Information processing program, information processing method, and information processing system

The system dynamically determines and executes presentation effects in lottery games based on lottery outcomes and benefit values, addressing the monotony of conventional presentations and enhancing player engagement.

JP7614421B1Active Publication Date: 2025-01-15CYGAMES INC
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Patent Information

Application Number
JP2024035276
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-07
Publication Date
2025-01-15
Estimated Expiration
2044-03-07

AI Technical Summary

Technical Problem

Conventional lottery games, such as gacha, lack interest and novelty in their presentation methods, leading to monotonous player experiences.

Method used

Implement a system where benefits are determined by lottery, followed by displaying bonus information, and then selecting one piece of bonus information to be given to the player, with execution patterns that include special effects or no effects, and where the type of execution pattern is determined based on the lottery outcome and benefit value.

Benefits of technology

Enhances player engagement and interest by providing varied and dynamic presentation effects, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the interest of a game by improving the presentation effect. [Solution] The information processing program causes a computer to execute the following processes: determining by lottery a benefit to be given to a player from a plurality of types of benefits; determining an execution pattern of a performance including at least a result performance in which one benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on the result of the lottery; and executing a performance according to the determined execution pattern. The performance execution patterns include a first execution pattern in which a special performance in which predetermined information different from the benefit information is displayed and then the predetermined information is selected is executed, and the result performance is executed after the special performance, and a second execution pattern in which the result performance is executed without executing the special performance.
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing method, and an information processing system. [Background technology]

[0002] Conventionally, a game in which a lottery game called gacha is executed is known. In the lottery game, one or more benefits are determined by lottery from among a plurality of benefits having different values. For example, Patent Document 1 discloses a game in which a reward lottery in which a reward can be acquired and a special lottery in which a right to execute a reward lottery can be acquired are executed.

[0003] In the special lottery, the player is given the right to execute the reward lottery a certain number of times as a privilege. There are multiple types of privileges in the special lottery, and the number of rights to execute the reward lottery varies depending on the privilege. In the game disclosed in Patent Document 1, a performance is executed that suggests the number of rights to execute the reward lottery, thereby increasing the player's sense of expectation. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7399249 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the presentation suggesting the special benefits is monotonous and lacks interest.

[0006] An object of the present invention is to provide an information processing program, an information processing method, and an information processing system that can improve the presentation effects and thereby increase the interest of the game. [Means for solving the problem]

[0007] In order to solve the above problem, an information processing program includes: a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; The computer executes the above. The execution pattern of the performance includes: One or more of the bonus information; Predetermined information different from the special benefit information and a first execution pattern in which a special effect is executed in which the predetermined information is selected after the display of the first execution pattern, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes R, In the performance of the first execution pattern, At least one of the bonus information displayed in the result presentation is different from the bonus information displayed in the special presentation. In order to solve the above problem, an information processing program includes: a process of determining, by lottery, a benefit to be given to a player from among a plurality of types of benefits including a first benefit and a second benefit having a lower value to the player than the first benefit; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; The computer executes the above. The execution pattern of the performance includes: a first execution pattern in which a special effect is executed in which predetermined information different from the bonus information is displayed, and the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the process of determining the execution pattern of the performance, When the first benefit is determined by the lottery, the first execution pattern can be determined, and when the second benefit is determined by the lottery, the first execution pattern is not determined.

[0009] In the result effect of the effect of the second execution pattern, After the bonus information and the predetermined information are displayed, the bonus information may be selected without selecting the predetermined information.

[0011] In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above. The execution pattern of the performance includes: One or more of the bonus information; Predetermined information different from the special benefit information and a first execution pattern in which a special effect is executed in which the predetermined information is selected after the display of the first execution pattern, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes R, In the performance of the first execution pattern, At least one of the bonus information displayed in the result presentation is different from the bonus information displayed in the special presentation. In order to solve the above problem, an information processing method includes: 1. An information processing method performed by one or more computers, comprising: The computer, a process of determining, by lottery, a benefit to be given to a player from among a plurality of types of benefits including a first benefit and a second benefit having a lower value to the player than the first benefit; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above. The execution pattern of the performance includes: a first execution pattern in which a special effect is executed in which predetermined information different from the bonus information is displayed, and the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the process of determining the execution pattern of the performance, When the first benefit is determined by the lottery, the first execution pattern can be determined, and when the second benefit is determined by the lottery, the first execution pattern is not determined.

