from a player, generates a game result, and can provide payouts to the player according to the game result and paytable. The gaming machine 10 provides a video slot game as an example. The video slot game includes, for example, a regular game, a free game, and a bonus game. The regular game, free game, and bonus game are provided when predetermined conditions are met. In the regular game, free game, and bonus game, symbols displayed in the display area constitute the game result (such as a combination of symbols), and winnings are determined.
[0017] As shown in Figure 1, the gaming machine 10 includes a display 16 (an example of a display unit) and a cabinet 12. The cabinet 12 also houses a control unit 22 (see Figure 2) that controls the components of the gaming machine 10.
[0018] The display 16 is a flat panel display device such as a liquid crystal display device or an organic EL display device. The display 16 is controlled via the control unit 22 to provide the game screen to the player. Decorative illumination 36 may be provided around the display 16.
[0019] The cabinet 12 is positioned below the display 16. The cabinet 12 has a control panel 18 that protrudes forward from its front. The control panel 18 is equipped with a player tracking unit 20, a speaker 26, a banknote / ticket identification unit 28, a printer unit 30, and an operating section 32.
[0020] The player tracking unit 20 includes a card reader that recognizes a player identification card, a display that presents data to the player, and a keypad that accepts input from the player. The player tracking unit 20 works in cooperation with the control unit 22 or an external system to read information recorded on the player identification card inserted into the card reader by the player, and displays that information and / or information obtained by communicating with the external system on the display. Furthermore, input from the player is accepted via the keypad, the display changes according to that input, and communication with the external system is performed as necessary.
[0021] The speakers 26 are located on the left and right sides of the control panel 18. The speakers 26 provide sound to the player by being controlled via the control unit 22.
[0022] The banknote / ticket identification unit 28 can be housed in the cabinet 12 with its insertion opening for banknotes / tickets exposed. Inside the insertion opening, an identification unit is provided that identifies banknotes / tickets using various sensors. A banknote / ticket storage unit is provided on the output side of the identification unit. The banknote / ticket identification unit 28 receives banknotes / tickets (including vouchers and coupons) that represent game value, identifies them as game value, and notifies the control unit 22.
[0023] The printer unit 30 can be housed in the cabinet 12 with the ticket output slot exposed. Inside the ticket output slot is a printing section for printing predetermined information onto paper, and a storage section for storing the printing paper is provided on the paper inlet side of the printing section. Under the control of the control unit 22, the printer unit 30 prints the information onto paper and outputs tickets from the gaming machine 10 according to the credit payout process. The output tickets can be inserted into the banknote / ticket identification unit 28 of another gaming machine, allowing the paid-out credits to be used for gameplay, or they can be exchanged for cash at a kiosk terminal or casino cage within the casino.
[0024] The control unit 32 receives input from the player. The control unit 32 includes a group of buttons that receive various instructions from the player of the gaming machine 10. For example, the control unit 32 may include a group of spin buttons and a group of setting buttons. The spin button receives instructions to start an instance of the game (start spinning the reels). The group of setting buttons includes a group of bet buttons and a cash-out button, etc. The group of bet buttons receives instructions from the player regarding the amount of credits to bet (bet amount). The cash-out button receives instructions to pay out credits accumulated in the gaming machine 10.
[0025] Figure 2 is a block diagram showing an example of the configuration of a gaming machine. The gaming machine 10 includes a control unit 22. The control unit 22 comprises a CPU (Central Processing Unit) 38 including a processor, an interface unit 40, memory 42, and storage 44, etc. The control unit 22 may be housed inside the cabinet 12 as a control board. The control unit 22 is configured to communicate with each part via the interface unit 40 and controls the operation of each part by executing a program recorded in the memory 42 (an example of a storage unit) or storage 44 (an example of a storage unit) of the CPU 38, and provides the game to the player.
[0026] The interface unit 40 includes a chipset that provides communication functions for the CPU 38, such as a memory bus connected to the CPU 38, various expansion buses, a serial interface, a USB (Universal Serial Bus) interface, and an Ethernet (registered trademark) interface.
[0027] The memory 42 can be configured to include a volatile storage medium such as RAM (Random Access Memory), a non-volatile storage medium such as ROM (Read-Only Memory), and a rewritable non-volatile storage medium such as EEPROM (Electrically Erasable Programmable Read-Only Memory). The storage 44 provides the control unit 22 with the function of an external storage device and can use removable storage media such as memory cards and magneto-optical disks, and can also use hard disks.
[0028] The interface unit 40 is connected to a banknote / ticket identification unit 28, a printer unit 30, a player tracking unit 20, a graphics controller (GPU: Graphics Processing Unit) 50, an input controller 52, a sound controller 53, and an illumination controller 54. The graphics controller 50, input controller 52, sound controller 53, and illumination controller 54 can be housed inside the cabinet 12 as a control board.
[0029] The control unit 22 is connected to the display 16 via the graphics controller 50. The control unit 22 is connected to the operation unit 32 via the input controller 52. The control unit 22 is connected to the illumination 36 via the illumination controller 54.
[0030] The control unit 22 controls each component by executing programs stored in the memory 42 and storage 44, and provides the game to the player. Here, for example, the control unit 22 may be configured to store the operating system and subsystem programs and data that provide the basic functions of the control unit 22 in the EEPROM of the memory 42, and the application programs and data that provide the game in the storage 44. With such a configuration, the game can be easily changed or updated by replacing the storage 44. Furthermore, the control unit 22 may be a multiprocessor configuration including multiple CPUs.
[0031] The following describes each block connected to the control unit 22. The banknote / ticket identification unit 28 receives banknotes / tickets at the insertion slot and notifies the control unit 22 of identification information corresponding to the banknote type or credit payout process. The control unit 22 increases the amount of credits available in the game according to the notified information. The printer unit 30, under the control of the control unit 22 which receives operation of the cash-out button included in the operation unit 32, prints information corresponding to the credit payout process from the gaming machine 10 onto a ticket and outputs it.
[0032] The player tracking unit 20 works in cooperation with the control unit 22 to send and receive player information and other data to and from the casino management system. The graphics controller 50 controls the display 16 under the control of the control unit 22 and displays a display image including various graphics data. The sound controller 53 drives the speaker 26 under the control of the control unit 22 and provides various sounds such as announcements, sound effects, and background music. The illumination controller 54 controls the lighting of the illumination 36 under the control of the control unit 22.
[0033] The interface unit 40 includes various communication interfaces for communicating with the outside world of the gaming machine 10. For example, the interface unit 40 can communicate with an external network via Ethernet 55, 58, 60, and a serial interface 62. Figure 2 shows examples of communication with other gaming machines 10, a known server-side gaming network (server-based gaming), a G2S network (game-system), and a slot information system (slot data system). The control unit 22 can share game-related information with other gaming machines 10 by communicating with the control unit 22 of the other gaming machine 10 via Ethernet 55 without using an I / O board.
[0034] Figure 3 is a schematic diagram of the display area of the gaming machine shown in Figure 1. As shown in Figure 3, the control unit 22, which is executing a predetermined program, displays the game screen on the display area of the display 16. The game screen has a symbol display area 64 that displays a slot game. The symbol display area 64 is displayed, for example, in the lower area of the game screen. Above the symbol display area 64, there is an area 65 where information related to the game is displayed.
[0035] The symbol display area 64 includes a grid 68 on which symbols can be displayed. By using such a display area, the gaming machine 10 operates as a slot machine that determines winning combinations and pays out payouts according to the combinations of symbols displayed in the grid 68 of the symbol display area 64.
[0036] The display 16 displays multiple symbols in a grid 68. The grid 68 includes multiple rows and columns. The grid 68 is composed of multiple cells 70, which are the stopping positions of the symbols. Figure 3 shows a game screen including multiple cells arranged in a 5x3 grid (matrix). The number of columns and rows of the grid is not particularly limited and may be other configurations such as 5x4, 3-4-4-4-3, 6x3, 6x4, 3-3-3-5-5, etc., and may increase or decrease depending on the game progress and / or the bet amount. One symbol is displayed in the stopping position of each of the multiple cells 70 in the symbol display area 64.
[0037] The symbols placed in each of the multiple cells 70 are determined using a virtual reel strip to display the virtual reel 66. Hereafter, the virtual reel 66 will also be simply referred to as the reel. A virtual reel strip is provided for each cell. Such reels are also called independent reels, in contrast to the reels provided for each column of the grid.
