Gaming devices and gaming systems
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2025-01-22
- Publication Date
- 2026-08-03
Smart Images

Figure 2026125503000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming device and a gaming system.
Background Art
[0002] Conventionally, a gaming device that totals the number of winning times of minor winning combinations for each model has been known (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there has been room for improvement in conventional gaming devices.
Means for Solving the Problems
[0005] To achieve the above objectives, the present invention provides a gaming device comprising: a lottery means capable of deriving any of a plurality of lottery results, including a first lottery result that enables the game to be played again and a second lottery result that enables the assignment of game value; a display means capable of displaying identification information in a stop display manner based on the lottery result by the lottery means; a setting means capable of setting a number of game value that enables the game to be played again when the stop display manner of the identification information displayed in the display means corresponds to the first lottery result; an assignment means capable of assigning a number of game value that can be used for the game when the stop display manner of the identification information displayed in the display means corresponds to the second lottery result; and the setting means In a gaming device that can be provided in correspondence with a gaming machine comprising: first game information capable of specifying a set number of game value and a number of game value assigned by the assigning means; second game information capable of specifying a number of game value assigned by the assigning means; and an output means capable of outputting these, the device comprises: first identification means capable of specifying a first number of game value from the first game information output from the output means; second identification means capable of specifying a second number of game value from the second game information output from the output means; and determination means capable of determining whether the lottery result by the lottery means is the first lottery result, based on numerical information based on the identification result by the first identification means and numerical information based on the identification result by the second identification means. [Brief explanation of the drawing]
[0006] [Figure 1] This is a schematic diagram of a gaming system according to one embodiment of the present invention. [Figure 2] This diagram shows the flow of game information output from a gaming machine. [Figure 3] This is an explanatory diagram of the game information output from the gaming machine. [Figure 4] This is a flowchart showing the steps for playing a slot machine. [Figure 5] This diagram shows a first method for counting the number of times each machine has achieved prizes 1 through 7, based on the payout output from machines A and B. [Figure 6]This diagram shows a second method for counting the number of times each machine has achieved prizes 1 through 7, based on the payout output from machines A and B. [Figure 7] This is the first explanatory diagram of the automatic setting function for winning combinations. [Figure 8] This is the second explanatory diagram for the automatic setting function for winning combinations. [Figure 9] This is the third explanatory diagram for the automatic setting function for winning combinations. [Figure 10] This diagram shows how game information (number of tokens inserted, number of tokens paid out, specified IN, payout OUT) is output according to the flow of gameplay. [Figure 11] This is the first explanatory diagram for the replay identification function. [Figure 12] This is the second explanatory diagram for the replay identification function. [Figure 13] (a) is a diagram showing an example of a notification screen indicating that a replay has been won, (b) is a diagram showing an example of a notification screen indicating that a 3-coin small win (excluding replays) has been won, and (c) is a diagram showing an example of a notification screen indicating that a rare win has been won. [Figure 14] (a) is a diagram showing an example of a notification screen indicating the number of times a replay role has been won, (b) is a diagram showing an example of a notification screen indicating the number of times a 3-coin small win (excluding replays) has been won, and (c) is a diagram showing an example of a notification screen indicating the number of times a rare role has been won. [Figure 15] (a) is a chart showing the internal lottery table for machine X (AT machine), and (b) is a chart showing the payout table for machine X. [Figure 16] This diagram shows the transitions in the game state for machine X. [Figure 17] (a) is a diagram showing the internal lottery table for machine Y (AT machine), and (b) is a diagram showing the payout table for machine Y. [Figure 18] This diagram shows the transitions in the game state for machine Y. [Figure 19] (a) is a diagram showing the internal lottery table for machine Z (Type A machine), and (b) is a diagram showing the payout table for machine Z. [Modes for carrying out the invention]
[0007] Hereinafter, preferred embodiments of the present invention will be described with reference to each figure. FIG. 1 is a schematic configuration diagram of a gaming system according to an embodiment of the present invention. FIG. 2 is a diagram showing the flow of game information output from the gaming machine 1. As shown in FIG. 1, the gaming system according to the present embodiment includes a gaming machine 1, a call lamp 30, a console computer (hereinafter also referred to as "console 50"), an island computer (hereinafter also referred to as "island computer 60"), a store server 91, an office terminal 92, and a display 93 connected to the office terminal 92. The console 50, the island computer 60, the store server 91, and the office terminal 92 (including the display 93) are also collectively referred to as a hall computer 90, and the store server 91 and the office terminal 92 can also be referred to as the hall computer 90. The gaming system is not limited to all of these devices, and can also be applied to a combination of the gaming machine 1 and one or more gaming devices. For example, the gaming machine 1 and the call lamp 30, the gaming machine 1 and the store server 91, and the gaming machine 1 and the hall computer 90 each constitute a gaming system. The gaming machine 1, the call lamp 30, the console 50, and the island computer 60 are set in the game hall, and the store server 91, the office terminal 92, and the display 93 are installed in the office. These devices are network-connected via a LAN or the like. Although not shown, a game value lending device, a data disclosure machine, etc. connected to the network can also be included in the gaming devices. Note that the gaming system and the gaming device differ in whether they include the gaming machine 1 or not, but both can be composed of one or more devices and have the same essential functions, so they are regarded as substantially synonymous. Therefore, the following description of the "gaming device" is also a description of the "gaming system".
[0008] The gaming device is provided with a storage unit, and a program is stored in the storage unit. The gaming device operates by a computer controlled by a program. The program sends commands to each component of the computer to perform predetermined processes, such as data input / output, storage, and calculation. The gaming device is realized by specific means in which the program and the computer cooperate. All or part of the program is provided by a magnetic disk, an optical disk, and any other computer-readable storage medium. The program read from the storage medium is installed and executed on the computer. The program can also be directly loaded and executed on the computer through a communication line without going through the storage medium. The gaming system is configured by combining a gaming device as a computer controlled by a program.
[0009] From the gaming machine 1, various gaming information is output (transmitted) at a predetermined timing (for example, every 300 ms) according to the progress of the game. The gaming information output from the gaming machine 1 is input (received) by a device called HC-BOX (not shown). When the HC-BOX receives the gaming information, it calculates and updates the cumulative value and outputs the information to the console 50 at a predetermined timing. Since the gaming information output from the HC-BOX is substantially the same as the gaming information output from the gaming machine 1, for convenience, it is defined as "the information output from the gaming machine 1".
[0010] As shown in FIG. 2, the gaming information output from the gaming machine 1 is relayed by the call lamp 30, the console 50, and the island console 60 and transmitted to the store server 91 and the like. Specifically, the gaming information output from the gaming machine 1 is aggregated at the console fifty. The gaming information aggregated at a plurality of consoles fifty is aggregated at the island console 60. The gaming information aggregated at all the island consoles 60 is aggregated at the store server 91. Therefore, if necessary, the office terminal 92 can read the aggregation result from the store server 91 and display it on the display 93. The game information (serial data) output from the gaming machine 1 includes, for example, the number of tokens inserted, the number of tokens dispensed, the specified IN, and the payout OUT. Figure 3 is an explanatory diagram of the number of tokens inserted, the number of tokens dispensed, the specified IN, and the payout OUT. In addition to serial data, the game information output from the gaming machine 1 also includes pulse signals. Serial data is game information output mainly in medalless gaming machines (gaming machines that allow players to play without directly touching game tokens or game tokens), while pulse signals are game information output mainly in non-medalless gaming machines (gaming machines that allow players to play by directly touching game tokens).
[0011] Game machine 1 is a revolving-type game machine in which players use (also called inserting or consuming) tokens (game value) to play the game. In this embodiment, a coinless gaming machine will be used as an example to illustrate the gaming machine 1. Gaming machine 1 includes normal type machines (so-called A-type machines) that allow players to play so-called real bonus games, and machines that have an AT state (AT function) (AT machines). The AT state is a state in which, in games where a push-order bell combination is won through internal lottery processing, the game notifies the player of the correct order to press the stop buttons (left, middle, and right stop buttons) and symbols that serve as a guide for timing the button presses. The button press order notification will be displayed as text information consisting of "1", "2", and "3" from left to right, or by emitting the sounds "left", "middle", and "right", if the correct button press order is, for example, left, middle, and right, to indicate the correct order for pressing the stop buttons. This method of guiding the button-pressing sequence through notification means is also called "button-pressing sequence navigation." In non-AT (Automatic Trigger) versions, even if the internal lottery results in a specific button sequence (like a bell symbol), the correct order of button presses for stopping the reels is not announced. Therefore, unless the order in which the player operates the stop buttons coincidentally matches the order corresponding to the winning button sequence (bell symbol), they are generally unable to display the combination of symbols that corresponds to the winning button sequence. Therefore, for players, it is easier to acquire medals during AT (Automatic Trigger) mode compared to when it is not AT mode. Furthermore, a machine that has both AT and RT functions (ART machine) can also be applied to gaming machine 1.
[0012] Gaming machine 1 is equipped with operating means such as bet buttons (1BET button, MAXBET button), payout buttons, a start lever, and stop buttons. The bet button is a means of operation used to insert (bet) tokens at the start of a game. Depending on the operation of the bet button (BET operation), the number of bets can be set from "1" to "3". Setting the number of bets to 1 (1BET) is called "1-coin bet," setting the number of bets to 2 (2BET) is called "2-coin bet," and setting the number of bets to 3 (3BET) is called "3-coin bet."