[0012] In order to solve the above problem, an information processing system includes: One or more computers; The computer, a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above. The execution pattern of the performance includes: One or more of the bonus information; Predetermined information different from the special benefit information and a first execution pattern in which a special effect is executed in which the predetermined information is selected after the display of the first execution pattern, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes R, In the performance of the first execution pattern, At least one of the bonus information displayed in the result presentation is different from the bonus information displayed in the special presentation. In order to solve the above problem, an information processing system includes: One or more computers; The computer, a process of determining, by lottery, a benefit to be given to a player from among a plurality of types of benefits including a first benefit and a second benefit having a lower value to the player than the first benefit; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above. The execution pattern of the performance includes: a first execution pattern in which a special effect is executed in which predetermined information different from the bonus information is displayed, and the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the process of determining the execution pattern of the performance, When the first benefit is determined by the lottery, the first execution pattern can be determined, and when the second benefit is determined by the lottery, the first execution pattern is not determined. Effect of the Invention

[0013] According to the present invention, the entertainment value of the game can be improved by improving the presentation effects. [Brief description of the drawings]

[0014] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of an information processing system. [Diagram 2] Fig. 2A is a diagram illustrating the hardware configuration of a player terminal, and Fig. 2B is a diagram illustrating the hardware configuration of a server. [Diagram 3] Fig. 3A is a diagram showing an example of a lottery method selection screen, Fig. 3B is a diagram showing an example of a lottery result screen, and Fig. 3C is a diagram showing an example of a lottery result confirmation screen. [Figure 4] Fig. 4A is a first diagram showing an example of an initial screen when logging in during an event period. Fig. 4B is a second diagram showing an example of an initial screen when logging in during an event period. Fig. 4C is a third diagram showing an example of an initial screen when logging in during an event period. [Diagram 5] Fig. 5A is a diagram showing an example of a special lottery start screen. Fig. 5B is a diagram showing an example of a special lottery in-progress screen. Fig. 5C is a diagram showing an example of a special lottery result display screen. Fig. 5D is a diagram showing an example of a meter value. [Figure 6] Fig. 6A is a diagram showing an example of the roulette board surface of a third pattern, Fig. 6B is a diagram showing an example of the roulette board surface of a fifth pattern, and Fig. 6C is a diagram showing an example of the roulette board surface of a seventh pattern. [Figure 7] Fig. 7A is a diagram for explaining reference values, and Fig. 7B is a diagram for explaining winning types and update information. [Figure 8] Fig. 8A is a diagram for explaining a condition for determining a ratio pattern in mode A. Fig. 8B is a diagram showing an example of winning range values ​​for each ratio pattern in mode A. [Figure 9] Fig. 9A is a diagram for explaining a condition for determining a ratio pattern in mode B. Fig. 9B is a diagram showing an example of winning range values ​​for each ratio pattern in mode B. [Figure 10]Fig. 10A is a diagram for explaining an example of a replay effect. Fig. 10B is a diagram showing an example of a roulette board surface with a special pattern. Fig. 10C is a diagram showing an example of a screen during a special lottery. Fig. 10D is a diagram showing an example of a screen displaying the result of the special lottery. [Figure 11] FIG. 11 is a diagram illustrating an example of a selection ratio of an execution pattern of effects in A mode. [Figure 12] FIG. 12 is a diagram illustrating an example of a selection ratio of an execution pattern of effects in B mode. [Figure 13] FIG. 13 is a sequence diagram illustrating basic processing of the player terminal and the server. [Figure 14] FIG. 14 is a diagram for explaining the memory configuration of the server and its functions as a computer. [Figure 15] FIG. 15 is a flowchart illustrating an example of the special lottery execution process in the server. [Figure 16] FIG. 16 is a flowchart illustrating an example of the lottery execution process in the server. [Figure 17] FIG. 17 is a flowchart illustrating an example of the reward determination process in the server. [Figure 18] FIG. 18 is a diagram illustrating an example of a selection ratio of an execution pattern of effects according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0015] An embodiment of the present invention will be described in detail below with reference to the accompanying drawings. The numerical values ​​and the like shown in the embodiment are merely examples for easy understanding and do not limit the present invention unless otherwise specified. In this specification and drawings, elements having substantially the same functions and configurations are given the same reference numerals to avoid duplicated explanations, and elements not directly related to the present invention are not shown.