[0038] Figure 4(A) shows an example of a virtual reel strip used in a cell other than the predetermined cell. Figure 4(B) shows an example of a virtual reel strip used in the predetermined cell. The predetermined cell can be, for example, the center cell in a 5x3 grid. The predetermined cell is not limited to the center cell, but may be a cell in another position. Below, we will explain as an example the case in which only the center cell has a different virtual reel strip. In addition, we will explain using virtual reel strip 72 as a representative of the virtual reel strips excluding virtual reel strip 74B.
[0039] As shown in Figures 4(A) and 4(B), the virtual reel strip includes a symbol sequence indicating the order of symbols to be displayed in the symbol display area 64. Each cell 70 of the grid 68 shown in Figure 3 displays symbols based on the symbol sequence of the virtual reel 66, which includes the virtual reel strips 72A, 72B, 72C, 74A, 74B, 74C, 76A, 76B, 76C, 78A, 78B, 78C, 80A, 80B, and 80C that form the virtual reel set. In other words, each cell 70 of the grid 68 is associated with a virtual reel strip 72A to 80C, and symbols placed in a predetermined portion of each virtual reel strip 72A to 80C are displayed. For example, the virtual reel strip 72A shown in Figure 4(A) corresponds to the cell at the top left. The other virtual reel strips, except for virtual reel strip 74B, are configured similarly to virtual reel strip 72A and each corresponds to a cell. Virtual reel strip 74B is identical to the virtual reel strips of other cells except for the types of symbols it can display. Furthermore, the symbols displayed in cell 70 of grid 68 change by moving (scrolling or spinning) each symbol column by column based on the symbol arrangement of virtual reel strips 72A to 80C, and the symbols stop when the movement (scrolling or spinning) of each cell is stopped. Here, virtual reel strips 72A to 80C are data, and the control unit 22 uses a program contained in memory 42 or storage 44, and data that displays the symbol arrangement adjusted for each cell (i.e., the order of symbols on each reel strip). The virtual reel set is a collective term for such virtual reel strips 72A to 80C.
[0040] The virtual reel strips 72A and 74B shown in Figures 4(A) and (B) consist of symbols 84 at each symbol position 86, and these symbols are arranged in a defined order for each reel. The number of symbols forming the virtual reel strip 72A is not limited to this and can be any number. The same applies to the other virtual reel strips. In addition, the number of symbols in the virtual reel strips may be the same or may differ from one another.
[0041] Figure 5(A) shows the details of the symbol 84 shown in Figure 4(A). Each virtual reel strip 72A-80C (except virtual reel strip 74B) contains symbols selected from the symbol set 88 of the various symbols 84 shown in Figure 5(A). The symbol set 88 includes card symbols that mimic playing cards as standard symbols ("J", "Q", "K", and "A"), as well as picture symbols that depict images of people, animals, plants, objects, etc. ("Pic-A", "Pic-B", "Pic-C", "Pic-D", and "Pic-E").
[0042] Symbol set 88 includes prize symbols ("CR1", "CR2", "CR3", and "CR4"). Prize symbols are symbols to which a bonus amount is assigned. For example, prize symbols are pictorial symbols of treasures or coins. Prize symbols have ranks according to the bonus amount. For example, prize symbol "CR1" is assigned a credit amount of "100", prize symbol "CR2" is assigned a credit amount of "200", prize symbol "CR3" is assigned a credit amount of "300", and prize symbol "CR4" is assigned a credit amount of "400". In other words, prize symbol "CR1" is the lowest rank symbol, and prize symbol "CR4" is the highest rank symbol. Prize symbols may also be credit symbols to which a predetermined credit amount is assigned as a bonus. Prize symbols may also be jackpot symbols to which a jackpot category (rank) is assigned instead of a credit amount. The jackpot categories are divided according to the size of the prize, such as MINI, MAJOR, MAXI, MEGA, and GRAND. For example, MINI converts to 100 credits, MAJOR to 500 credits, MAXI to 1000 credits, MEGA to 5000 credits, and GRAND to 10000 credits.
[0043] Symbol set 88 may include wild symbols ("Wild") which are substituted for other symbols when determining winning combinations, and scatter symbols ("Scatter") which trigger a special game depending on the number of occurrences when determining winning combinations.
[0044] Figure 5(B) shows details of the symbol 84 shown in Figure 4(B). The virtual reel strip 74B contains symbols selected from the symbol set 88A of the various symbols 84 shown in Figure 5(B). Symbol set 88A, like symbol set 88, includes card symbols, picture symbols, and prize symbols. Symbol set 88A may also include wild symbols.
[0045] Symbol set 88A includes special symbols related to the progress of the game. The special symbols include the first special symbol 85 ("Wild-A"), the second special symbol 87 ("Wild-B"), and the third special symbol 89 ("Wild-C"). In a given game (e.g., a normal game and a special game), the first special symbol 85, the second special symbol 87, and the third special symbol 89 are substituted for other symbols when determining winning combinations, similar to wild symbols. The first special symbol 85 and the second special symbol 87 are collected when they appear in the game result and certain conditions are met. Collection means holding (accumulating) them so that they can be used in a later process. The accumulated number of first special symbols 85 is used to calculate the number of times the first game feature is provided (first feature count), which will be described later. The accumulated number of second special symbols 87 is used to calculate the number of times the second game feature is provided (second feature count), which will be described later. The third special symbol 89 triggers the wheel draw game feature, which will be described later, when it constitutes a game result.
[0046] In other designated games (for example, bonus games), the first special symbol 85, the second special symbol 87, and the third special symbol 89 act as trigger symbols for game features. The first special symbol 85 is the trigger symbol for the first game feature, and the second special symbol 87 is the trigger symbol for the second game feature. Thus, the roles of the first special symbol 85 and the second special symbol 87 differ depending on the type of game. For example, depending on the type of game, the first special symbol 85 and the second special symbol 87 can be either symbols that increase the number of times a game feature is offered, or symbols that trigger a game feature.
[0047] Multiple virtual reel sets may be provided depending on the game content. For example, the virtual reel set used in the regular game and the virtual reel set used in the special game may be the same, or they may be different. The virtual reel set used in the special game may have a configuration that includes more symbolic symbols, wild symbols, or special symbols compared to the virtual reel set used in the regular game. By doing so, the probability of winning or the expected value in the special game can be increased, and a more valuable special game can be provided to the player.
[0048] Paylines are set in the symbol display area 64. Paylines are set to span, for example, from a cell in the leftmost column to a cell in the rightmost column. For example, a payline can consist of any cell in the leftmost column, any cell in the second column from the left, any cell in the third column from the left, any cell in the fourth column from the left, and any cell in the fifth column from the left (the rightmost column). In a 5x3 matrix, 243 types (3 to the power of 5) of paylines can be set, but 40 or 50 of these may be set. In the so-called ALL-WAYS-WIN system, all 243 types of paylines are set to be subject to prize determination. Such paylines may be configured to be activated as prize lines when selected by the player. Prize lines are paylines that are subject to prize determination. The number of prize lines can be selected by operating a group of line setting buttons included in a group of setting buttons in the player's control unit 32. Alternatively, the game may be configured so that all of the set paylines are winning lines, regardless of the player's choice.
[0049] The gaming machine 10 of this embodiment provides three types of games: a regular game (also called a main game or base game) provided when predetermined conditions are not met, and a special game and a bonus game provided when predetermined conditions are met. The regular game is a game provided as compensation for the amount of game value the player has consumed. The special game is, for example, a free game provided without consuming game value. In addition, the bonus game in this embodiment is provided in conjunction with the regular game or the special game, and is not provided independently of the regular game or the special game. The bonus game is, for example, a game that provides a final result after intermediate results, and for example, a respin game described later.
[0050] In the regular game, special game, and bonus game described above, the combination of symbols displayed in the symbol display area 64 from the symbol array that represents the game result is the target for determining a winning combination. The control unit 22 starts the game and randomly determines the stopping position of each virtual reel strip 72A to 80C. The virtual reel strips 72A to 80C displayed on the display 16 move (scroll or spin) from their current position and stop based on the stopping position to represent the game result. Therefore, on the display 16 or grid 68, the symbols included in the virtual reel strips 72A to 80C change in accordance with their continuous vertical movement (scroll or spin) in the corresponding cells, and are displayed so that one symbol stops in each cell 70 according to the order of symbols defined in the virtual reel strips 72A to 80C.