[0013] The start lever is a means of operation that a player uses to begin playing after inserting a token. The stop button is an operable control that can be used to stop the display of multiple symbols (identification information) that are displayed variably according to the progress of the game. The stop buttons correspond to the left, middle, and right reels. By operating these buttons while the left, middle, and right reels are rotating at a constant speed, you can stop the rotation of each reel, and as a result, the symbols displayed on the left, middle, and right reels can be stopped. The settlement button is used to return the set number of bets. If the payout button is pressed while a bet number is set, that bet number will be subtracted and cleared. For example, if the payout button is pressed while the bet number is set to 3, subtracting "3" from that bet number will clear the set bet number to "0". Alternatively, the bet number can be cleared by changing the set bet number to "0". Gaming machine 1 is equipped with three reels (left reel, middle reel, and right reel), and symbols such as cherry, watermelon, bell, replay, BAR, and 7 are arranged around the edge of each reel. When each reel is stopped, the symbols located in the upper, middle, and lower rows, as well as the left, middle, and right positions, can be seen through the display window. The gaming machine 1 is equipped with a display (display means) and a speaker (sound output means) that operate as notification means.
[0014] The control unit of the gaming machine 1 is equipped with various functions, such as reel control means that rotate each reel in response to a game start operation and stop each reel in response to a stop operation, lottery means that execute a lottery related to the game, and game state control means that control the game state, and mainly controls the progress of the game. Gaming machine 1 is equipped with a probability setting device. The probability setting device can be configured with multiple settings (for example, 1 to 6), and changes the degree of advantage for the player (the probability for controlling the game to a favorable state) according to the set value. The gaming machine 1 stores an arbitrary setting value in a storage means based on a probability setting operation performed by an employee of the gaming parlor on the probability setting device, and the control unit performs a lottery for winning combinations (internal lottery) by referring to an internal lottery table corresponding to the stored setting value.
[0015] Figure 4 is a flowchart showing the gameplay procedure in gaming machine 1. Referring to Figure 4, the general procedure for playing the game on gaming machine 1 will be explained. Please note that the medal lending procedure will be performed in advance.
[0016] First, execute the BET settings (S1). In the BET settings, tokens are inserted according to the player's BET operation. Specifically, the number of tokens (bet amount) used in a single game is set according to the operation of the bet button or MAX bet button. Once the number of bets is set, the game becomes ready to start, and the operation of the start lever (lever operation) becomes effective. For example, machine model B, which will be described later, is designed to be played with a BET setting of 3BET (number of bets: 3) (3 coins bet).
[0017] When setting the BET, the gaming machine 1 outputs game information "number of tokens inserted" (number of bets), which indicates the number of game values consumed (number of tokens inserted) (see Figure 3). Specifically, the "number of tokens inserted" will be displayed, ranging from +1 to +3 depending on the BET operation. In other words, the "number of tokens inserted" is output according to the set multiplier (number of bets). For example, it outputs "Number of tokens inserted" showing +1 in response to a 1BET (1 token bet), "Number of tokens inserted" showing +2 in response to a 2BET (2 token bets), and "Number of tokens inserted" showing +3 in response to a 3BET (3 token bets).
[0018] Furthermore, the gaming machine 1 outputs a "number of tokens inserted" ranging from -1 to -3 depending on the settlement operation. For example, when a settlement operation is performed with one token inserted, it outputs a "number of tokens inserted" of -1; when a settlement operation is performed with two tokens inserted, it outputs a "number of tokens inserted" of -2; and when a settlement operation is performed with three tokens inserted, it outputs a "number of tokens inserted" of -3. Thus, "number of tokens inserted" is game information that is output when the number of bets is updated, regardless of whether or not the game is actually being played. Furthermore, the "number of medals inserted" is game information that does not affect the outcome of the replay. Therefore, for example, in a game where one coin is bet, if a replay is won, the process of betting one coin is automatically executed at the time of (or after) the win, but in this case, the "number of coins inserted" indicating +1 will not be output. The same applies to two-coin and three-coin bets. In other words, the bet amount is automatically set according to the number of replay wins, but the number of tokens inserted is not displayed according to that bet amount setting.
[0019] Furthermore, at the start of gameplay, the gaming machine 1 outputs game information "Standard IN" indicating the number of medals used (consumed) during the game (see Figure 3). Specifically, it outputs a "default IN" indicating +1 to +3 when the lever is operated. In other words, when the lever is operated, a "default IN" value corresponding to the set BET amount (number of bets) is output. Thus, "Regular IN" is game information related to the number of bets, similar to "Number of medals inserted," but unlike "Number of medals inserted," it is game information that is involved in winning the replay role. Therefore, for example, if a replay is triggered in a single-coin game, the "number of coins inserted" will not be displayed, but "standard IN" indicating +1 will be displayed. Similarly, when playing with two coins and a replay is won or awarded, the game will be restarted based on that result, but the "number of coins inserted" will not be displayed, instead "standard IN" indicating +2 will be displayed. Additionally, when playing with 3 coins and a replay is won or awarded, the game will resume based on that result, but the "number of coins inserted" will not be displayed; instead, "standard IN" indicating +3 will be displayed. In summary, when a BET setting is made in response to a BET operation, the "number of tokens inserted" and "specified IN" corresponding to the bet amount are output. However, when a BET setting related to replay is made in response to a replay win or payout, the "specified IN" corresponding to the bet amount is output, but the "number of tokens inserted" is not output.
[0020] Perform the lottery process (S2). When the game is in the start state, the game begins when the lever is operated, and the control unit performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations.
[0021] The reel rotation process is executed (S3). Specifically, the control unit initiates the rotation (forward rotation) of each reel displaying multiple symbols. When the rotation speed of each reel reaches a steady-state rotation (constant speed rotation), the corresponding stop buttons for each reel become pressable.
[0022] The reel stop process is executed (S4). When each stop button is pressed, the control unit controls the stopping of each reel so that it displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. The operation of stopping the left reel first by pressing the left stop button is also called "Left 1st" or "Left 1st operation."
[0023] Execute the award processing (S5). In controlling the reel stop, the control unit controls the reels to stop in a combination of symbols corresponding to the result of the internal lottery process (winning combination), based on the timing of the stop button operation. If the control unit recognizes that the combination of symbols that stopped on the active line (winning line) is a predetermined combination of symbols, it determines that a corresponding minor prize has been won. For example, in the first model, if a combination of symbols corresponding to small win A (referred to as Symbol A) stops and is displayed in a game in which small win A is won, it is determined that small win A has been achieved. If a combination of symbols corresponding to small win B (referred to as Symbol B) stops and is displayed in a game in which small win B is won, it is determined that small win B has been achieved. In the second model, if a combination of symbols corresponding to small win C (referred to as Symbol C) stops and is displayed in a game in which small win C is won, it is determined that small win C has been achieved. If a combination of symbols corresponding to small win D (referred to as Symbol D) stops and is displayed in a game in which small win D is won, it is determined that small win D has been achieved. For example, in machine B, which will be described later, there are small wins such as bell, replay, cherry, and watermelon. In a game where the bell win occurs, if the combination of symbols "bell-bell-bell" (bell alignment) stops and is displayed, it is determined that the bell win has been achieved. In a game where the replay win occurs, if the combination of symbols "replay-replay-replay" (replay alignment) stops and is displayed, it is determined that the replay win has been achieved. In a game where the cherry win occurs, if the combination of symbols "cherry-ANY-ANY" (cherry alignment) stops and is displayed, it is determined that the cherry win has been achieved. In a game where the watermelon win occurs, if the combination of symbols "watermelon-watermelon-watermelon" (watermelon alignment) stops and is displayed, it is determined that the watermelon win has been achieved.
[0024] Execute the disbursement process (S6). If it is determined that a minor win has occurred, the process of dispensing (granting) the corresponding number of medals is executed. For example, if it is determined that a single-coin payout (a small win) has been achieved, one medal will be paid out. When processing a payout, the gaming machine 1 outputs game information "Number of medals paid out" which indicates the actual number of medals awarded (paid out) (see Figure 3). Specifically, it outputs a "payout amount" of +1 to +15 depending on the winning combination. For example, if one medal is paid out due to winning combination A, it outputs "payout amount: +1", if three medals are paid out due to winning combination B, it outputs "payout amount: +3", if one medal is paid out due to winning combination C, it outputs "payout amount: +1", and if two medals are paid out due to winning combination D, it outputs "payout amount: +2". "Number of medals paid out" is game information that does not affect the winning of the replay role. Therefore, in the gaming machine 1 of model B described later, the bell, replay, cherry, and watermelon symbols are all 3-coin symbols. When the bell, cherry, or watermelon symbols are hit, 3 coins are dispensed and "Coins dispensed: +3" is displayed. However, when the replay symbol is hit, no coins are dispensed and "Coins dispensed" is not displayed.
[0025] Furthermore, when processing a payout, the gaming machine 1 outputs game information "Payout OUT" indicating the number of medals awarded (paid out) during the game (see Figure 3). For example, in the first model, if one medal is paid out in response to a win of small win A (one medal), it outputs "Payout OUT: 1" indicating +1, and if three medals are paid out in response to a win of small win B (three medals), it outputs "Payout OUT: 3" indicating +3. In the second model, if one medal is paid out in response to a win of small win C (one medal), it outputs "Payout OUT: 1" indicating +1, and if two medals are paid out in response to a win of small win D (two medals), it outputs "Payout OUT: 2" indicating +2. Thus, "Payout OUT," like "Number of Payout Coins," is game information related to payouts, but unlike "Number of Payout Coins," it is game information that is related to winning the replay role. For example, if a replay is triggered in a single-coin game, the "number of medals paid out" is not displayed, but "Payout OUT: 1" indicating +1 is displayed. Similarly, when playing with two coins and a replay is won, resulting in a second play, the "number of medals paid out" is not displayed, but "Payout OUT: 2" indicating +2 is displayed. Additionally, when playing with three coins and a replay is won, resulting in a second play, the "number of medals paid out" is not displayed, but "Payout OUT: 3" indicating +3 is displayed. In the gaming machine 1 of model B described later, the bell, replay, cherry, and watermelon symbols are all 3-coin symbols. When the bell, cherry, or watermelon symbols are won, "Payout OUT: 3" and "Number of medals paid out: 3" are output, while when the replay symbol is won, only "Payout OUT: 3" is output. In summary, when medals are paid out in response to a winning combination (excluding replays), the machine outputs "Number of medals paid out" and "Payout OUT" according to the number of medals paid out. However, when a replay combination is won, the machine outputs "Payout OUT" according to the bet amount, but does not output "Number of medals paid out".