[0016] (Overall configuration of information processing system S) 1 is an explanatory diagram showing a schematic configuration of an information processing system S. The information processing system S is a so-called client-server system in which a player terminal 1 and a server 100 are connected via a communication network N having a communication base station Na.

[0017] The player terminal 1 can establish communication with the server 100 via the communication network N. The player terminal 1 broadly includes electronic devices capable of wireless or wired communication connection with the server 100. Examples of the player terminal 1 include smartphones, mobile phones, tablet devices, personal computers, game devices, and the like. In this embodiment, a case where a smartphone is used as the player terminal 1 will be described.

[0018] The server 100 is communicatively connected to a plurality of player terminals 1. The server 100 accumulates player information for each player playing the game. In addition, the server 100 updates the accumulated information and controls the progress of the game based on operations input from the player terminals 1.

[0019] The communication base station Na is connected to the communication network N and wirelessly transmits and receives information to and from the player terminal 1. The communication network N is composed of a mobile phone network, the Internet network, a LAN (Local Area Network), a dedicated line, etc., and realizes a wireless or wired communication connection between the player terminal 1 and the server 100.

[0020] In the information processing system S of this embodiment, the player terminal 1 and the server 100 function as a game device G. The player terminal 1 and the server 100 are each assigned a role of controlling the progress of the game. The game can progress by cooperation between the player terminal 1 and the server 100.

[0021] (Hardware configuration of the player terminal 1 and the server 100) Fig. 2A is a diagram for explaining the hardware configuration of the player terminal 1. Fig. 2B is a diagram for explaining the hardware configuration of the server 100. As shown in Fig. 2A, the player terminal 1 includes a CPU (Central Processing Unit) 10, a storage device 12, a bus 14, an input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24.

[0022] As shown in FIG. 2B, the server 100 includes a CPU 110, a storage device 112, a bus 114, an input / output interface 116, a storage unit 118, a communication unit 120, an input unit 122, and an output unit 124.

[0023] The configurations and functions of the CPU 110, storage device 112, bus 114, input / output interface 116, storage unit 118, communication unit 120, input unit 122, and output unit 124 of the server 100 are substantially the same as those of the CPU 10, storage device 12, bus 14, input / output interface 16, storage unit 18, communication unit 20, input unit 22, and output unit 24 of the player terminal 1. Therefore, in the following, the hardware configuration of the player terminal 1 will be described, and a description of the server 100 will be omitted.

[0024] The CPU 10 runs a program stored in a storage device 12 to control the progress of the game. The storage device 12 is composed of a ROM (Read Only Memory) or a RAM (Random Access Memory), and stores programs and various data required for controlling the progress of the game. The storage device 12 is connected to the CPU 10 via a bus 14.

[0025] An input / output interface 16 is connected to the bus 14. To the input / output interface 16, a storage unit 18, a communication unit 20, an input unit 22, and an output unit 24 are connected.

[0026] The storage unit 18 is composed of a semiconductor memory such as a DRAM (Dynamic Random Access Memory), and stores various programs and data. In the player terminal 1, the programs and data stored in the storage unit 18 are loaded into the storage device 12 (RAM) by the CPU 10.

[0027] The communication unit 20 is wirelessly connected to the communication base station Na for communication, and transmits and receives information such as various data and programs to and from the server 100 via the communication network N. In the player terminal 1, the programs and the like received from the server 100 are stored in the storage device 12 or the storage unit 18.