[0051] The control unit 22 can be configured to change the multiple symbols displayed on the display 16 in the manner described above, according to the player's operation received by the operation unit 32, stop them in a predetermined order, and pay a payout according to the combination of symbols stopped within the symbol display area 64.
[0052] The control unit 22 provides a predetermined number of special games when an event that triggers a special game occurs during a normal game. The event that triggers a special game and the predetermined number of games can be arbitrarily set. For example, it may be when a predetermined number of scatter symbols appear in the game result of a normal game. The special game may be provided based on a different random number, regardless of the game result.
[0053] Furthermore, the control unit 22 provides a bonus game when predetermined trigger conditions are met in a normal game or a special game. Alternatively, the control unit 22 transitions the normal game or special game to a bonus game when predetermined trigger conditions are met. In the bonus game, the reels that have stopped are respun to provide new symbol combinations. Such a bonus game is also called a respin game. The trigger conditions can be set arbitrarily. The trigger conditions are met, for example, when a bonus event occurs in the game result of a normal game or a special game. The bonus event may be, for example, when a prize symbol forms a series of adjacent symbols adjacent to each other on a winning line within the symbol combination that is the game result of a normal game or a special game. In the always-win system, a series of adjacent symbols is formed, for example, when a prize symbol stops in an area that includes at least three adjacent columns from the left end. The trigger conditions may be met based on a different random number, regardless of the game result.
[0054] The control unit 22 determines which reels to respin when a bonus event occurs. If a bonus event occurs in which a prize symbol stops in an area that includes at least three adjacent columns from the left end, the control unit 22 determines which reels that have not stopped a prize symbol will be respinned.
[0055] The control unit 22 may re-determine the reels to be respun if the intermediate result, i.e., the new symbol combination formed after the respin, satisfies predetermined conditions. For example, the control unit 22 re-determines the reels to be respun if, when the respun reel stops, a new prize symbol is linked to a series of adjacent symbols, that is, if the new prize symbol stops in an area that includes at least four adjacent columns from the left end. Linking means that the symbols are adjacent in the arrangement of symbols on the winning line. The control unit 22 determines the reels to be respun as those that have not stopped a prize symbol.
[0056] The control unit 22 terminates the respin game if the predetermined trigger conditions are not met after a respin. For example, the control unit 22 does not perform the next respin if, when the respun reel stops, no new prize symbols are linked to a series of adjacent symbols. The control unit 22 terminates the respin game if a series of adjacent symbols is formed by all reels, as there are no reels to respin.
[0057] The control unit 22 determines the winners based on the final result, i.e., the newly formed combination of symbols. The control unit 22 may also be configured to determine the prizes based on the symbols on the winning line and award the determined prizes to the players.
[0058] The control unit 22 may apply a different winning determination method in bonus games than in regular games or special games. For example, the control unit 22 may award the player the bonus amount assigned to the prize symbols that form a series of adjacent symbols on a winning line. The control unit 22 may also award the player the bonus amount assigned to the prize symbols that form a series of adjacent symbols consisting of a predetermined number or more prize symbols. Such a winning determination method is highly compatible with respin games, as it can provide an opportunity to increase the chances of winning or the bonus amount when winning simply by selecting the reels to be respun.
[0059] When the control unit 22 awards the total amount of bonuses assigned to the prize symbols to the player, it may display a frame in the symbol display area 64 to distinguish between prize symbols that are awarded as bonuses upon winning and prize symbols that are not awarded as bonuses upon winning. For example, when the control unit 22 performs a respin, it displays an active area surrounded by a frame that can form a series of adjacent symbols consisting of a predetermined number or more prize symbols. For example, if prize symbols appear in the first, second, and third columns from the left, the control unit 22 designates the area including the first to fourth columns as the active area and displays it surrounded by a frame. By paying attention to the frame, the player can easily understand that prize symbols that stop outside the frame do not contribute to the bonus.
[0060] The control unit 22 expands the frame when a new prize symbol lands in the fourth column, considering the fifth column as also an active area. In this way, the frame expands each time a new column forming a series of adjacent symbols is added. When the respin ends, the control unit 22 awards the player the total amount of bonuses given to the prize symbols that landed within the area enclosed by the frame. By using the frame, the control unit 22 allows the player to play the game without being aware of the winning lines.
[0061] Next, we will describe the game features of the regular game, special game, and bonus game. In the gaming machine 10, the first game feature, second game feature, and third game feature are provided. The number of game features can be set arbitrarily. For example, there may be one game feature or four or more. Also, the games in which each game feature is provided can be set arbitrarily. For example, the first and second game features may be provided only in the bonus game, or the first, second, and third game features may be provided in all games. Below, we will describe an example in which the first and second game features are provided only in the bonus game, and the third game feature is provided in all games.
[0062] First, let's explain the First Game Feature. The First Game Feature is a bonus game that provides a final result after intermediate results. It increases the rewards obtained in the final result by ranking up the symbols included in the intermediate results. For example, when the First Game Feature is applied, the prize symbols before the respin are ranked up. For example, prize symbol "CR1" is ranked up to prize symbol "CR2", prize symbol "CR2" is ranked up to prize symbol "CR3", and prize symbol "CR3" is ranked up to prize symbol "CR4". Rank-ups are not limited to one level; they can be two or three levels.
[0063] The first game feature may be configured to upgrade one prize symbol each time it is offered, or it may be configured to upgrade multiple prize symbols each time it is offered. The number of times the first game feature is offered (the number of first feature offers) is determined in the regular game or special game.
[0064] First, we will explain the case where a bonus event occurs in the regular game, providing a bonus game, and then a first feature event occurs in the bonus game, providing the first game feature. In the regular game, the number of times the first special symbol 85 appears in the game results is accumulated. When a bonus event occurs in the regular game, the accumulated count is added to a predetermined initial value to determine the number of first feature occurrences. The initial value can be set arbitrarily. Alternatively, the initial value may be displayed in advance as the number of first feature occurrences, and added to the number of first feature occurrences each time the first special symbol 85 appears. The initial value may be a fixed value or a value determined based on a random number. In the bonus game, when the first feature event occurs, the same number of first game features as the number of first feature occurrences are provided. For example, if the accumulated count is three and the initial value is one, when the first feature event occurs, the first game feature will be provided four times. This will result in, for example, four prize symbols being ranked up.
[0065] Next, we will explain the case where an event triggering a special game occurs in the regular game, providing the special game; a bonus event occurs in the special game, providing the bonus game; and a first feature event occurs in the bonus game, providing the first game feature. First, in the regular game, the number of times the first special symbol 85 appears in the game result is accumulated. Then, when an event triggering a special game occurs in the regular game, the accumulated count is added to a predetermined initial value to become the first feature count. Alternatively, the initial value may be displayed in advance as the first feature count, and added to the first feature count each time the first special symbol 85 appears. The initial value may be a fixed value, or it may be a value determined based on a random number. The first feature count in the regular game is then carried over to the special game. At this time, a predetermined number of bonus counts is awarded as a bonus for the special game. The number of bonus counts can be set arbitrarily, or it may be a value determined based on a random number. The number of bonus counts may be displayed in a manner that is distinguishable from the first feature count.
[0066] In special games, just like in regular games, the number of times the first special symbol 85 appears in the game results is accumulated. Then, when a bonus event occurs in a special game, the number of times the first special symbol 85 has appeared is added to the number of first game feature appearances. Alternatively, the number of first feature appearances may be displayed in advance, and added each time the first special symbol 85 appears. In bonus games, when a first feature event occurs, the number of first game features provided is the first feature count plus the bonus count. For example, if the accumulated count is three, the initial value is one, and the bonus count is one, then when a first feature event occurs, the first game feature will be provided five times. This can result in, for example, five prize symbols being ranked up. Thus, triggering a bonus game in a special game results in more first feature appearances than triggering a bonus game in a regular game.
[0067] Next, we will explain the Second Game Feature. The Second Game Feature is offered in response to the occurrence of a Second Feature event. A Second Feature event is, for example, the inclusion of a second special symbol 87 ("Wild-B") in the bonus game's outcome. The Second Game Feature generates additional benefits from intermediate results in a bonus game that provides a final result after intermediate results. For example, when the Second Game Feature is applied, you can win credits corresponding to the prize symbols before the respin. For example, if the prize symbol "CR1", you will win credits of "100", if the prize symbol "CR2", you will win credits of "200", if the prize symbol "CR3", you will win credits of "300", and if the prize symbol "CR4", you will win credits of "400".