[0026] In addition, while the number of bets (number of coins wagered) in Gaming Machine 1 is generally assumed to be fixed at 1 to 3 (1 to 3 coins wagered), it is also assumed that it may vary. In other words, this refers to machines with one type of bet (for example, 3 coins) or machines with two or more types of bets (for example, 3 coins and 2 coins). Gaming machine 1 is capable of controlling multiple game states, but the control methods are expected to differ depending on the model. For example, in an AT machine, we envision a model that includes a normal gameplay state, a CZ (Chance Zone) that makes it easier to transition to AT than the normal gameplay state, and an AT that is advantageous to the player. Furthermore, within the CZ and AT, we envision a model that includes a higher-level AT that is more advantageous to the player, and a lower-level AT that is less advantageous than the higher-level AT. In Type A machines, there is a normal gameplay state and a bonus state that is advantageous to the player. Within the bonus state, it is assumed that there are BBs (Big Bonuses) which are more advantageous to the player, and RBs (Regular Bonuses) which are less advantageous than BBs. The "bonus" state is a game state that is advantageous to the player, and refers to a state where a jackpot is likely. When a bonus role is won or achieved, the game state is switched to the bonus state (bonus game). Bonus wins can be carried over to subsequent games, as long as the corresponding symbol combination (bonus symbol) does not stop (a bonus win is achieved) in the game in which the win occurred. Therefore, the bonus win status is maintained until the corresponding symbol combination stops and a bonus win is achieved (hereinafter, this state is referred to as "bonus carryover" or "internal"). On the other hand, when a bonus role is won and the combination of symbols corresponding to the bonus role is displayed (a bonus role is won), the game transitions to a bonus state. After the end of that bonus state, the game enters a non-carryover state where the right to win a bonus role is not carried over (hereinafter, this state is referred to as "non-bonus carryover state" or "non-internal state").
[0027] As described above, the gaming machine 1 outputs game information (serial information) such as "number of tokens inserted," "number of tokens paid out," "specified IN," and "payout OUT" in accordance with the progress of the game. In the case of the gaming machine 1 that can output pulse signals, for example, it outputs an OUT signal as a pulse signal corresponding to "specified IN" and a Safe signal as a pulse signal corresponding to "payout OUT." For example, if one medal is dispensed in response to a single-coin win, a safe signal consisting of two pulses (including two OFF→ON cycles) is output. If three medals are dispensed in response to a three-coin win, a safe signal consisting of three pulses (including three OFF→ON cycles) is output. Therefore, in gaming devices, the number of safe spins (payouts) can be determined by counting the number of pulses of the safe signal (or the number of times it switches from OFF to ON).
[0028] As described above, the gaming machine 1 according to this embodiment includes: a lottery means (control unit) capable of deriving any lottery result from a plurality of lottery (internal lottery) results; a display means (reel) capable of stopping and displaying identification information (symbols) in a stop display manner based on the lottery result by the lottery means; a granting means (payout processing) capable of granting (paying out) a number of game value (medals) corresponding to the stop display manner of the identification information stopped and displayed by the display means; and an output means capable of outputting game value number information (payout OUT) that can specify the number of game value granted by the granting means.
[0029] (Automatic setting of winning combinations) The "automatic setting function for winning combinations" in the gaming device of this embodiment will now be explained. First, I will explain the conventional issues related to the "automatic setting of winning combinations." The gaming device is required to count the number of times a minor prize is awarded in the gaming machine 1. Specifically, the system provides identification information for minor roles, designated as "Winning 1-7" (collectively referred to as "Winning X"). By assigning an arbitrary payout OUT (either 1-15 coins) to Winning 1-7, the number of times a minor role is won based on the payout OUT (number of coins paid out) can be counted as the number of Winning 1-7. The user (the arcade manager or employee) manually sets which payout (1 to 15 coins) each prize (1 to 7) is assigned to. For example, let's say machine A has five types of payouts: "1 coin payout," "2 coin payout," "3 coin payout," "6 coin payout," and "11 coin payout," and machine B has four types of payouts: "1 coin payout," "3 coin payout," "11 coin payout," and "15 coin payout." Note that "X coin payout" (where X is any of 1 to 15) is the name of a payout that pays out X coins upon winning, and is also called an "X coin payout." As the types of small wins and payout amounts differ depending on the machine model, it is necessary to set a payout allocation (1 to 15 coins) for each machine model.
[0030] Figure 5 is a diagram illustrating the first method, in which the payout amounts for each minor role are set sequentially from the first (lowest number) win for machine A and machine B. According to the first method, there is no problem with prize 1 because both machine A and machine B dispense one coin. However, a problem arises where data with different meanings is displayed for each machine, such as prize 2, where machine A dispenses two coins and machine B dispenses three coins, making it difficult to use. Figure 6 is a diagram illustrating the second method, in which the number of possible payouts is fixed. According to the second method, it is necessary to register the number of small wins that do not result in any prizes depending on the machine model. However, this may lead to the discovery after the fact that a specific number of unregistered payouts has occurred. In such cases, it becomes impossible to go back and check the number of times that payout number of small wins has been won or achieved (the necessary data cannot be obtained), which is a problem. A third approach involves increasing the amount of data that can be acquired. For example, it is logically possible to expand the setting from prizes 1-7 to prizes 1-15 (not shown in the diagram), but this would lead to problems with memory expansion and increased processing load. Also, since most machines have around 6 small wins, the third approach would be inefficient and impractical due to the large amount of unused memory.
[0031] In other words, because the types of payouts generated by gaming machines differ depending on the model, it was necessary to set the payout amount for each machine, which was time-consuming. Furthermore, because it is necessary to set multiple payout amounts for a single machine, there was a risk that the wrong payout amount might be set, resulting in a situation where the number of winnings for a particular payout amount could not be counted. In view of the above problems, the gaming device of this embodiment is equipped with an "automatic winning combination setting function" that automatically registers the number of coins to be counted and the number of times to be counted for a given payout when a change in payout OUT (1 to 15 coins) is detected.
[0032] Figure 7 is an explanatory diagram of the automatic setting function for winning combinations. Figure 7(a) is a chart showing the number of payouts and wins for prizes 1-7 in the initial stage. In other words, the number of payouts and wins for prizes 1-7 in the initial stage is 0. "Payout Count" corresponds to the number of payouts when a win occurs. For example, if the payout count for win 1 is 3 and the number of wins is 1, it means that the number of wins for win 1, which corresponds to a 3-coin small win, is 1. Figure 7(b) is a chart showing the number of payouts and the number of wins for prizes 1-7 in the second stage. The second stage assumes that three small wins (winning combinations) have occurred after the initial stage. In this case, since the gaming machine 1 outputs "Payout OUT:3", the gaming device will receive this "Payout OUT:3". When the gaming device receives payout OUT:3, it determines whether payout number:3 is registered or not. Since the result of this determination is "not registered", it sets payout number:3 (newly registers) for win 1 (lowest number) and counts the number of wins (adds 1). In other words, Figure 7(b) shows that "3" was automatically registered as the "number of payouts" for "Winning 1", and that the "number of wins" for "Winning 1" was increased by +1.
[0033] Figure 7(c) is a chart showing the number of payouts and the number of wins for prizes 1-7 in the third stage. The third stage assumes that one small win (winning combination) has occurred after the second stage. In this case, since the gaming machine 1 outputs "Payout OUT:1", the gaming device will receive this "Payout OUT:1". When the gaming device receives payout OUT:1, it determines whether payout number:1 is registered or not. Since the result of this determination is "not registered", it sets payout number:1 (newly registered) for win 2 (next lowest number) and counts the number of wins (adds 1). In other words, Figure 7(c) shows that "1" was automatically registered as the "number of payouts" for "Prize 2", and that the "number of wins" for "Prize 2" was increased by +1.
[0034] Figure 7(d) is a chart showing the number of payouts and the number of wins for prizes 1-7 in the fourth stage. The fourth stage assumes that, after the third stage, three small wins (winning combinations) have been achieved again. In this case, since the game machine 1 outputs "Payout OUT:3" again, the gaming device will receive "Payout OUT:3" again. When the gaming device receives payout OUT:3, it determines whether payout number:3 is registered or not. Since the result of this determination is "registered," it does not perform a new registration, and instead counts (adds 1) the number of times a winning combination of 1, which corresponds to the already registered payout number 3, has been won. In other words, Figure 7(d) shows that the "Number of Prize Wins" for "Prize Winner 1" has been increased by another +1 (updated).
[0035] By repeating the above process, the number of times a small win occurs based on up to seven payout OUTs can be automatically counted. Furthermore, the counting results can be displayed on the gaming device (display 93). Figure 8(a) is a chart showing the counting results for model A. As shown in Figure 8(a), for machine A, it can be determined that win 1 corresponds to a payout of 3 (3-coin win) and has occurred 1161 times, win 2 corresponds to a payout of 1 (1-coin win) and has occurred 1603 times, win 3 corresponds to a payout of 2 (2-coin win) and has occurred 124 times, win 4 corresponds to a payout of 11 (11-coin win) and has occurred 157 times, and win 5 corresponds to a payout of 6 (6-coin win) and has occurred 104 times. Figure 8(b) is a chart showing the counting results for model B. As shown in Figure 8(b), for machine B, it can be determined that win 1 corresponds to a payout of 3 (3-coin win) and has occurred 216 times, win 2 corresponds to a payout of 1 (1-coin win) and has occurred 864 times, win 3 corresponds to a payout of 11 (11-coin win) and has occurred 78 times, and win 4 corresponds to a payout of 15 (15-coin win) and has occurred 3 times.