[0028] The input unit 22 is composed of, for example, a touch panel, a button, a keyboard, a mouse, a cross key, an analog controller, etc., into which the player's operation is input (which accepts the operation). The input unit 22 may also be a dedicated controller provided in the player terminal 1 or connected (externally) to the player terminal 1. Furthermore, the input unit 22 may be composed of an acceleration sensor that detects the inclination or movement of the player terminal 1, or a microphone that detects the voice of the player. In other words, the input unit 22 broadly includes devices that can input the player's intention in an identifiable manner.

[0029] The output unit 24 includes a display device and a speaker. The output unit 24 may be a device connected (externally attached) to the player terminal 1. In this embodiment, the player terminal 1 includes a display 26 as the output unit 24, and a touch panel superimposed on the display 26 as the input unit 22.

[0030] The information processing system S and the game device G of this embodiment are applicable to all game genres. In other words, the content of the game to which the information processing system S and the game device G of this embodiment are applied is not particularly limited. For example, games provided by the information processing system S and the game device G include RPG (Roll Playing Game), shooting games, training games, action games, sports games, simulation games, puzzle games, etc. However, the information processing system S and the game device G are widely applicable to games other than those mentioned above.

[0031] In this embodiment, the player can execute a lottery called gacha. In the lottery, a reward to be given to the player is determined. Here, game media that the player can use in the game is given as the reward. Examples of game media include characters, items, and in-game currency. However, the reward determined by the lottery and the content of the game media are not particularly limited. The lottery for the reward in this embodiment will be described in detail below.

[0032] Fig. 3A is a diagram showing an example of a lottery method selection screen 30. Fig. 3B is a diagram showing an example of a lottery result screen 34. Fig. 3C is a diagram showing an example of a lottery result confirmation screen 36. When a player starts up a game application and logs in, a top screen is displayed on the display 26. A menu bar (not shown) is displayed on the top screen. A lottery operation unit is provided on the menu bar, and when the lottery operation unit is operated, the lottery method selection screen 30 shown in Fig. 3A is displayed.

[0033] The selection method selection screen 30 displays an SS determination operation section 32a, an event-limited operation section 32b, a 10-series operation section 32c, and a one-time selection operation section 32d. In the following, the SS determination operation section 32a, the event-limited operation section 32b, the 10-series operation section 32c, and the one-time selection operation section 32d are collectively referred to as a selection request operation section 32. When the selection request operation section 32 is tapped, a selection is executed to determine a reward to be given to a player (hereinafter, referred to as an "individual selection").

[0034] When the SS determination operation section 32a, the event-limited operation section 32b, or the 10-series operation section 32c is tapped, 10 individual lotteries are executed. When the one-time lottery operation section 32d is tapped, one individual lottery is executed. Hereinafter, the case where 10 individual lotteries are executed consecutively is called consecutive lotteries. That is, the consecutive lotteries are executed with 10 individual lotteries as one set. In other words, 10 individual lotteries are executed consecutively for one consecutive lottery. In the individual lottery, some reward is always determined. Therefore, the player can obtain 10 rewards by one consecutive lottery. The result of the consecutive lotteries, that is, the 10 rewards granted to the player, is displayed on the lottery result screen 34 as shown in FIG. 3B.

[0035] The lottery result screen 34 is part of the presentation of the continuous lottery or the individual lottery. When the player inputs an operation while the lottery result screen 34 is displayed, the lottery result confirmation screen 36 shown in FIG. 3C is displayed. On the lottery result confirmation screen 36, a simple explanation of each reward determined in the individual lottery is displayed. Although a detailed explanation is omitted, when an operation is input on an image corresponding to each reward on the lottery result confirmation screen 36, a dialogue with a detailed explanation of the reward is displayed.