[0068] The second game feature may be configured to award credits for one prize symbol each time it is offered, or it may be configured to award credits for multiple prize symbols. The number of times the second game feature is offered (the number of second feature rounds) is determined in the regular game or special game.
[0069] First, we will explain the case where a bonus event occurs in the regular game, providing a bonus game, and a second feature event occurs in the bonus game, providing a second game feature. In the regular game, the number of times the second special symbol 87 appears in the game results is accumulated. When a bonus event occurs in the regular game, the accumulated count is added to a predetermined initial value to determine the number of second feature appearances. The initial value can be set arbitrarily. Alternatively, the initial value may be displayed as the number of second feature appearances beforehand, and added to the number of second feature appearances each time the second special symbol 87 appears. The initial value may be a fixed value or a value determined based on a random number. In the bonus game, when a second feature event occurs, the same number of second game features as the number of second feature appearances are provided. For example, if the accumulated count is three and the initial value is one, when a second feature event occurs, the second game feature will be provided four times. As a result, for example, the total amount of credits from four prize symbols will be won.
[0070] Next, we will explain the case where an event triggering a special game occurs in the regular game, providing the special game; a bonus event occurs in the special game, providing the bonus game; and a second feature event occurs in the bonus game, providing the second game feature. First, in the regular game, the number of times the second special symbol 87 appears in the game results is accumulated. Then, when an event triggering a special game occurs in the regular game, the accumulated count is added to a predetermined initial value to become the second feature count. Alternatively, the initial value may be displayed in advance as the second feature count, and added to the second feature count each time the second special symbol 87 appears. The initial value may be a fixed value, or it may be a value determined based on a random number. The second feature count from the regular game is then carried over to the special game. At this time, a predetermined bonus count is added to the second feature count as a bonus for the special game. The bonus count can be set arbitrarily, or it may be a value determined based on a random number. The bonus count may be displayed in a manner that is distinguishable from the second feature count.
[0071] In special games, just like in regular games, the number of times the second special symbol 87 appears in the game results is accumulated. Then, when a bonus event occurs in a special game, the number of times the second special symbol 87 appears is added to the number of second game feature appearances. Alternatively, the number of second feature appearances may be displayed in advance, and added to the second feature appearance count each time the second special symbol 87 appears. In bonus games, when a second feature event occurs, the second game feature is provided a number of times equal to the number of second feature appearances plus the bonus appearance count. For example, if the accumulated number is three, the initial value is one, and the bonus appearance count is one, then when a second feature event occurs, the second game feature will be provided five times. This allows, for example, the total amount of credits from five prize symbols to be won. Thus, triggering a bonus game in a special game results in more second feature appearances than triggering a bonus game in a regular game.
[0072] Finally, the third game feature will be described. In regular games, special games, and bonus games, when the third special symbol 89 constitutes the game result, the control unit 22 provides a wheel draw game to enhance the prize symbols. For example, the control unit 22 displays a wheel containing "GRAND," "MAJOR," "10x," "5x," "3x," or "2x" in the area 65 above the symbol display area 64 and determines the prize to be applied by drawing lots. The control unit 22 applies the determined prize to the prize symbol displayed in the game result.
[0073] Figure 6 shows the relationship between the normal game, the special game, and the bonus game. As shown in Figure 6, assume that the first feature count n1 and the second feature count n2 mentioned above are accumulated during the normal game. When the special game is triggered during the normal game, the first feature count n1 is assigned a bonus count p, and the second feature count n1 is assigned a bonus count q. The first special symbol 85 and the second special symbol 87 are also accumulated during the special game, but they are omitted in Figure 6.
[0074] In a bonus game, triggered from a regular game, if the first and second game features are triggered during the bonus game, the same number of first feature occurrences (n1) and the same number of second feature occurrences (n2) are provided. In contrast, if a bonus game is triggered from a special game, and the first and second game features are triggered during the bonus game, the same number of first feature occurrences (n1) plus bonus occurrences (p) are provided, and the same number of second feature occurrences (n2) plus bonus occurrences (q) are provided.
[0075] The following sections will explain the details of the regular game and bonus game using diagrams that show the symbol arrangement.
[0076] Figures 7(A), (B), (C), and (D) show one state of the symbol arrangement in a normal game. As shown in Figure 7(A), the independent reels begin spinning in the symbol display area 64. At this time, the area 65 above the symbol display area 64 displays "Wild-A 2 times" as the first feature count and "Wild-B 3 times" as the second feature count. These numbers already include the initial values.
[0077] Next, as shown in Figure 7(B), suppose each independent reel stops and the first special symbol 85 ("Wild-A") is displayed in the center cell. In this case, one first special symbol 85 is collected. The first feature count, "Wild-A 2 times," is then updated to "Wild-A 3 times." Alternatively, the decision to update the count may be made probabilistically after the first special symbol 85 is displayed.
[0078] Next, as shown in Figure 7(C), the second normal game is played and the independent reels begin spinning in the symbol display area 64. At this time, the area 65 above the symbol display area 64 displays "Wild-A 3 times" as the first feature count and "Wild-B 3 times" as the second feature count.
[0079] Then, as shown in Figure 7(D), suppose each independent reel stops and the second special symbol 87 ("Wild-B") is displayed in the center cell. In this case, one second special symbol 87 is collected. The second feature count, "Wild-B 3 times," is updated to "Wild-B 4 times." Alternatively, the decision to update may be made probabilistically after the second special symbol 87 is displayed.
[0080] As shown in Figures 7(A), (B), (C), and (D), in a normal game, the first special symbol 85 and the second special symbol 87 are collected, and the first feature count and the second feature count are displayed.
[0081] Figures 8(A), (B), (C), and (D) show one state of the symbol arrangement in a bonus game. Figure 8(A) is a normal game, where the independent reels start spinning in the symbol display area 64 as shown in Figure 8(A). At this time, the area 65 above the symbol display area 64 displays "Wild-A 3 times" as the first feature count and "Wild-B 4 times" as the second feature count. These numbers are assumed to already include the initial values.
[0082] Next, as shown in Figure 8(B), each independent reel stops. Let's assume that at this point, the prize symbol "CR1" stops in the first column from the left, the prize symbol "CR1" stops in the second column, and then the prize symbol "CR3" stops in the third column. In this case, it is determined that a bonus event has occurred, and a bonus game is provided. At this time, frame F, which surrounds the first to fourth columns, is displayed.
[0083] When the bonus game begins, as shown in Figure 8(C), the prize symbols are held, and the independent reels displaying symbols other than the prize symbols respin. Then, as shown in Figure 8(D), if no new prize symbols stop in frame F, the bonus game ends. In this case, the total amount of the bonuses assigned to the prize symbols present in frame F is awarded to the player. In the example shown in Figure 8(D), the player is awarded a total of 500 credits: 100 credits for prize symbol "CR1", 100 credits for prize symbol "CR1", and 300 credits for prize symbol "CR3".
[0084] If a new prize symbol lands within frame F, the system repeatedly holds the prize symbol and respins the remaining independent reels. If a new prize symbol lands in the fourth column, frame F expands to include the fifth column.
[0085] Figures 9(A), (B), (C), and (D) show one state of the symbol arrangement when the first feature is offered in a bonus game. Figure 9(A) is a normal game, where the independent reels start spinning in the symbol display area 64 as shown in Figure 9(A). At this time, the area 65 above the symbol display area 64 displays "Wild-A 3 times" as the number of times for the first feature and "Wild-B 4 times" as the number of times for the second feature. These numbers are assumed to already include the initial values.
[0086] Next, as shown in Figure 9(B), each independent reel stops. Let's assume that at this time, the prize symbol "CR1" stops in the first column from the left, the prize symbols "CR1" and "CR2" stop in the second column, and the prize symbol "CR3" stops in the third column. In this case, it is determined that a bonus event has occurred, and a bonus game is offered. At this time, frame F is displayed, enclosing the first to fourth columns. Furthermore, the first special symbol 85 ("Wild-A") stops in the center cell. In this case, it is determined that the first feature event has occurred, and the first game feature is offered.
[0087] When the first game feature begins, as shown in Figure 9(C), the second feature has three rounds, so three of the four prize symbols displayed in the symbol display area 64 are selected and upgraded. For example, the prize symbol "CR1" in the first row is upgraded to "CR2". The prize symbol "CR2" in the second row is upgraded to "CR3". The prize symbol "CR3" in the third row is upgraded to "CR4". After that, as shown in Figure 9(D), the prize symbols are retained, and the independent reels displaying symbols other than prize symbols are respun. From this point onward, the content of the bonus game is the same as described in Figures 8(C) and (D).