[0036] In addition, add a column for the number of times the card is dispensed (1 to 15 coins). In other words, in addition to the 1st to 7th prize wins, the number of payouts (1 to 15 coins) is registered. Figure 9 is a chart showing the number of times each minor role is awarded in machine A and machine B. Figure 9(a) is a chart based on prize winners 1-7, and (b) is a chart based on payouts OUT: 1-15. In other words, the number of wins based on the "Winning 1-7" headings was added to the number of wins based on the "Payout OUT" heading (1-15 coins). By adding Figure 9(b), the number of times a "X-coin small win" occurs can be grasped more intuitively. For example, it can be easily seen that for machine A (machine number: 101), the number of times a 1-coin small win occurred is 1603, and for machine B (machine number: 213), the number of times a 1-coin small win occurred is 864. By displaying (processing) Figure 9(a) and Figure 9(b) side by side, it is possible to associate the winning numbers 1-7 with the payout numbers 1-15 using the same winning count as a reference key. For example, referring to Figure 9(a), the number of times the "Winning Combination 1" combination is achieved on machine A (machine number 101) is 1161. If we use this winning combination count of 1161 as a reference key to refer to machine A (machine number 101) in Figure 9(b), we can detect a payout of 3 coins, thus determining that "Winning Combination 1" corresponds to a payout of 3. In other words, we can determine that the number of times the "Winning Combination 1" combination, which corresponds to a payout of 3, has been achieved is 1161. Furthermore, depending on the model, even if unexpected payouts occur after operation, the payout OUT will always be output. As a result, the gaming device will automatically register the winning combinations and automatically display the number of times each combination has been won. Therefore, employees at amusement arcades can avoid having to be mindful of the settings for winning prizes (such as paying attention to unannounced payout amounts) and can save the trouble of manual settings.
[0037] The aggregation process related to the "automatic setting of winning combinations" is intended to be performed by the machine controller 50. In other words, the information for each gaming machine 1 related to the "automatic setting of winning combinations" is aggregated by the machine controller 50, the aggregated results are aggregated by the island controller 60, and the aggregated results are further aggregated by the store server 91. However, the aggregation process shown in Figure 9 is assumed to be performed on the store server 91. Specifically, the data shown in Figure 9(a) (i.e., the data shown in Figure 8) is aggregated by the machine controller 50, and the aggregated results are stored in the store server 91 (storage means). Based on this stored data, the store server 91 then aggregates the data shown in Figure 9(b). Furthermore, in addition to the above, the aggregation process related to the "automatic setting of winning combinations" may be performed in other gaming devices.
[0038] In order to realize the automatic setting function for winning combinations as described above, the gaming device of this embodiment specifically has the following configuration. In other words, the gaming device of this embodiment is equipped with a determination means (control unit) capable of determining the number of game values (number of medals dispensed) that are assigned by the assignment means (dispensing process) from the game value information (dispensing OUT) output from the output means of the gaming machine 1. For example, a gaming device identifies a payout of 3 based on payout OUT:3 and identifies a payout of 1 based on payout OUT:1. Furthermore, the gaming device of this embodiment is equipped with registration means capable of registering lottery result information (winning numbers 1 to 7) related to the number of game value (number of payouts) identified by the identification means. For example, if the number of payouts is determined to be 3 based on payout OUT:3, then prize 1 related to payout OUT:3 is registered. Also, if the number of payouts is determined to be 1 based on payout OUT:1, then prize 2 related to payout OUT:1 is registered. Furthermore, the gaming device of this embodiment includes a counting means capable of counting numerical information (number of wins) related to the lottery result information (wins 1 to 7) registered by the registration means, when the identification means identifies the number of game value (payouts 1 to 15) related to the lottery result information (wins 1 to 7). For example, if you register Prize 1 related to Payout OUT:3, the number of times Prize 1 is awarded will be counted. If you register Prize 2 related to Payout OUT:1, the number of times Prize 2 is awarded will be counted. In other words, the system is configured to automatically register the number of payouts to be counted for each game played, based on the number of payouts output from the gaming machine 1, and to count the number of wins for each automatically registered payout.
[0039] Furthermore, in the gaming device of this embodiment, the assigning means can assign a first game value ("1") when the identification information is stopped and displayed in a first stop display mode on the display means (for example, when it is stopped and displayed as symbol A), and can assign a second game value ("3") when the identification information is stopped and displayed in a second stop display mode on the display means (for example, when it is stopped and displayed as symbol B), and the identification means can identify from the game value information (payout OUT) output from the output means that the game value assigned by the assigning means is the first game value ("1"), and can identify from the game value information output from the output means that the assigning means assigns The number of game values to be given can be identified as the second number of game values ("3"). The registration means can register the first lottery result information (winning 1) when the first number of game values is identified by the identification means. The registration means can register the second lottery result information (winning 2) when the second number of game values is identified by the identification means. The counting means can count the first numerical information relating to the first lottery result information (adding 1 to the number of wins for winning 1) when the first number of game values ("1") is identified by the identification means. The counting means can count the second numerical information relating to the second lottery result information (adding 1 to the number of wins for winning 2) when the second number of game values is identified by the identification means. In other words, it has a configuration that counts (tallys) the number of times at least two minor roles are achieved.
[0040] Furthermore, in the gaming device of this embodiment, when the number of game values is identified by the identification means, if the lottery result information relating to that number of game values has already been registered (for example, if "Winning 1" has already been registered), the registration means does not newly register the lottery result information (does not newly register "Winning 1"), and when the number of game values is identified by the identification means, regardless of whether or not the lottery result information relating to that number of game values has already been registered, the counting means counts the numerical information relating to the lottery result information (increments the number of wins for "Winning 1" by 1). In other words, it has a configuration that does not register already registered minor roles.
[0041] Furthermore, in the gaming device of this embodiment, the gaming machine includes a first gaming machine (first model) and a second gaming machine (second model) of a different model from the first gaming machine, and the assigning means of the first gaming machine can assign a first game value when the identification information is stopped and displayed in a first stop display mode on the display means (assigning "1" when symbol A is stopped and displayed in a game of the first model), and can assign a second game value when the identification information is stopped and displayed in a second stop display mode on the display means (assigning "3" when symbol B is stopped and displayed in a game of the first model), The assigning means of the second gaming machine can assign a third game value number when the identification information is displayed in the third stop display mode on the display means (assigning "1" when symbol C is displayed in the game of the second machine), and can assign a first game value number when the identification information is displayed in the fourth stop display mode on the display means (assigning "2" when symbol D is displayed in the game of the second machine), and the identifying means determines from the game value number information output from the output means of the first gaming machine the game value number assigned by the assigning means is the first game value number ( A first identification means capable of identifying that the number of game value assigned by the assignment means from the game value number information output from the output means of the first gaming machine is the second game value number ("3"), and a first identification means capable of identifying that the number of game value assigned by the assignment means from the game value number information output from the output means of the second gaming machine is the first game value number ("1"), and the number of game value assigned by the assignment means from the game value number information output from the output means of the second gaming machine is the third The registration means includes a second identification means capable of identifying the game value number ("2"), wherein, with respect to the first gaming machine, if the first game value number ("1") is identified by the first identification means, the first lottery result information (winning 1) can be registered, and if the second game value number ("3") is identified by the first identification means, the second registration means can register the second lottery result information (winning 2); and, with respect to the second gaming machine, if the first game value number ("1") is identified by the second identification means, the first lottery result information (winning 1) can be registered, and,The counting means includes, when the third game value ("2") is identified by the second identification means, a second registration means capable of registering the third lottery result information (winning 3), wherein, with respect to the first game machine, when the first game value ("1") is identified by the first identification means, the first numerical information relating to the first lottery result information can be counted (the number of times winning 1 in the first model can be counted), and when the second game value ("3") is identified by the first identification means, the second numerical information relating to the second lottery result information can be counted. The system comprises a first counting means capable of counting the number of times the "Winning 2" prize is awarded in the first machine, and a second counting means capable of counting the first numerical information relating to the first lottery result information (capable of counting the number of times the "Winning 1" prize is awarded in the second machine) when the first game value ("1") is identified by the second identification means for the second game machine, and capable of counting the second numerical information relating to the third lottery result information (capable of counting the number of times the "Winning 2" prize is awarded in the second machine) when the third game value ("2") is identified by the second identification means. In other words, the system is designed to accommodate the assumption that some registration information will overlap between the first and second models.
[0042] The gaming device of this embodiment, having the configuration described above, can achieve the following effects (1) to (6). (1) The effort involved in setting the payout amount can be reduced. It becomes unnecessary to manually set the payout amount for small wins for each machine model. (2) This prevents situations where it is not possible to count the number of winning tickets for a specific number of payouts. (3) Fixed settings are no longer required, and the necessary small wins can be counted. (4) The data can be accurately tallied based on the number of payouts, and the tallyed data can be easily displayed on the gaming device. (5) The existing data area is sufficient, and data can be acquired efficiently. In other words, there is no need to acquire 15 data items unnecessarily. (6) Since only the number of small wins required (possible) for a single machine can be counted, the memory required to store the counted values can be reduced.