[0036] In addition, in the individual lottery, the winning probability of each of the multiple types of rewards (for example, 30 to 1000 types) is set in advance. Each reward is broadly classified into four types, "SS Rare", "S Rare", "Rare", and "General", according to its winning probability. Here, the winning probability of "SS Rare" is the lowest, followed by "S Rare", "Rare", and "General", in that order. The winning probability of each reward is set for each period. In addition, in this embodiment, the winning ratio of each reward is set to be equal for the 10 individual lotteries in one continuous lottery. However, the winning ratio of each reward may be different in each of the 10 individual lotteries. Also, for example, only a part of the winning ratios of the 10 individual lotteries may be different.

[0037] When the 10-series operation unit 32c or the one-time lottery operation unit 32d is tapped, the individual lottery is executed by consuming, for example, in-game currency, tickets, or items. The in-game currency, tickets, and items can be acquired, for example, by purchasing them, by fulfilling acquisition conditions by playing the game, or by being granted by the operator. Here, the player can purchase the in-game currency at any time. Therefore, the player can execute the continuous lottery and the individual lottery at any time by tapping the 10-series operation unit 32c or the one-time lottery operation unit 32d.

[0038] On the other hand, the SS determination operation unit 32a and the event-limited operation unit 32b are displayed on the display 26 only during a specified event period. Although details will be described later, during the event period, a special lottery is held in which the right to a continuous lottery (individual lottery) can be acquired. In the special lottery, a lottery is held to determine the number of times that the player can execute the continuous lottery, that is, the number of sets. In this way, during the event period, the right to a continuous lottery (individual lottery) can be acquired free of charge through the special lottery. Hereinafter, the right to a continuous lottery that the player can acquire through the special lottery may be referred to as a privilege.

[0039] The event-limited operation unit 32b is enabled when the player has the right to consecutive lotteries. If the player does not have the right to consecutive lotteries, the event-limited operation unit 32b cannot be operated. The winning ratio of each reward may be the same or different between the individual lottery obtained in the special lottery and the individual lottery executed by consuming the in-game currency or items. The special lottery will be described in detail below.

[0040] FIG. 4A is a first diagram showing an example of an initial screen when logging in during an event period. FIG. 4B is a second diagram showing an example of an initial screen when logging in during an event period. FIG. 4C is a third diagram showing an example of an initial screen when logging in during an event period. In the server 100, a date update process is performed at a preset time (here, 0:00 a.m.) every day. The event period is set according to this date update process. In this embodiment, 10 days are set as the event period. Therefore, if the start date and time of the event is, for example, 0:00 a.m. on April 1st, the end date and time of the event will be 0:00 a.m. on April 11th.

[0041] During the event period, a special lottery is executed unconditionally once a day. Specifically, during the event period, when the server 100 is accessed for the first time in a day, an initial screen of the special lottery shown in FIG. 4A is displayed. The conditions for displaying this initial screen can be set appropriately. For example, the initial screen may be displayed when a predetermined screen is displayed during the game. In addition, conditions for executing the special lottery may be set, and the special lottery may be executed when the conditions are met.

[0042] As shown in FIG. 4A, the first operation section 38a and the second operation section 38b are displayed on the initial screen. "Roulette A" is displayed on the first operation section 38a, and "Roulette B" is displayed on the second operation section 38b. As described above, the player can acquire the right to a continuous lottery through a special lottery. In the special lottery, the number of continuous lotteries granted to the player is determined. In other words, the player can execute the continuous lotteries the number of times that the player wins the special lottery.

[0043] In this embodiment, two special lottery modes, A mode and B mode, are provided. In the special lottery, one of a plurality of winning types linked to the number of consecutive lotteries is determined. At this time, the winning probability of some winning types is different between A mode and B mode. The player can select A mode or B mode by tapping the first operation unit 38a or the second operation unit 38b. Specifically, the player can select A mode by tapping the first operation unit 38a, and can select B mode by tapping the second operation unit 38b. Note that the winning probability of all winning types may be different between A mode and B mode.

[0044] When the special lottery mode is selected, as shown in Fig. 4B, the roulette wheel 40 is displayed and moves from the top to the center of the display 26. In addition, when the roulette wheel 40 is displayed in the center of the display 26, a gauge 46 is displayed below the roulette wheel 40 as shown in Fig. 4C.