[0088] Figures 10(A), (B), (C), and (D) show one state of the symbol arrangement when the second feature is offered in a bonus game. Figure 10(A) is a normal game, where the independent reels start spinning in the symbol display area 64 as shown in Figure 10(A). At this time, the area 65 above the symbol display area 64 displays "Wild-A 3 times" as the number of first features and "Wild-B 4 times" as the number of second features. Assume that these numbers already include the initial values.
[0089] Next, as shown in Figure 10(B), each independent reel stops. At this time, suppose the prize symbol "CR1" stops in the first column from the left, the prize symbols "CR1" and "CR2" stop in the second column, and the prize symbols "CR3" and "CR1" stop in the third column. In this case, it is determined that a bonus event has occurred, and a bonus game is offered. At this time, frame F is displayed, enclosing the first to fourth columns. Furthermore, the second special symbol 87 ("Wild-B") stops in the center cell. In this case, it is determined that the second feature event has occurred, and the second game feature is offered.
[0090] When the second game feature begins, as shown in Figure 10(C), the second feature consists of four rounds. Therefore, four of the five prize symbols displayed in the symbol display area 64 are selected and converted into their corresponding credit amounts. For example, the prize symbol "CR1" in the first row is converted to a credit amount of "100". The prize symbol "CR1" in the second row is converted to a credit amount of "100", and "CR2" is converted to a credit amount of "200". The prize symbol "CR3" in the third row is converted to a credit amount of "300". The total of these credit amounts, "700", is then awarded and displayed in the area 65 above the symbol display area 64.
[0091] Subsequently, as shown in Figure 10(D), the prize symbols that have been converted into credit amounts are restored to their original value. The prize symbols are then retained, and the independent reels displaying symbols other than prize symbols respin. From this point onward, the bonus game proceeds as described in Figures 8(C) and (D).
[0092] Figures 11(A), (B), (C), and (D) show one state of the symbol arrangement when a special game is triggered in a normal game. Figure 11(A) is a normal game, and as shown in Figure 11(A), the independent reels start spinning in the symbol display area 64. At this time, the area 65 above the symbol display area 64 displays "Wild-A 3 times" as the first feature count and "Wild-B 4 times" as the second feature count. These numbers are assumed to already include the initial values.
[0093] Next, as shown in Figure 11(B), each independent reel stops. At this time, the game result displays a predetermined number (three in this case) or more scatter symbols. In this case, it is determined that an event has occurred that triggers a special game, and the special game is offered. For example, as shown in Figure 11(C), the message "Triggered eight free games" is displayed. Then, as shown in Figure 11(D), the number of bonus rounds is displayed in addition. In the area 65 above the symbol display area 64, the number of first feature rounds is displayed as "Wild-A 3 times + 3", and the number of second feature rounds is displayed as "Wild-B 4 times + 3". In this way, three bonus rounds are added to each feature. After that, the special game is offered. The special game differs from the regular game in that the number of bonus rounds is different as described above, but the other game rules are basically the same.
[0094] Figures 12 and 13 are directory structure diagrams and block diagrams showing the programs and data stored in the memory of Figure 2. Figure 14 is a block diagram of the game application program of Figure 13. Figure 15 is a block diagram of the system application program of Figure 13. In the embodiments shown in Figures 12 to 15, memory 42 stores a game application program 92 containing computer-executable instructions, and the game is processed by executing these computer-executable instructions on the CPU 38, and the game screen is displayed on the display 16 of the gaming machine 10. In one embodiment, the game application program 92 also includes program code 94 and program object data 96 containing computer-executable instructions for implementing the game using the algorithms shown in Figures 16 to 21.
[0095] In an exemplary embodiment, memory 42 stores a game application program 92 and a system application program 98, which include computer-executable instructions. The game is processed by executing these computer-executable instructions on the CPU 38, and the game screen is displayed on the display 16 of the gaming machine 10. The game application program 92 provides game-specific front-end functions by being executed on the CPU, and the system application program 98 provides general-purpose back-end functions. In the illustrated embodiment, the game application program 92 and the system application program 98 are implemented on the same operating system. However, these programs may be implemented on different operating systems or on different processors.
[0096] In one embodiment, the game application program 92 includes a number of software modules, including a bet / payline button listener module 100, a start button listener module 102, a credit balance manager module 104, a sampling manager 106, a random number generator (RNG) 108, a comparison manager 110, a game result generator 112, a prize evaluation module 114, a game presenter 116, a game graphics presenter 118, a game sound presenter 120, a prize indicator 122, a rewards provider 124, an application manager 126, and an external communicator 128. The game application program 92 may also include a paytable 130, reel strip data 132, and a stop position table 134.
[0097] The bet / payline button listener module 100 is a software module for receiving signals from the bet button on the control unit 32, which is generated by the button when the player operates the button to select a bet amount. Upon receiving the signal, the bet / payline button listener module 100 transmits the signal generation to the application manager 126 in order to change the bet in the game.
[0098] The start button listener module 102 is a software module for receiving signals from the start button, which is generated when the player operates this button to start the game. Upon receiving the signal, the start button listener module 102 communicates the occurrence of the signal to the application manager 126 in order to start the game.
[0099] Upon receiving a signal from the start button listener module 102, the application manager 126 requests the sampling manager 106 to obtain the required number of random numbers from the random number generator 108.
[0100] The random number generator 108 is a software module that generates random numbers based on a predetermined random number generation calculation algorithm. The random number generator 108 may also generate pseudorandom numbers. The random number generator 108 returns random numbers in response to a request from the sampling manager 106. The random number generator 108 may be implemented in whole or in part as an integrated circuit or wired logic.
[0101] The comparison manager 110 compares the current state of the game and / or each random number with the reel strip data 132 and the stop position table 134, and specifies the corresponding stop position of the reel strip based on each random number.
[0102] The reel strip data 132 has virtual reel strips for normal games, free games, and special games. The comparison manager 110 mentioned above queries the application manager 126 to identify the current state of the game and select a virtual reel strip.
[0103] The stop position table 134 contains a range of random numbers associated with each stop position on the virtual reel strip. The comparison manager 110 determines the stop position of each reel based on the corresponding random numbers and the stop position table 134.
[0104] The game result generator 112 generates game results based on the selected reel layout, the stopping positions of each reel, the stopping positions of the internal symbols, and the attributes to be added. In one embodiment, the game result generator 112 may apply changes to the game results when predetermined conditions are met.
[0105] The prize evaluation module 114 evaluates the game result by referring to the payout table 130. Specifically, it evaluates the prize based on whether the symbols defined as winning combinations in the payout table 130 have stopped.
[0106] The game presenter 116 utilizes the game graphics presenter 118 and the game sound presenter 120 to provide a game presentation process consisting of video and sound in order to ultimately form a predetermined game result.
[0107] The game sound presenter 120 provides the sound presentation process by using the sound controller 53 and speaker 26. The winning indicator 122 shows the winning combinations and payment conditions of the winning symbols formed in the game result. The rewards provider 124 provides reward credits to the winnings meter based on the winning evaluation.
[0108] The application manager 126 manages the operation and status of each software module. In addition, the application manager 126 manages the configuration, progress, and status of the game application program 92. The application manager 126 refers to the game state storage unit 127, determines the size of the symbol display area 64 based on the stored game state, and provides the game. The external communicator 128 exchanges commands and data with the system application program 98.
[0109] The credit balance manager module 104 performs the process of decrementing the credit balance according to the bet amount and incrementing the credit balance based on the total number of wins displayed on the wins meter. The payout table 130 includes the payout or bonus amount associated with each winning combination.
[0110] In an exemplary embodiment, the system application program 98 provides functions other than background processing and game-specific functions. The system application program 98 includes a number of software modules, including a system manager 142, a security manager 144, a slot management module 146, a denomination manager 148, a data logger 150, a communication manager 152, a banknote acceptor manager 154, a meter management module 156, and a cash-out manager 158.
[0111] The system application program 98 may include a game recall file 160, an accounting log 162, and a meter 164. The system manager 142 is a software module for managing all functions other than background processing and game-specific functions performed by the system application program 98.
[0112] The security manager 144 is a software module for managing game verification, door security, and monitoring security sensors. The slot management module 146 is a software module for managing data storage and communicating with an external slot information system.