[0043] (Replay identification function) This section explains the "replay identification function" in gaming devices. First, let's explain the conventional problems that the "replay identification function" solves. The gaming device is required to count the number of times a minor prize is awarded in the gaming machine 1. Specifically, winning combinations 1 through 7 are provided as identification information for each winning combination. By assigning an arbitrary payout (1 to 15 coins) to each of these combinations, the number of times a winning combination is achieved based on the payout (number of coins paid out) can be counted as the number of wins for each of the 1 through 7 combinations. The user (the arcade manager or employee) manually sets which payout (1 to 15 coins) each prize (1 to 7) is assigned to. By the way, depending on the model of the gaming machine, the same payout (payout OUT) may be output when a replay, which allows for further play, is won, and when a specific role (such as a bell) that grants game value is won. In this case, there is a risk that conventional gaming devices may not be able to recognize when a replay role has been won.
[0044] Figure 10 is a diagram showing how game information (number of tokens inserted, number of tokens dispensed, specified IN, payout OUT) is output from the game machine 1 in accordance with the flow of gameplay. Specifically, Figure 10 shows an example of a game played with 3 coins on gaming machine 1, where the actions mainly occur in the following order: 3-coin bell (a bell symbol that pays out 3 coins upon winning), replay, miss, replay, miss. Both the 3-bell and replay symbols are 3-coin small wins. Therefore, when each small win is achieved, the gaming device receives a payout OUT:3 from the gaming machine 1. However, the gaming device cannot determine whether the win was for the 3-bell or the replay symbol based solely on the received payout OUT:3. Furthermore, although not shown in the illustration, the game machine 1 in this example assumes that there are three-coin winning combinations such as the cherry combination ("cherry (3 coins)") and the watermelon combination ("watermelon (3 coins)"). In this case, the game device can determine that a three-coin winning combination has been won based on the received payout OUT:3, but it cannot determine that a replay combination has been won. In contrast, in recent years, the fact that the probability of winning a replay has a significant impact on the increase in payouts has been problematic, as the outcome of winning a replay is not clearly understood. In view of the above issues, the gaming device of this embodiment is equipped with a "replay identification function" that can clearly identify the winning of a replay role based on the difference between the "number of medals paid out" and the "payout OUT". The following describes the configuration of the gaming device necessary to implement the "replay identification function".
[0045] In order to implement the "replay identification function," the gaming device of this embodiment is first equipped with a detection function that detects changes in payout OUT. Figure 11 is the first explanatory diagram regarding the replay identification function. Figure 11 is a diagram that extracts the actions "1: Before game starts", "4: Three bells hit", "7: Replay hit", "9: Miss", "12: Replay hit", and "14: Miss" from the diagram in Figure 10, associates the "number of medals paid out" and "payout OUT" for each action, and associates the "payout OUT change detection" results based on this information. The "payout OUT change detection" is a determination function of the gaming device that determines "none" if the payout OUT output from the gaming machine 1 is "0", and "present" if it is "1" or more. The gaming device stores this determination result in a memory means.
[0046] Furthermore, the gaming device is equipped with a calculation function that performs calculations for "payout OUT - difference in the number of medals paid out" and "payout OUT - change in the number of medals paid out". Figure 11 further incorporates the above calculation results into the first explanatory diagram. The information shown in Figure 11 is updated at regular intervals (for example, every 300 milliseconds). The update timing is synchronized with the timing at which the gaming machine 1 outputs game information (for example, every 300 milliseconds). The "Payout OUT - Number of Payout Coins Difference" is a calculation function of the gaming device that calculates "Payout OUT - Number of Payout Coins," and the gaming device stores this calculation result in a memory device. For example, the difference between payout OUT and the number of medals paid out for number 4 is 3-3="0", and the difference between payout OUT and the number of medals paid out for number 7 is 6-3="3". "Payout OUT - Change in Number of Payout Coins" is a calculation function of the gaming device that calculates the difference between the current and previous "Payout OUT - Number of Payout Coins," and the gaming device stores this calculation result in a memory device. For example, the "Payout OUT - Difference in Payout Tokens" for number 7 is "3", and the "Payout OUT - Difference in Payout Tokens" for number 4 is "0", so the "Payout OUT - Change in Payout Tokens" for number 7 is 3-0=3. For "1-3 coin bet replays," the number of replays corresponding to the value of "payout OUT - change in payout medals" will be increased by "+1". For example, since the "Payout OUT - Change in Payout Tokens" for number 7 is "3", we add 1 to the number of 3-coin replays. Similarly, if "Payout OUT - Change in Payout Tokens" is "1", the number of single-coin replays is increased by 1, and if "Payout OUT - Change in Payout Tokens" is "2", the number of double-coin replays is increased by 1. By repeating the above process, the number of times the replay role is won (awarded) can be tallied.
[0047] Figure 12 is the second explanatory diagram regarding the replay identification function. Figure 12 is a chart specifically showing the number of times minor roles were awarded on machine model B, machine number 213. As shown in Figure 12, the number of times a "3-coin replay" is won in this gaming machine 1 is "149". Furthermore, as shown in Figure 12, the number of times the small win (3-coin small win) with a payout of OUT:3 has been achieved is "216". In other words, since the three-coin combinations include the replay, three-coin bell, cherry, and watermelon, the total number of times these three-coin combinations have been won (combined number of wins) is "216". Therefore, the number of times the combination "3 bells, 3 cherries, and 3 watermelons" is won can be calculated as "67" = 216 - 149. In other words, the gaming device of this embodiment, by being equipped with a replay identification function, can count the number of times the replay role is won or awarded ("149" in Figure 12), the number of times the minor role with the same payout amount as the replay role is won or awarded ("216" in Figure 12), and the number of times the minor role other than the replay role is won or awarded ("67" in Figure 12). Furthermore, the gaming device of this embodiment can calculate the probability of each of the above-mentioned wins and prizes. For example, the winning rate of the replay role can be calculated as "number of replay wins ÷ total number of games played" or "number of replay wins ÷ number of games played in a predetermined state (e.g., during AT or CZ)".
[0048] (Regarding notification of winning the replay role and the number of wins) The aforementioned "replay identification function" allows the gaming device to notify the player of the replay combination and the number of times it has been won. Figure 13 shows a first example of the notification screen displayed on the display unit of the call lamp 30. Figure 13(a) shows an example of a notification screen indicating that a replay has been won. Furthermore, the gaming device can identify winning combinations of small wins that have the same payout amount as the replay combination, including both replay combinations and combinations that do not include replays, and can therefore notify the player of these wins. Figure 13(b) shows an example of a notification screen indicating that a three-coin winning combination (excluding replays) has been achieved.
[0049] Therefore, if the payout for a replay and a rare role are the same, and there are no other minor roles with the same payout (see model Y below), then in addition to the replay, the rare role can also be identified, and in this case, the rare role can be announced. Figure 13(c) shows an example of a notification screen indicating that a rare role has been won in the case described above.
[0050] Figure 14 shows a second example of the notification screen displayed on the display unit of the call lamp 30. Figure 14(a) shows an example of a notification screen that shows the number of times the replay role has been won. Figure 14(b) shows an example of a notification screen that displays the number of times a 3-coin winning combination (a winning combination with the same payout as a replay) has been won, excluding replays. Figure 14(c) is an example of a notification screen that shows both the number of times the replay symbol has been won and the number of times other three-symbol combinations have been won. Furthermore, if both the replay and rare roles are three-coin combinations, the number of times the rare role was won can be determined, and therefore the number of times the rare role was won can be announced. Figure 14(d) is an example of a notification screen that shows both the number of times a replay role was won and the number of times a rare role was won. The system can also report the winning rates for replays and rare roles. These winning rates may be displayed individually or together with other information on the notification screen shown in Figures 13 and 14. The notification may also be delivered via sound through a speaker, or displayed through other gaming devices (for example, display 93, game value dispensing device, data display machine, etc.).
[0051] The aggregation process related to the "replay identification function" is intended to be performed by the machine controller 50. In other words, the information for each gaming machine 1 related to the "replay identification function" is aggregated by the machine controller 50, the aggregated results are aggregated by the island controller 60, and the aggregated results are further aggregated by the store server 91. Furthermore, in addition to the above, aggregation processing related to the "replay identification function" may be performed in other gaming devices.
[0052] As described above, the gaming device of this embodiment includes a lottery means capable of deriving any of a plurality of lottery results, including a first lottery result that allows the game to be played again (winning a replay role) and a second lottery result that allows game value to be assigned (winning a minor role that results in the payout of medals); a display means (reel) capable of stopping and displaying identification information (symbols) in a stop display manner based on the lottery result by the lottery means; a setting means capable of setting a game value number (bet number: 3) that allows the game to be played again when the stop display manner of the identification information stopped and displayed on the display means is a first stop display manner (replay alignment) corresponding to the first lottery result; and a assigning means capable of assigning a game value number (payout number: 3) that can be used for the game when the stop display manner of the identification information stopped and displayed on the display means is a second stop display manner (e.g., bell alignment) corresponding to the second lottery result. In a gaming device that can be provided in correspondence with a gaming machine comprising: a setting means and a first game information (payout OUT) capable of identifying the number of game value (3) set by the setting means and the number of game value (3) assigned by the assignment means; and a second game information (number of medals paid out) capable of identifying the number of game value (3) assigned by the assignment means, the device further comprises: a first identification means capable of identifying the first number of game value (3) from the first game information (payout OUT) output from the output means; a second identification means capable of identifying the second number of game value (3) from the second game information (number of medals paid out) output from the output means; and a determination means capable of determining whether the lottery result by the lottery means is the first lottery result (winning a replay role) based on numerical information based on the identification result by the first identification means and numerical information based on the identification result by the second identification means. In other words, it has a configuration that determines the win of a replay based on the number of medals paid out, the payout OUT, and the difference between these two.