[0045] FIG. 5A is a diagram showing an example of a special lottery start screen. FIG. 5B is a diagram showing an example of a special lottery in-progress screen. FIG. 5C is a diagram showing an example of a special lottery result display screen. FIG. 5D is a diagram showing an example of a meter value. Note that each of FIG. 5A to FIG. 6C, which will be described later, shows, as an example, a case where mode A is selected.

[0046] On the start screen, a roulette board 40 and an indicator needle 42 are displayed. A roulette board 40 is provided for each special lottery mode. As will be described in detail later, a total of 12 types of roulette boards 40 are provided, from a first pattern to a twelfth pattern, and the types and occupancy rates of the stop areas displayed differ for each roulette board 40. For example, on the roulette board 40a of the second pattern shown in FIG. 5A, a total of six stop areas, namely, a first area 44a, a second area 44b, a third area 44c, a fourth area 44d, a fifth area 44e, and a replay area 45, are arranged as shown in the figure.

[0047] Each stop area corresponds to a winning type won in the special lottery. Specifically, the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e correspond to one winning type that is different from each other. In contrast, as will be described in detail later, the replay area 45 is not associated with one winning type. The occupancy rate of each stop area displayed on the roulette wheel 40 corresponds to the winning ratio of each winning type. Therefore, it can be said that the roulette wheel 40 suggests the winning ratio of each winning type to the player. However, the occupancy rate of the stop area does not have to completely match the winning ratio of each winning type. Also, for example, the occupancy rate of each stop area may be evenly distributed regardless of the winning ratio of each winning type.

[0048] On the start screen, the roulette wheel 40 is displayed still for a predetermined time (for example, 5 to 10 seconds). This allows the player to grasp the approximate probability of winning for each type of win (stop area). After the predetermined time has elapsed, the roulette wheel 40 is displayed spinning at high speed as shown in FIG. 5B. After that, the spinning speed gradually decreases, and finally the roulette wheel 40 is displayed still. At this time, the roulette wheel 40 is displayed still so that the pointer 42 points to the stop area corresponding to the type of win won in the special lottery.

[0049] Here, a gauge 46 is displayed on the display 26 together with the roulette wheel 40. The gauge 46 is configured so that the player can visually grasp the meter value. For example, FIG. 5A shows a case where the meter value is "0", and FIG. 5D shows a case where the meter value is "30". On the special lottery result display screen, after the roulette wheel 40 is stopped and displayed, an animation is displayed in which the meter value changes on the gauge 46.

[0050] Fig. 6A is a diagram showing an example of a roulette wheel 40b of a third pattern. Fig. 6B is a diagram showing an example of a roulette wheel 40c of a fifth pattern. Fig. 6C is a diagram showing an example of a roulette wheel 40d of a seventh pattern. For example, as shown in Fig. 5D, when the meter value of the gauge 46 changes on the result display screen, as shown in Fig. 6A, on the start screen of the special lottery on the next day, the meter value of the gauge 46 is equal to that after the change on the previous day.

[0051] Also, there is a correlation between the meter value of the gauge 46 and the occupancy rate of each stop area on the roulette wheel 40. For example, when the meter value of the gauge 46 is "30", the roulette wheel 40b of the third pattern shown in FIG. 6A is displayed on the display 26. For example, when the meter value of the gauge 46 is "70", the roulette wheel 40c of the fifth pattern shown in FIG. 6B is displayed. For example, when the meter value of the gauge 46 is "100", the roulette wheel 40d of the seventh pattern shown in FIG. 6C is displayed. As is clear from these figures, the more the meter value accumulates in the gauge 46, the higher the occupancy rate of the third area 44c. In other words, the larger the meter value of the gauge 46, the higher the probability of winning the winning type corresponding to the third area 44c.