[0113] The denomination manager 148 is a software module for configuring the denomination settings of the gaming machine 10. The denomination settings can include 1 cent, 2 cents, 5 cents, 25 cents, 1 dollar, 5 dollars, etc. The data logger 150 is a software module for recording the results of each game in the game recall. In addition, the data logger 150 stores error events, banknote logs, cash-out logs, ticket logs, etc., in the accounting log.
[0114] The game recall file 160 is accumulated data containing the results of each game. The game recall file 160 is stored in non-volatile memory. The accounting log 162 is accumulated data containing error events, banknote logs, cash-out logs, ticket logs, etc. The accounting log 162 is stored in non-volatile memory.
[0115] The communication manager 152 is a software module that manages communication between the game application program 92 and the system application program 98. The communication manager 152 also manages network communication between the system application program 98 and other gaming machines 10 and external networks (such as the slot management system network, G2S network, gaming servers for server-based gaming networks, or VLT system network).
[0116] The banknote acceptor manager 154 is a software module for managing banknote acceptors and receives information about banknotes inserted into them. In response to receiving information from the banknote acceptors, the banknote acceptor manager 154 communicates with the meter management module to increment the credit balance based on the inserted banknotes.
[0117] The meter management module 156 is a software module for adjusting the values of the meter 164 in response to communication with the game application program 92 via the communication manager 152, the banknote acceptor manager 154, or the cash-out manager 158. The meter 164 includes a credit meter for showing the current credit balance of the gaming machine, and a winnings meter for showing the total number of winnings in the current game session. The meters further include background meters such as coin-in, coin-out, total drop, jackpot paid by the server, and / or banknote insertion. These meters may be implemented as data on non-volatile memory or as hardware meters.
[0118] The cash-out manager 158 is a software module for managing the cash-out procedure. In response to the player's operation on the cash-out button, the cash-out manager 158 is activated, and the gaming machine pays out the total amount on the credit meter in the form of cash or vouchers.
[0119] Figures 16 to 21 are flowcharts illustrating the operation of the gaming machine. The algorithm (gaming method) for the operation of the gaming machine is implemented in the game application program 92, and is realized when the CPU 38 executes the game application program 92. The operation of the gaming machine involves multiple steps. Each step may be executed independently or in combination with other steps.
[0120] In step S10, the control unit 22 receives a game start operation from the player, and upon receiving a spin button operation from the player, it deducts the set total bet amount from the credits and obtains a predetermined number of random numbers required to provide the game. The random numbers are generated internally by the random number generator 108 of the control unit 22. The control unit 22 may also obtain random numbers from a random number generator provided separately from the control unit 22, or it may be configured to obtain random numbers from a device such as a server located outside the gaming machine 10.
[0121] In step S12, the control unit 22 starts spinning multiple reels. Next, in step S14, the control unit 22 stops spinning multiple reels. In step S16, the control unit 22 determines whether the first special symbol 85 ("Wild-A") landed in a specific cell in the game result. For example, the control unit 22 determines whether the first special symbol 85 landed in the center cell.
[0122] If it is determined that the first special symbol 85 has stopped in a specific cell (step S16: YES), the control unit 22, in step S18, determines whether the acquired random number is within a predetermined range. If it is determined that the acquired random number is within a predetermined range (step S18: YES), the control unit 22, in step S20, increments the first feature count by one. If it is determined that the acquired random number is within a predetermined range (step S18: NO), the control unit 22, in step S22, places a wild symbol in the specific cell. In this way, the first feature count increases probabilistically when the first special symbol 85 stops.
[0123] If it is determined that the first special symbol 85 is not stopped in the specified cell (step S16: NO), if step S20 is completed, or if step S22 is completed, the control unit 22, as step S24, determines whether the second special symbol 87 ("Wild-B") has stopped in the specified cell. For example, the control unit 22 determines whether the second special symbol 87 has stopped in the central cell.
[0124] If it is determined that the second special symbol 87 has stopped in a specific cell (step S24: YES), the control unit 22, in step S26, determines whether the acquired random number is within a predetermined range. If it is determined that the acquired random number is within a predetermined range (step S26: YES), the control unit 22, in step S28, increments the second feature count by one. If it is determined that the acquired random number is within a predetermined range (step S26: NO), the control unit 22, in step S30, places a wild symbol in the specific cell. In this way, the second feature count increases probabilistically when the second special symbol 87 stops.
[0125] If it is determined that the second special symbol 87 is not stopped in the specified cell (step S24: NO), if step S28 is completed, or if step S30 is completed, as shown in Figure 17, the control unit 22, in step S32, determines whether the third special symbol 89 ("Wild-C") has stopped in the specified cell. For example, the control unit 22 determines whether the third special symbol 89 has stopped in the central cell.
[0126] If it is determined that the third special symbol 89 has stopped in a specific cell (step S32: YES), the control unit 22 provides a wheel game as step S34. The control unit 22 displays a wheel containing "GRAND", "MAJOR", "10x", "5x", "3x", or "2x" in the area 65 above the symbol display area 64 and determines the prize to be applied by lottery. As step S36, the control unit 22 applies the determined prize to the prize symbol displayed in the game result and enhances the prize symbol.
[0127] If it is determined that the third special symbol 89 is not stopped in a specific cell (step S32: NO), or if step S36 is completed, the control unit 22, in step S38, confirms the symbol combination as the game result and determines whether the symbol combination is a winning combination. If it is determined that a win has been achieved (step S38: YES), the control unit 22, in step S40, grants the amount corresponding to the win as a bonus (normal win). For example, the control unit 22 adds the amount corresponding to the win to the credits held. If it is determined that no win has been achieved (step S38: NO), no bonus is granted.
[0128] Next, in step S42, the control unit 22 determines whether a bonus game (for example, a respin game) has been triggered. The control unit 22 determines that a bonus game has been triggered if a series of adjacent symbols are formed from the leftmost position. As a specific example, the control unit 22 determines that a bonus game has been triggered if prize symbols are stopped in at least the first, second, and third columns.
[0129] If it is determined that a bonus game has been triggered (step S20: YES), as shown in Figure 18, the control unit 22 obtains a predetermined number of random numbers required to provide the bonus game in step S50. This operation is the same as in step S10.
[0130] Next, in step S52, the control unit 22 holds the prize symbol in the cell. This fixes the prize symbol in the cell. Then, in step S54, the control unit 22 respins and stops the reels of the remaining cells. The control unit 22 respins and stops the independent reels corresponding to the cells that do not hold the prize symbol.
[0131] Next, in step S56, the control unit 22 determines whether the first special symbol 85 ("Wild-A") landed in a specific cell in the game result. For example, the control unit 22 determines whether the first special symbol 85 landed in the center cell.
[0132] If it is determined that the first special symbol 85 has stopped in a specific cell (step S56: YES), the control unit 22 applies the first feature for the accumulated number of times as step S58 (see Figure 9(C)). This upgrades the number of prize symbols corresponding to the accumulated number of times.
[0133] If it is determined that the first special symbol 85 has not stopped in a specific cell (step S56: NO), or if step S58 is completed, the control unit 22, in step S60, determines whether the second special symbol 87 ("Wild-B") has stopped in a specific cell in the game result. For example, the control unit 22 determines whether the second special symbol 87 has stopped in the center cell.
[0134] If it is determined that the second special symbol 87 has stopped in a specific cell (step S60: YES), the control unit 22 applies the second feature of the accumulated count as step S62 (see Figure 10(C)). As a result, the number of prize symbols corresponding to the accumulated count are converted into the corresponding credit amounts, and the total amount of these credits is obtained.
[0135] If it is determined that the second special symbol 87 has not stopped in a specific cell (step S60: NO), or if step S62 is completed, the control unit 22, in step S64, determines whether the third special symbol 89 ("Wild-C") has stopped in a specific cell in the game result. For example, the control unit 22 determines whether the third special symbol 89 has stopped in the center cell.
[0136] If it is determined that the third special symbol 89 has stopped in a specific cell (step S64: YES), the control unit 22 provides a wheel game in step S66. The control unit 22 displays a wheel containing "GRAND", "MAJOR", "10x", "5x", "3x", or "2x" in the area 65 above the symbol display area 64 and determines the prize to be applied by lottery. In step S68, the control unit 22 applies the determined prize to the prize symbol displayed in the game result and enhances the prize symbol.