[0053] Furthermore, in the gaming device of this embodiment, the setting means can set the game value of the first number (3) when the identification information is displayed in the first stop display mode (replay combination) on the display means (bet setting possible), the assigning means can assign the game value of the first number (3) when the identification information is displayed in the second stop display mode (bell combination, cherry combination, watermelon combination) on the display means (payout possible), the output means can output the first game information (payout OUT: 3) that can identify the first number (3) when the identification information is displayed in the first stop display mode (replay combination) on the display means, and the first game information (payout OUT: 3) that can identify the first number and the second game information (number of payout medals) that can identify the first number when the identification information is displayed in the second stop display mode (bell combination, cherry combination, watermelon combination) on the display means :3) and can be output, the first identification means can identify the first number (3) from the first game information (payout OUT:3) when the identification information is stopped and displayed in the first stop display mode (replay combination) on the display means, the first number (3) can be identified from the first game information (payout OUT:3) when the identification information is stopped and displayed in the second stop display mode (bell combination) on the display means, the second identification means can identify the first number (3) from the second game information (number of medals paid out:3) when the identification information is stopped and displayed in the second stop display mode (bell combination, cherry combination, watermelon combination) on the display means, and the determination means can determine that the lottery result by the lottery means is the first lottery result (winning the replay role) if the numerical information based on the identification result by the first identification means and the numerical information based on the identification result by the second identification means do not match, and the determination means can determine that the lottery result by the lottery means is the first lottery result (winning the replay role). In other words, it includes a specific means for identifying a replay when the payout OUT for the replay role and other minor roles are the same value.
[0054] Furthermore, in the gaming device of this embodiment, when the determination means determines that the lottery result by the lottery means is the first lottery result (winning the replay role), the device includes a counting means capable of counting numerical information related to the first lottery result (number of times the replay role has been won), and a notification means capable of notifying (for example, displaying on a screen) the numerical information counted by the counting means. In other words, it is equipped with a means for counting and displaying the number of times the re-play bonus has been won.
[0055] Furthermore, in the gaming device of this embodiment, the counting means can count first numerical information (number of times the replay role is won) relating to the first lottery result (number of times the replay role is won) when the determination means determines that the lottery result by the lottery means is the first lottery result (winning a replay role), and when the determination means determines that the lottery result by the lottery means is the second lottery result (winning a 3-coin role other than the replay role), and the granting means grants the first number of game values (when 3 medals are dispensed, that is, when a 3-coin role other than the replay role is won), the counting means can count second numerical information (number of times the 3-coin role other than the replay role is won) relating to the second lottery result, and the notification means can notify the first numerical information and the second numerical information counted by the counting means in a way that allows identification. In other words, it has a configuration that allows for the separate display of the number of times the replay symbol is won and the number of other minor wins.
[0056] (Specific examples for models X, Y, and Z) The following explains how to specifically utilize the "Automatic Winning Combination Setting Function" and the "Replay Identification Function" in models X through Z.
[0057] (Model X) Model X is envisioned as an AT (Automatic Trigger) machine designed specifically for 3-coin betting. Figure 15(a) is a chart showing the internal lottery table (internal) that is referenced during internal lottery in machine X, and Figure 15(b) is a chart showing the payout table that is referenced when a prize is won in machine X. As shown in Figure 15, the small wins in machine X include single-coin wins, bell spills, cherry wins, replay wins, watermelon wins, and bell wins (bells 1-6). Cherry and watermelon wins are rare wins.
[0058] The probability of winning single-coin and rare symbols varies depending on the settings; rare symbols are more likely to be won at higher settings, while single-coin symbols are more likely to be won at lower settings. A single-coin win occurs when the symbols, for example, "watermelon, bell, bell," stop on the reels, and one coin is paid out as a prize. The "Cherry" symbol is awarded when, for example, the symbols stop in a combination such as "Cherry ANY ANY," and two coins are paid out as a prize. A replay is awarded when the symbols stop in a combination such as "Replay-Replay-Replay" (all replays). As a reward for winning, you can play again without having to bet. In other words, when a replay is awarded, a bet of 3 coins is automatically (internally) set without consuming any coins. The watermelon symbol is awarded when, for example, the symbols stop in a combination such as "watermelon, watermelon, watermelon" (all watermelons), and six coins are paid out as a prize. The bell symbol (ordered bells) is awarded when the symbols stop in a combination such as "bell, bell, bell" (all bells), and 12 coins are paid out as a prize. There are four types of button-press order bells: Bell 1 (correct order: left → middle → right), Bell 2 (correct order: left → right → middle), Bell 3 (correct order: middle → left → right), Bell 4 (correct order: middle → right → left), Bell 5 (correct order: right → left → middle), and Bell 6 (correct order: right → middle → left). If you operate the stop buttons according to the correct order, the bells will line up and be displayed, and a win will be determined. A "bell spill" occurs when the button sequence is incorrectly pressed during a bell win. In this case, a combination of symbols other than bells (for example, "bell, bell, specific symbol") will be displayed, and one coin will be dispensed. In other words, in machine X, the 1-coin payout and the bell spill are 1-coin payouts, the cherry payout is 2-coin payouts, the replay payout is 3-coin payouts, the watermelon payout is 6-coin payouts, and the ordered bell payout is 12-coin payouts.
[0059] Figure 16 shows the transitions in the game state for machine X. As shown in Figure 16, the game state in machine X includes a normal game state (non-AT), a CZ state (non-AT), and an AT state. The normal game state is also referred to as "normal," the CZ state as "CZ," the AT state as "AT," and the non-AT state as "non-AT." During non-AT (Attack Time) periods, a lottery is held to determine whether the player will transition to a CZ (Challenge Zone) or AT (Attack Time). If the player wins this lottery, they will transition to a CZ or AT (Figure 16 a, b, d). Furthermore, the CZ and AT will end when certain conditions are met (for example, when a predetermined number of games are played without winning a higher-level transition lottery or a game count increase lottery), and the player will transition to a lower-level normal mode or CZ (Figure 16 c, e). The above-described migration method is just one example; other migration methods are also acceptable. The AT transition lottery conducted during the CZ (Chance Zone) has a higher probability of success compared to the AT transition lottery conducted during normal gameplay. During non-AT (Attack Time) modes, the rules stipulate that the lottery for transitioning to CZ (Chance Zone) or AT will not be executed unless the game is played with the left button first. In other words, with machine X, the game is basically played with the left button first. When a button-press sequence bell is won, the number of times the button is pressed incorrectly is higher during non-AT (Attack Time) modes compared to AT modes, so the number of missed bell symbols will appear more frequently during non-AT modes than during AT modes. Also, while the basic play style is to start with the left button first, during AT (Attack Time), the button press order navigation is performed, so stopping operations other than starting with the left button first will also be performed.
[0060] (Information that can be inferred by counting the number of wins for each payout amount on machine X) In the case of model X, the "automatic setting function for winning combinations" allows for the following: for example, if a single-coin combination (single-coin combination and bell spill) is assigned and registered as a winning combination 1, the number of times that winning combination 1 is achieved can be counted; if a double-coin combination (cherry) is assigned and registered as a winning combination 2, the number of times that winning combination 2 is achieved can be counted; if a triple-coin combination (replay) is assigned and registered as a winning combination 3, the number of times that winning combination 3 is achieved can be counted; if a six-coin combination (watermelon) is assigned and registered as a winning combination 4, the number of times that winning combination 4 is achieved can be counted; and if a twelve-coin combination (bell) is assigned and registered as a winning combination 5, the number of times that winning combination 5 is achieved can be counted, and these counting results can be reported. From this, the following (1) to (3) become possible.
[0061] (1) Estimation of setting values based on rare roles Since there are differences in the probability of winning the 2-coin combination (cherry) and the 6-coin combination (watermelon) depending on the settings (Figure 15), the setting value can be estimated from the total number of times each combination is won. In other words, the gaming device of this embodiment can count and display the number of times 2-coin and 6-coin winning combinations are achieved through the automatic setting function for winning combinations. Therefore, when the number of times 2-coin and 6-coin winning combinations are achieved is high, the employees and players of the gaming establishment can infer and expect that the gaming machine 1 is set to a high setting. (2) Estimation of setting values based on single-coin wins During non-AT (normal / CZ) modes, bell spills occur frequently, and there is no difference in the payout between single-coin wins and bell spills. Therefore, it is considered difficult to estimate the setting value based on the count of single-coin wins during non-AT modes. On the other hand, since bell misses generally do not occur during AT (Attack Time), it is considered easier to estimate the setting value based on the number of times single-coin wins occur during AT than during non-AT. In other words, the lower the probability of winning a small prize with a single coin, the higher the setting can be inferred and expected. Whether or not the game is in "AT mode" can be determined by game information from the gaming machine 1 that indicates the game state (for example, the AT signal output during AT mode). (3) Illegal detection based on 12-coin combination During non-AT (normal / CZ) modes, bell spills occur frequently, and 12-coin small wins are not awarded very often. Therefore, based on the total number of times 12-coin small wins are awarded during non-AT modes, it is possible to infer (determine) that fraud has been committed against Gaming Machine 1. For example, an employee at a gaming establishment can infer that cheating is occurring if the rate of winning the 12-coin combination is high, which can be used to prevent fraud.
[0062] (Model Y) Model Y is envisioned as an AT (Automatic Trigger) machine designed specifically for 3-coin betting. Figure 17(a) is a chart showing the internal lottery table (internal) that is referenced during internal lottery in machine Y, and Figure 17(b) is a chart showing the payout table that is referenced when a prize is won in machine Y. As shown in Figure 17, the small wins for machine Y include single-coin wins, bell spills, cherry wins, replay wins, watermelon wins, and bell wins (bell A1-6, bell B3-6). Cherry and watermelon wins are rare wins.