[0052] Here, the meter value in the gauge 46 coincides with a reference value stored in the server 100. The reference value is information that is referred to when determining the probability of winning each of a plurality of winning types in a special lottery. In other words, the probability of winning each of a plurality of winning types is set based on the reference value. Here, 12 ratio patterns are provided in which the probability of winning each of the winning types is set, and one of the ratio patterns is selected based on the mode selected by the player and the reference value at the start of the special lottery.

[0053] In addition, update information for the reference value is provided in advance for each winning type. When the winning type is determined by the special lottery, the reference value is updated based on the update information for the determined winning type. For example, an update value to be added to the reference value is provided in advance for winning type H as update information. When winning type H is won, "30" is added to the reference value at the start of the special lottery.

[0054] In the special lottery on the next day, a ratio pattern is selected based on this updated reference value. However, if the reference value reaches the maximum value as a result of adding the updated value, a second special lottery is additionally executed. That is, on the day when the reference value reaches the maximum value, two special lotteries are executed. In the second special lottery, the winning probability of the winning type J1, which will be described in detail later, is set to 100%. Therefore, the roulette wheel surface 40d shown in FIG. 6C is displayed only when the second special lottery is executed in the case where two special lotteries are executed in one day. The update information of the reference value is described in detail below.

[0055] FIG. 7A is a diagram explaining the reference value. FIG. 7B is a diagram explaining the winning type and update information. FIG. 8A is a diagram explaining the conditions for determining the ratio pattern in A mode. FIG. 8B is a diagram showing an example of the winning range value for each ratio pattern. As shown in FIG. 7A, the reference value has an initial value and a maximum value. At the start of the event period, the reference value is set to the initial value. Here, "0" is set as the initial value. In addition, "100" is set as the maximum value for the reference value, and when a special lottery is held with the maximum value being "100", the reference value is reset to the initial value.

[0056] As described above, for each type of winning that can be won in the special lottery, the number of sets of consecutive lotteries, that is, the number of times that can be drawn in the individual lottery, is set as shown in FIG. 7B. Specifically, in this embodiment, a total of 11 types of winning types, A, B, C, D, E, F, G, H, J1, J2, and K, are provided. The winning types A, B, C, D, E, F, G, and H are associated with 10, 8, 7, 6, 5, 3, 2, and 1 sets as the number of sets of consecutive lotteries, respectively. Therefore, for example, when the winning type A is won, the player is granted the right to 10 sets of consecutive lotteries, that is, 100 individual lotteries.

[0057] In addition, if the player wins the winning types J1 and J2 in the special lottery, the player can perform individual lotteries up to 300 times (30 sets of consecutive lotteries). However, if the winning types J1 and J2 are determined in the special lottery, and if the player wins "SS Rare" in the second or subsequent set of consecutive lotteries, the right to consecutive lotteries will be lost at that point. In addition, if the winning types J1 and J2 are determined in the special lottery, and the player wins "SS Rare" in the first set of consecutive lotteries. In this case, the player will not only win 10 rewards including at least one "SS Rare", but can also continue to perform up to 30 sets of consecutive lotteries until he or she wins the reward of "SS Rare". At this time, for example, the lottery tab or other screen display may be changed to notify the player that a special state that is advantageous to the player is in a special state. In addition, in the advantageous special state, the probability of winning "SS Rare" may increase. In addition, the advantageous special state may be entered when an "SS Rare" is won in the second or subsequent set of consecutive draws.

[0058] Furthermore, if the player wins the winning type K in the special lottery, the player is granted the right to one set of consecutive lotteries, i.e., ten individual lotteries. However, in all ten individual lotteries that can be executed by winning the winning type K, the reward for the "SS Rare" is determined. In other words, the winning type K is linked to the right to execute a special lottery that determines only the reward for the "SS Rare". When the player wins the winning type K, the player can obtain ten "SS Rare" rewards by executing ten individual lotteries.

[0059] When the player wins the prize type K, the SS determination operation unit 32a becomes active on the lottery method selection screen 30 shown in Fig. 3A. The player can execute a special lottery by operating the SS determination operation unit 32a on the lottery method selection screen 30. In this case, the event-limited operation unit 32b is disabled.