[0137] If it is determined that the third special symbol 89 has not stopped in a specific cell (step S64: NO), or if step S68 has ended, the control unit 22 determines in step S70 whether the conditions for a respin are met. The control unit 22 determines that the conditions for a respin are met if, when the respun reel stops, a new prize symbol is linked to a series of adjacent symbols, that is, if a new prize symbol stops in an area that includes at least four adjacent columns from the left end.
[0138] If it is determined that the conditions for respinning are met (step S70: YES), the control unit 22 returns to step S52. In this way, the control unit 22 repeatedly executes steps S52 to S70 until it is determined that the conditions for respinning are not met.
[0139] If it is determined that the conditions for a respin are not met (step S70: NO), the control unit 22 grants a respin game bonus (bonus game bonus) in step S72. When step S72 is completed, the system returns to Figure 17, and the control unit 22 determines in step S44 whether the trigger conditions for a special game (free game) are met. For example, the control unit 22 determines that the trigger conditions are met when a predetermined number of scatter symbols appear in the game result of the normal game. Here, the operation of determining whether the first to third special symbols 85, 87, and 89 have stopped in specific cells after a respin has been shown, but it is also possible to make this determination before a respin. For example, if the determination is made before a respin at the start of a bonus game, it is possible to provide a game feature that is triggered at the start of the bonus game, as shown in Figures 9 and 10.
[0140] If it is determined that the trigger condition for a free game is met (step S44: YES), the control unit 22 decrements the remaining number of free games by one in step S80, as shown in Figure 19. Subsequently, the control unit 22 obtains a predetermined number of random numbers required to provide a free game in step S82. This operation is the same as in step S10.
[0141] In step S84, the control unit 22 starts spinning multiple reels. Next, in step S86, the control unit 22 stops spinning multiple reels. In step S88, the control unit 22 determines whether the first special symbol 85 ("Wild-A") landed in a specific cell in the game result. For example, the control unit 22 determines whether the first special symbol 85 landed in the center cell.
[0142] If it is determined that the first special symbol 85 has stopped in a specific cell (step S88: YES), the control unit 22, in step S90, determines whether the acquired random number is within a predetermined range. If it is determined that the acquired random number is within a predetermined range (step S90: YES), the control unit 22, in step S92, increments the first feature count by one. If it is determined that the acquired random number is within a predetermined range (step S90: NO), the control unit 22, in step S94, places a wild symbol in the specific cell. In this way, the first feature count increases probabilistically when the first special symbol 85 stops.
[0143] If it is determined that the first special symbol 85 is not stopped in the specified cell (step S88: NO), if step S92 is completed, or if step S94 is completed, the control unit 22, as step S96, determines whether the second special symbol 87 ("Wild-B") has stopped in the specified cell. For example, the control unit 22 determines whether the second special symbol 87 has stopped in the central cell.
[0144] If it is determined that the second special symbol 87 has stopped in a specific cell (step S96: YES), the control unit 22, in step S98, determines whether the acquired random number is within a predetermined range. If it is determined that the acquired random number is within a predetermined range (step S98: YES), the control unit 22, in step S100, increments the second feature count by one. If it is determined that the acquired random number is within a predetermined range (step S98: NO), the control unit 22, in step S102, places a wild symbol in the specific cell. In this way, the second feature count increases probabilistically when the second special symbol 87 stops.
[0145] If it is determined that the second special symbol 87 is not stopped in the specified cell (step S96: NO), when step S100 is completed, or when step S102 is completed, the control unit 22, as shown in Figure 20, determines in step S110 whether the third special symbol 89 ("Wild-C") has stopped in the specified cell. For example, the control unit 22 determines whether the third special symbol 89 has stopped in the central cell.
[0146] If it is determined that the third special symbol 89 has stopped in a specific cell (step S110: YES), the control unit 22 provides a wheel game as step S112. The control unit 22 displays a wheel containing "GRAND", "MAJOR", "10x", "5x", "3x", or "2x" in the area 65 above the symbol display area 64 and determines the prize to be applied by lottery. As step S114, the control unit 22 applies the determined prize to the prize symbol displayed in the game result and enhances the prize symbol.
[0147] If it is determined that the third special symbol 89 is not stopped in a specific cell (step S110: NO), or if step S114 is completed, the control unit 22, in step S116, determines the symbol combination as the game result and determines whether the symbol combination is a winning combination. If it is determined that a win has been achieved (step S116: YES), the control unit 22, in step S118, grants the amount corresponding to the win as a bonus (normal win). For example, the control unit 22 adds the amount corresponding to the win to the credits held. If it is determined that no win has been achieved (step S116: NO), no bonus is granted.
[0148] Next, in step S120, the control unit 22 determines whether a bonus game (for example, a respin game) has been triggered. The control unit 22 determines that a bonus game has been triggered if a series of adjacent symbols are formed from the leftmost position. As a specific example, the control unit 22 determines that a bonus game has been triggered if prize symbols are stopped in at least the first, second, and third columns.
[0149] If it is determined that a bonus game has been triggered (step S120: YES), as shown in Figure 21, the control unit 22 obtains a predetermined number of random numbers required to provide the bonus game in step S130. This operation is the same as in step S10.
[0150] Next, in step S132, the control unit 22 holds the prize symbol in the cell. This fixes the prize symbol in the cell. Subsequently, in step S134, the control unit 22 respins and stops the reels of the remaining cells. The control unit 22 respins and stops the independent reels corresponding to the cells that do not hold the prize symbol.
[0151] Next, in step S136, the control unit 22 determines whether the first special symbol 85 ("Wild-A") landed in a specific cell in the game result. For example, the control unit 22 determines whether the first special symbol 85 landed in the center cell.
[0152] If it is determined that the first special symbol 85 has stopped in a specific cell (step S136: YES), the control unit 22 applies the first feature for the number of times obtained by adding the accumulated count and the bonus count (for example, three times) as step S138. As a result, the number of prize symbols corresponding to the sum of the accumulated count and the bonus count are upgraded.
[0153] If it is determined that the first special symbol 85 has not stopped in a specific cell (step S136: NO), or if step S138 is completed, the control unit 22, in step S140, determines whether the second special symbol 87 ("Wild-B") has stopped in a specific cell in the game result. For example, the control unit 22 determines whether the second special symbol 87 has stopped in the center cell.
[0154] If it is determined that the second special symbol 87 has stopped in a specific cell (step S140: YES), the control unit 22 applies the second feature in step S142, which is the sum of the accumulated count and the bonus count (for example, three times). As a result, the number of prize symbols corresponding to the sum of the accumulated count and the bonus count are converted into the corresponding credit amounts, and the total amount of these credits is acquired.
[0155] If it is determined that the second special symbol 87 has not stopped in a specific cell (step S140: NO), or if step S142 is completed, the control unit 22, in step S144, determines whether the third special symbol 89 ("Wild-C") has stopped in a specific cell in the game result. For example, the control unit 22 determines whether the third special symbol 89 has stopped in the center cell.
[0156] If it is determined that the third special symbol 89 has stopped in a specific cell (step S144: YES), the control unit 22 provides a wheel game in step S146. The control unit 22 displays a wheel containing "GRAND", "MAJOR", "10x", "5x", "3x", or "2x" in the area 65 above the symbol display area 64 and determines the prize to be applied by lottery. In step S148, the control unit 22 applies the determined prize to the prize symbol displayed in the game result, thereby enhancing the prize symbol. Note that although the operation of determining whether the first to third special symbols 85, 87, and 89 have stopped in a specific cell after a respin has been shown, it is also possible to make this determination before a respin.
[0157] If it is determined that the third special symbol 89 has not stopped in a specific cell (step S64: NO), or if step S148 has ended, the control unit 22 determines in step S150 whether the conditions for a respin are met. The control unit 22 determines that the conditions for a respin are met if, when the respun reel stops, a new prize symbol is linked to a series of adjacent symbols, that is, if a new prize symbol stops in an area that includes at least four adjacent columns from the left end.
[0158] If it is determined that the conditions for respinning are met (step S150: YES), the control unit 22 returns to step S132. In this way, the control unit 22 repeatedly executes steps S132 to S150 until it is determined that the conditions for respinning are not met.
[0159] If it is determined that the conditions for a respin are not met (step S150: NO), the control unit 22 grants a respin game bonus (bonus game bonus) as step S152.
[0160] If step S152 is completed, the process returns to Figure 17, and the flowchart sequence ends. The flowchart sequence also ends if it is determined that the trigger condition for free game is met (step S44: YES).