[0063] The probability of winning single-coin and rare symbols varies depending on the settings; rare symbols are more likely to be won at higher settings, while single-coin symbols are more likely to be won at lower settings. A single-coin win occurs when the symbols, for example, "watermelon, bell, bell," stop on the reels, and one coin is paid out as a prize. A replay is awarded when the symbols stop in a combination such as "Replay-Replay-Replay" (all replays). As a reward for winning, you can play again without having to bet. In other words, when a replay is awarded, a bet of 3 coins is automatically (internally) set without consuming any coins. The "Cherry" symbol is awarded when, for example, the symbols stop in a combination of "Cherry, Any, Any," and as a prize, three coins are paid out. The watermelon symbol is awarded when the symbols stop in a combination such as "watermelon, watermelon, watermelon" (all watermelons), and three coins are paid out as a prize. The bell symbol (ordered bells) is awarded when the symbols stop in a combination such as "bell-bell-bell" (all bells). There are four types of button-press bells: Bell A1, where the correct order is left → middle → right; Bell A2, where the correct order is left → right → middle; Bell A3, where the correct order is middle → left → right; Bell A4, where the correct order is middle → right → left; Bell A5, where the correct order is right → left → middle; and Bell A6, where the correct order is right → middle → left. If you operate the stop buttons according to the correct order, the bells will line up and be displayed, and it will be determined that you have won, and as a prize for winning, 12 coins will be paid out. In addition, there are four types of bell combinations: Bell B3 (correct order: middle → left → right), Bell B4 (correct order: middle → right → left), Bell B5 (correct order: right → left → middle), and Bell B6 (correct order: right → middle → left). If the stop buttons are operated according to the correct order, a different bell combination than Bells A1-A6 will be displayed, and a win will be confirmed, resulting in a payout of 15 coins. A "bell spill" occurs when the button sequence is incorrectly pressed during a bell win. In this case, a combination of symbols other than bells (for example, "bell, bell, specific symbol") will be displayed, and one coin will be dispensed. In other words, in machine Y, the 1-coin payout and the bell spill are 1-coin payouts, the replay, cherry, and watermelon payouts are 3-coin payouts, bells A1-A6 are 12-coin payouts, and bells B3-B6 are 15-coin payouts. When a replay or rare role is achieved, a safe signal (or payout OUT: 3) with a safe count of 3 is output from the game machine 1 upon winning.
[0064] Figure 18 shows the transitions in the game state for machine Y. As shown in Figure 18, the game states for machine Y include normal (non-AT), CZ1 and CZ2 (non-AT), lower AT, and upper AT. During normal gameplay, a lottery is held to determine whether the player will transition to the CZ (Chance Zone). If the player wins this lottery, they will transition to CZ1 (Figure 18a). During CZ1, a lottery is held to determine whether to transition to a lower-level AT. If the lottery is won, the player transitions to the lower-level AT (Figure 18c). However, if the player does not win and a predetermined number of games are played, the player transitions to the normal mode (Figure 18b). The lower-level AT transitions to CZ2 after a predetermined number of games have been completed (Figure 18d). During CZ2, a lottery is held to determine whether the player will transition to a higher-level AT. If the player wins the lottery, they will transition to a higher-level AT (Figure 18e). However, if the player does not win and plays a predetermined number of games, they will return to the normal mode (Figure 18f). During the CZ2 lottery, a replay win has a 20% chance of winning a higher-tier AT, a rare win has a 100% chance of winning a higher-tier AT, and any other minor win has a 1% chance of winning a higher-tier AT. In other words, during CZ2, the 3-coin minor win is considered a favorable win for the player. During the higher-level AT, a predetermined lottery is held, and if the lottery is won, the game transitions to CZ2 (Figure 18g). However, if the predetermined number of games are played without winning, the game returns to normal (Figure 18h). The above-described migration method is just one example; other migration methods are also acceptable. For machine model Y, the following transitions in game state (1) and (2) are anticipated. (1) Normal → CZ1 → Lower AT → CZ1 → Normal → ... (2) Normal → CZ1 → Lower AT → CZ2 → Upper AT → CZ2 → Normal → ... Furthermore, in model Y, during the lower-level AT, a button-press navigation (also called full navigation) is always performed when Bell A is won, but no button-press navigation is performed when Bell B is won. During the higher-level AT, full navigation is performed when Bell A and Bell B are won. Therefore, it is assumed that the relationship in terms of net increase is lower AT < higher AT. During non-AT modes (normal, CZ1, CZ2), playing with the left button first is recommended, and during lower-level AT modes, playing with the left button first is also recommended when the button press order navigation is not being executed.
[0065] (Information that can be inferred by counting the number of wins for each payout amount on machine Y) In the case of model Y, the "Automatic Prize Setting Function" allows for the following: for example, if Prize 1 is assigned to a 1-coin prize (1-coin prize and bell spill), the number of times Prize 1 is awarded can be counted; if Prize 2 is assigned to a 3-coin prize (replay, cherry, watermelon), the number of times Prize 2 is awarded can be counted; if Prize 3 is assigned to a 12-coin prize (bell A), the number of times Prize 3 is awarded can be counted; and if Prize 4 is assigned to a 15-coin prize (bell B), the number of times Prize 4 is awarded can be counted. Furthermore, the "Replay Identification Function" allows for the counting of the number of times a replay symbol is triggered and the number of times a rare symbol is triggered. This makes the following (1) to (4) possible. (1) Estimation of setting value based on single-coin combination This is generally similar to (2) for model X, but in model Y, the probability of missing a button-press bell follows the relationship: non-AT > lower AT > higher AT, so the accuracy of estimating the setting value follows the relationship: non-AT < lower AT < higher AT. In other words, since the bell symbol does not appear during higher-level AT, it is considered easier to estimate the setting value based on the number of times the single-coin small win occurs during higher-level AT than during lower-level AT or non-AT. Furthermore, since bell spills occur less frequently during lower-level AT than during non-AT, it is considered easier to estimate the setting value based on the count of single-coin wins during lower-level AT than during non-AT. In other words, the lower the probability of winning a small prize with a single coin, the higher the setting can be inferred and expected. (2) Estimation of setting values based on the 3-coin combination The three-coin combination consists of the replay, cherry, and watermelon symbols. The higher the setting, the higher the probability of winning the rare symbols (cherry and watermelon). Therefore, the more times the three-coin combination is achieved (the higher the probability of winning), the higher the setting can be expected. Furthermore, the number of times the three-coin combination is achieved can be counted separately for "replays" and "rare combinations (cherry, watermelon)" (the number of times the rare combination is achieved can be counted), making it possible to estimate the setting value with greater accuracy. (3) Irregularity detection based on the order of button presses This is generally similar to (3) for model X, but since the probability of missing Bell A (12-coin small win) follows the relationship non-AT > lower AT = higher AT, the number of times the 12-coin and 15-coin small wins are awarded during non-AT can be counted, and it can be inferred from these counts that fraud is occurring. In other words, the higher the probability of winning the 12-coin and 15-coin combinations, the more likely it is that cheating is taking place. Furthermore, since the probability of missing Bell B (15-coin payout) follows the relationship: non-AT = lower AT > higher AT, it is possible to count the number of times the 15-coin payout occurs during non-AT and lower AT periods, and infer from these counts that fraud is taking place. In other words, the higher the probability of winning the 15-coin combination, the more likely it is that cheating is taking place. Furthermore, the lower-level AT and upper-level AT can be identified by game information indicating the game state from the gaming machine 1. If the lower-level AT and upper-level AT output the same game information (AT signals, etc.), the number of safes can be used to determine whether it is the lower-level AT or the upper-level AT. For example, if the cumulative or average number of safes over a set number of games is greater than a predetermined value, it can be identified as a higher AT (Attack Time), and if it is less than or equal to the predetermined value, it can be identified as a lower AT. (4) Estimation of factors for breaking through CZ2 In CZ2, the success rate (higher AT winning rate) is 1% for anything other than a 3-coin combination, and over 20% for a 3-coin combination. Therefore, if you can determine the state of CZ2 (the result of the internal lottery, etc.), you can find out which combination was used to succeed in CZ2. Furthermore, the "Replay Identification Function" allows you to count the number of times you get a 3-coin combination separately for "Replay combinations" and "Rare combinations (cherry, watermelon)" (you can also count only the rare combinations), so you can determine whether you broke through because of a Replay combination (20%) or because of a Rare combination (100%). Furthermore, CZ1 and CZ2 can be identified by game information indicating the game state from the gaming machine 1. If the same game information (CZ signal, etc.) is output for both CZ1 and CZ2, it is sufficient to determine whether it is CZ1 or CZ2 based on the game state identified before CZ identification. In other words, if the game state before the CZ is identified is normal or a lower-level AT, the CZ can be identified as CZ1, and if it is a higher-level AT, the CZ can be identified as CZ2.
[0066] (Model Z) Model Z is envisioned as an A-type machine designed exclusively for 1 to 3-coin bets. Figure 19(a) is a chart showing the internal lottery table (setting 1) that is referenced during internal lottery in machine Z, and Figure 19(b) is a chart showing the payout table that is referenced when a prize is won in machine Z. As shown in Figure 19, the small wins in machine Z include the replay, corner cherry, middle cherry (standalone), watermelon, and bell. In addition, the winning combinations include bonus wins (BB, RB), combined wins where the middle cherry and bonus wins occur simultaneously (middle cherry + RB and middle cherry + BB), and misses.