[0161] In the gaming machine 10, when a special symbol is included in the game result during a regular game, the number of feature counts is accumulated. Then, when a bonus event occurs in the result of a regular game, and a feature event occurs in the result of the bonus game, game features equal to the accumulated number of feature counts are provided. When an event that triggers a special game occurs in a regular game, a predetermined number of special games are provided, and the number of times a special symbol appears in the result of the special game is further added to the number of feature counts. Then, when a bonus event occurs in the result of a special game, and a feature event occurs in the result of the bonus game, game features equal to the accumulated number of feature counts plus a predetermined number are provided. In this way, the number of times game features are provided is greater when a feature event occurs in a special game than when a feature event occurs in a regular game. Therefore, it is possible to increase the player's expectations for the special game. Thus, the gaming machine 10 can provide a special game that is more advantageous than the regular game.
[0162] The gaming machine 10 may also be a client computing device, in which case the game is delivered from a network server computer system to one or more client computing devices via a communication network. The processor of the client computing device can be programmed to function as the control unit 22 of the gaming machine 10.
[0163] When the gaming machine 10 is used as a client computing device, it is possible to: 1) use a rich client method in which the majority of processing associated with game execution is performed on the client side and the results are sent to the server; 2) use a thin client method in which only the minimum processing is performed on the client side and the main processing is performed on the server side; or 3) use a zero client method in which the majority of data storage and processing is performed on the server side and the client is specialized in input / output. In this case, the software configuration shown in the example will be implemented by distributing it between the client and the server.
[0164] In the embodiments described above, an example was given where the special game was a free game in a slot game. However, the special game may also be a slot game with a different matrix, a slot game with different rules, a respin game, a hold-and-spin game, a pick game, a roulette game, a card game, a dice game, or the like.
[0165] In the embodiments described above, a bonus game was included, but a bonus game is not required. Figure 22 shows the relationship between the normal game and the special game. As shown in Figure 22, the normal game and the special game may be configured to produce feature events. For example, by accumulating special symbols in the normal game, the number of first feature events is set to n1 and the number of second feature events to n2, and when a feature event (a condition other than the appearance of a special symbol) occurs, the first game feature of the first feature event (n1) and the second game feature of the second feature event (n2) are provided. Similarly, by accumulating special symbols in a special game, the number of first features is set to n1 and the number of bonuses to p, and the number of second features is set to n2 and the number of bonuses to q. When a feature event (a condition other than the appearance of a special symbol) occurs, the first game feature is provided for a number of times equal to the number of first features n1 plus the number of bonuses p, and the second game feature is provided for a number of times equal to the number of second features n2 plus the number of bonuses q. Even with this configuration, a special game with a high advantage over the regular game can be provided.
[0166] The functions of the control unit 22 of the gaming machine 10 described above can also be realized by a program executed by a computer. That is, a program can be created to make one or more computers function in the same way as the control unit 22 described above. The program may be provided by recording it on a computer-readable recording medium such as ROM or semiconductor memory. Such a program may be divided into multiple modules.
[0167] Furthermore, various modifications are possible to the operation in each embodiment. For example, the system may acquire a required number of random numbers in advance to determine the reel stopping position, determine whether a special game has been won and whether a prize has been won, and then sequentially display the results on the display. In addition, for example, the control unit 22 may acquire a required number of random numbers all at once at the start of the game and store each random number in a memory area of memory 42 or storage 44 that will not be erased even in the event of a power failure. In this case, even if a power failure occurs during the game, the control unit 22 can reproduce the game's progress by retrieving the random numbers acquired at the start of the game before the power failure occurred from memory 42 or storage 44 when resuming the game after power is restored. For example, if a power failure occurs just before a game result that yields a high payout is formed, it could be a problem if the same game progress is not reproduced after power is restored. However, as described above, by acquiring all random numbers all at once at the start of the game and saving these random numbers in memory 42 or storage 44, the game can be reproduced in the same way as before the power failure occurred after power is restored, thus avoiding such problems.
[0168] Furthermore, while the above embodiment described a configuration in which banknotes or tickets are used as the game value, and these are received by a banknote / ticket identification device and tickets are printed out by a printer unit, the present invention is not limited thereto. The game value is a concept that includes tangible objects such as coins, banknotes, tokens, medals, and tickets, or electronic data such as virtual credits or virtual currencies that have equivalent value. For example, it may be a configuration in which coins are received by a coin acceptor and coins are paid out from a coin hopper. It may also be a configuration in which the player is identified, credits accumulated in an account on the server are used and credits are paid out to the account, or it may be a configuration in which credit information recorded on a storage medium such as a magnetic card or IC card is read and used, and credits are paid out by writing to the storage medium. Furthermore, it may also be a configuration in which credits are electronically transferred between a smartphone or a wearable device. [Explanation of Symbols]
[0169] 10...Gaming machine, 16...Display (an example of a display unit), 22...Control unit.
Claims
1. The system comprises a display unit and a control unit connected to the display unit, which is configured to provide a regular game and a special game, which are slot games. The control unit, The number of times a special symbol appears in the result of the regular game is added to the initial value to determine the number of features. In response to a feature event occurring in the result of the regular game, the same number of game features as the number of features are provided. If an event that triggers the special game occurs in the regular game, the special game will be provided a predetermined number of times. The number of times the special symbol appears in the result of the special game is further added to the number of feature occurrences. A gaming machine that provides the game feature a number of times equal to the number of features plus a predetermined number of times, in response to the occurrence of the feature event as a result of the special game.
2. The control unit, A bonus game is provided in response to a bonus event occurring as a result of the regular game or the special game. The gaming machine according to claim 1, which provides the game feature in the bonus game.
3. The aforementioned special symbols include a first special symbol corresponding to the first game feature and a second special symbol corresponding to the second game feature. The control unit, The number of times the first special symbol and the second special symbol appeared in the result of the normal game are added to the initial value to determine the number of first features and the number of second features, respectively. In response to the occurrence of a first feature event in the result of the normal game, the same number of first game features as the number of first features are provided. In response to the occurrence of a second feature event in the result of the regular game, the same number of second game features as the number of times the second feature occurred are provided. If an event that triggers the special game occurs in the regular game, the special game will be provided a predetermined number of times. The number of times the first special symbol and the second special symbol appeared in the result of the special game are further added to the number of first features and the number of second features, respectively. In response to the occurrence of the first feature event as a result of the special game, the first game feature is provided for a number of times equal to the sum of the number of times the first feature occurs and a predetermined number of times. The gaming machine according to claim 1, which provides the second game feature a number of times obtained by adding the number of times the second feature occurs to a predetermined number of times, in response to the occurrence of the second feature event as a result of the special game.
4. The control unit, A bonus game is provided in response to a bonus event occurring as a result of the regular game or the special game. The gaming machine according to claim 3, which provides the first game feature and the second game feature in the bonus game.
5. The gaming machine according to claim 4, wherein the bonus game is a game that provides a final result after intermediate results, the first game feature increases the final result by ranking up the intermediate results, and the second game feature generates additional benefits from the intermediate results.
6. A method for providing games performed on a gaming machine comprising a display unit and a control unit connected to the display unit and configured to provide a regular game and a special game which are slot games, The control unit, The steps include adding the number of times a special symbol appeared in the result of the regular game to the initial value to obtain the number of features, The steps include providing a number of game features equal to the number of times a feature event occurs in the result of the normal game, If an event that triggers the special game occurs in the regular game, the step of providing the special game a predetermined number of times; The steps include: adding the number of times the special symbol appeared in the result of the special game to the number of feature occurrences; A method for providing a game, comprising the steps of: providing the game feature a number of times equal to the number of features plus a predetermined number of times, in response to the occurrence of the feature event in the result of the special game.
7. A gaming machine comprising a display unit and a control unit connected to the display unit and configured to provide a regular game and a special game which are slot games, wherein a program executed by the control unit is: The control unit, The function adds the number of times a special symbol appeared in the results of the regular game to the initial value to determine the number of features, A function that provides the same number of game features as the number of features in response to a feature event occurring in the result of the normal game, The function provides a predetermined number of special games when an event that triggers the special game occurs in the regular game, A function to further add the number of times the special symbol appears in the result of the special game to the number of feature occurrences, A program that provides the game feature a number of times equal to the number of features plus a predetermined number of times, in response to the occurrence of the feature event in the result of the special game.
Citation Information
Patent Citations
Systems and methods for collecting game play enhancers for enhancing a bonus game
US20240249596A1