[0067] A replay is awarded when the symbols stop in a combination such as "Replay-Replay-Replay" (all replays). As a reward for winning, you can play again without having to bet. In other words, when a replay is awarded, a bet of 3 coins is automatically (internally) set without consuming any coins. The corner cherry combination is determined to be a win when, for example, a cherry symbol stops on the upper or lower part of the left reel, and two coins are paid out as a prize. The middle cherry symbol (also known as the middle cherry) is determined to be a win when, for example, a cherry symbol stops in the middle position of the middle reel, and one coin is paid out as a prize. The watermelon symbol is awarded when the symbols stop in a combination such as "watermelon, watermelon, watermelon" (all watermelons), and three coins are paid out as a prize. The bell symbol (common bell) can be displayed as a combination of "bell-bell-bell" symbols regardless of the order in which the buttons are pressed. If the bell symbols are displayed, a win is determined. The payout for a win with 1 bet is 7 coins, while the payout for a win with 2 bets and 3 bets is 10 coins each. RB is determined to be a win when the symbols stop on a combination such as "BAR·BAR·BAR" (all BARs), and as a reward for winning, the RB game can be played. RB ends when more than 91 coins are paid out. RB is played with a 2BET and guarantees a common bell win, resulting in a net increase of 80 coins. BB is awarded when the symbols stop on a combination such as "7-7-7" (seven of a kind), and as a reward for winning, the BB game can be played. The Big Bonus (BB) ends when more than 241 coins are paid out. The BB is played with a 2-bet, and a common bell is guaranteed, resulting in a net gain of 200 coins. In other words, in machine Z, the replay symbol is worth 1 coin when 1 BET, 2 coins when 2 BET, and 3 coins when 3 BET; the middle cherry symbol is worth 1 coin; the corner cherry symbol is worth 2 coins; the watermelon symbol is worth 3 coins; and the common bell is worth 7 coins when 1 BET, and 10 coins when 2 BET or 3 BET.
[0068] In machine Z, the payout amount when a replay is hit varies depending on the bet amount. In other words, the data referenced during the internal lottery is different for 3 bets, 2 bets, and 1 bet. While the diagrams of the internal lottery tables for settings 2-6 are omitted, higher settings result in higher probabilities of winning "Middle Cherry + RB" and "Middle Cherry + BB," while lower probabilities of winning "Middle Cherry" alone. Specifically, there are six settings from 1 to 6. As the setting increases by one level, the distribution value of "Middle Cherry + RB" increases by 20, the distribution value of "Middle Cherry + BB" increases by 10, while the distribution value of "Miss" decreases by 30. For example, in setting 2, the distribution value of "Middle Cherry + RB" is 148, the distribution value of "Middle Cherry + BB" is 138, and the distribution value of "Miss" is 43950.
[0069] (Information that can be inferred by counting the number of wins for each payout amount on machine Z) In the case of model Z, the "Automatic Winning Combination Setting Function" allows for the following: for example, if a 1-coin combination (replay at 1 BET, middle cherry) is assigned a win of 1, the number of wins for that win of 1 can be counted; if a 2-coin combination (corner cherry, replay at 2 BET) is assigned a win of 2, the number of wins for that win of 2 can be counted; if a 3-coin combination (watermelon, replay at 3 BET) is assigned a win of 3, the number of wins for that win of 3 can be counted; if a 7-coin combination (bell at 1 BET) is assigned a win of 4, the number of wins for that win of 4 can be counted; and if a 10-coin combination (bell at 2 or 3 BET) is assigned a win of 5, the number of wins for that win of 5 can be counted. From this, the following becomes possible. • Estimation of setting values based on single-coin wins during 3BET When betting 3, the symbol counted as a single-coin win is the middle cherry symbol. However, the higher the setting, the higher the probability of winning a middle cherry + Big Bonus (BB) or middle cherry + Regular Bonus (RB). Therefore, the more times you get single-coin wins (the higher the probability of winning a middle cherry), the higher the setting you can expect.
[0070] As described above, the gaming device of this embodiment includes a lottery means capable of deriving any of a plurality of lottery results, including a first lottery result that allows the game to be played again (winning a replay role) and a second lottery result that allows game value to be assigned (winning a minor role that results in the payout of medals); a display means (reel) capable of stopping and displaying identification information (symbols) in a stop display manner based on the lottery result by the lottery means; a setting means capable of setting a game value number (bet number: 3) that allows the game to be played again when the stop display manner of the identification information stopped and displayed on the display means is a first stop display manner (replay alignment) corresponding to the first lottery result; and an assigning means capable of assigning a game value number (payout number: 3) that can be used for the game when the stop display manner of the identification information stopped and displayed on the display means is a second stop display manner (e.g., bell alignment) corresponding to the second lottery result. In a gaming device that can be provided in correspondence with a gaming machine comprising: first game information (payout OUT) capable of identifying the number of game value (3) set by the setting means and the number of game value (3) assigned by the assigning means; and second game information (number of medals paid out) capable of identifying the number of game value (3) assigned by the assigning means, the device further comprises: first identification means capable of identifying the first number of game value (3) from the first game information (payout OUT) output from the output means; second identification means capable of identifying the second number of game value (3) from the second game information (number of medals paid out) output from the output means; and determination means capable of determining whether the lottery result by the lottery means is the first lottery result (winning a replay role) based on numerical information based on the identification result by the first identification means and numerical information based on the identification result by the second identification means. In other words, it has a configuration that determines whether a replay is won based on the number of medals paid out, the payout OUT, and the difference between these two. Such gaming devices allow for the determination of whether a replay has been won. Furthermore, minor wins with the same payout (safe number) as replays can be counted separately from replays.
[0071] In contrast, conventional gaming devices have a mechanism for tallying the number of times each type of small win occurs. However, in the case of the above-mentioned gaming device that collects game information, the same payout is output when a replay symbol (which allows for further play) is won and when a corner cherry symbol (which grants game value) is won. Therefore, there was a risk that the above-mentioned gaming device would not be able to recognize when a replay symbol was won. In particular, in recent gaming machines, the occurrence of a replay can significantly impact the increase in payouts, so there has been a desire for the replay occurrence status to be clearly indicated. According to the gaming device of the present invention, by having the above-described configuration, it is possible to identify the winning of a replay, thus solving all or part of the problems that conventional gaming devices have to improve.
[0072] Although preferred embodiments of the present invention have been described above, the gaming device according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, the present invention can be applied to gaming devices other than hall computers and call lamps. [Explanation of symbols]
[0073] 1. Gaming machine 30 Call lamp 50 units 60 Island Con 90 Hall Computer 91 Store Server 92 Office terminals 93 Display
Claims
1. A gaming device that can be provided in accordance with a gaming machine comprising: a lottery means capable of deriving any of a plurality of lottery results, including a first lottery result that allows the game to be played again and a second lottery result that allows game value to be assigned; a display means capable of stopping and displaying identification information in a stop display manner based on the lottery result by the lottery means; a setting means capable of setting the number of game value that allows the game to be played again when the stop display manner of the identification information stopped and displayed on the display means corresponds to a first stop display manner corresponding to the first lottery result; a assigning means capable of assigning the number of game value usable for the game when the stop display manner of the identification information stopped and displayed on the display means corresponds to a second stop display manner corresponding to the second lottery result; and an output means capable of outputting first game information that can specify the number of game value set by the setting means and the number of game value assigned by the assigning means, and second game information that can specify the number of game value assigned by the assigning means, A first identification means capable of identifying the first game value number from the first game information output from the output means, A second identification means capable of identifying the second game value number from the second game information output from the output means, The system includes a determination means capable of determining whether the lottery result from the lottery means is the first lottery result, based on numerical information based on the result of the first determination means and numerical information based on the result of the second determination means. A gaming device characterized by the following features.
2. The setting means is, When the identification information is displayed in the first stop display mode in the display means, the game value of the first number can be set. The aforementioned granting means is When the identification information is displayed in the second stop display mode in the display means, the first number can be assigned a game value. The output means is When the identification information is displayed in the first stop display mode in the display means, the first game information that can identify the first number can be output. When the identification information is displayed in the second stop display mode in the display means, the first game information that can identify the first number and the second game information that can identify the first number can be output. The first specific means is, When the identification information is displayed in the first stop display mode in the display means, the first number can be identified from the first game information. When the identification information is displayed in the second stop display mode in the display means, the first number can be identified from the first game information. The second specified means is, When the identification information is displayed in the second stop display mode in the display means, the first number can be identified from the second game information. The determination means is If the numerical information based on the identification result by the first identification means does not match the numerical information based on the identification result by the second identification means, it can be determined that the lottery result by the lottery means is the first lottery result. The gaming device according to feature 1.
3. If the determination means determines that the result of the lottery conducted by the lottery means is the first lottery result, a counting means capable of counting numerical information relating to the first lottery result is provided. A notification means capable of notifying the numerical information counted by the counting means, The gaming device according to claim 1 or 2, characterized by comprising:
4. The aforementioned counting means is If the determination means determines that the result of the lottery conducted by the lottery means is the first lottery result, then the first numerical information relating to the first lottery result can be counted. If the determination means determines that the result of the lottery by the lottery means is the second lottery result, and the granting means grants the first number a game value, then the second numerical information relating to the second lottery result can be counted. The aforementioned notification means is, The counting means can notify the first numerical information and the second numerical information that it has counted, so that they can be identified. The gaming device according to feature 3.
5. A game machine comprising: a lottery means capable of deriving any of a plurality of lottery results, including a first lottery result that makes it possible to play the game again and a second lottery result that makes it possible to assign game value; a display means capable of stopping and displaying identification information in a stop display manner based on the lottery result by the lottery means; a setting means capable of setting the number of game value that makes it possible to play the game again when the stop display manner of the identification information stopped and displayed on the display means corresponds to the first lottery result; a assigning means capable of assigning the number of game value that can be used for the game when the stop display manner of the identification information stopped and displayed on the display means corresponds to the second lottery result; and an output means capable of outputting first game information that can specify the number of game value set by the setting means and the number of game value assigned by the assigning means, and second game information that can specify the number of game value assigned by the assigning means; and a first identifying means capable of identifying the first number of game value from the first game information output from the output means of the game machine, A second identification means capable of identifying the second game value number from the second game information output from the output means, The system includes a determination means capable of determining whether the lottery result from the lottery means is the first lottery result, based on numerical information based on the identification result from the first identification means and numerical information based on the identification result from the second identification means. A gaming system characterized by the following features.