[0060] Further, each winning type is associated with update information of the reference value. Here, an update value is provided as the update information. As shown in FIG. 7B, the update value of "0" is set for the winning types A, B, C, D, E, J2, and K. This means that the reference value is not updated if the winning type A, B, C, D, E, J2, or K is won.

[0061] In addition, the winning types F, G, and H have update values ​​set for each mode of the special lottery. That is, the update value when the winning types F, G, and H are won differs depending on the mode of the special lottery selected by the player. Here, the winning type F has an update value of "+5" set for the A mode, and an update value of "+10" set for the B mode. In addition, the winning type G has an update value of "+20" set for the A mode, and an update value of "+30" set for the B mode. In addition, the winning type H has an update value of "+30" set for the A mode. In addition, although the details will be described later, the winning type H is a winning type that can be won only in the A mode, and cannot be won in the B mode. Therefore, an update value in the B mode is not set for the winning type H.

[0062] In addition, the winning type J1 is set to reset the reference value (update it to the initial value) as update information. Therefore, when the winning type J1 is won, the reference value is reset to the initial value regardless of the current value of the reference value. The winning type J1 and the winning type J2 have the same benefits given to the player, but the update information is different from each other. Specifically, when the winning type J2 is won, the reference value at that time is maintained on the next day, whereas when the winning type J1 is won, the reference value is reset. As will be described later, the larger the reference value is in the special lottery, the more advantageous it is for the player. Therefore, it is more advantageous for the player to win the winning type J2, in which the reference value is not reset, than to win the winning type J1, in which the reference value is reset.

[0063] Then, at the start of the special lottery, a ratio pattern, that is, a probability of winning each winning type is determined. This ratio pattern is determined based on two parameters, the establishment of a specific condition and a reference value, as shown in FIG. 8A. In this embodiment, the specific condition is preset to be the last day of a specific event (here, the 10th day) and not having won the winning type A by the previous day. The specific condition is not limited to this. For example, it may be determined that the specific condition is established when it is a specified date. Alternatively, it may be determined that the specific condition is established when a specific winning type is won or when a specific winning type is not won. Furthermore, some condition related to the progress of the game may be set as the specific condition.

[0064] If a specific condition is met, that is, if it is the last day of a specific event and the winner has not won the winning type A at least once until the previous day, the ratio pattern is determined to be the first pattern. If the specific condition is not met, a ratio pattern corresponding to the reference value is determined as shown in FIG. 8A. If the A mode is selected, one of the second to seventh patterns is determined according to the reference value. When the ratio pattern is determined, a winning area is set according to the determined ratio pattern. This winning area is set by the winning range value.

[0065] As shown in FIG. 8B, when the ratio pattern is determined to be the first pattern, a winning range value of "0" to "99" is assigned to the winning area of ​​winning type A. When the winning range value is set, a random number value between "0" and "99" is randomly obtained. Then, the winning type is determined by determining which winning area the obtained random number value is included in.

[0066] Therefore, when the ratio pattern is determined to be the first pattern, the winning type A is always determined. When the winning type A is determined, the player is granted the right to 100 individual lotteries (10 sets of rights to consecutive lotteries). In other words, in this embodiment, if the winning type A has not been determined by the last day of the event, the player will always win the winning type A on the last day. In other words, the player can always win the winning type A at least once by logging in on at least the last day during the event period.

[0067] On the other hand, when the specific condition is not satisfied (the specific condition is not satisfied), the ratio pattern is determined based on the reference value. Therefore, as is clear from FIG. 8A, the first pattern is not determined as the ratio pattern except on the last day of the event. Here, when the A mode is selected, if the reference value stored at the start of the special lottery is "0" to "19", the second pattern is determined as the ratio pattern. Similarly, if the reference value stored at the start of the special lottery is "20" to "39", the third pattern is determined as the ratio pattern, if the reference value is "40" to "59", the fourth pattern is determined, if the reference value is "60" to "79", the fifth pattern is determined, if the reference value is "80" to "99", the sixth pattern is determined, and if the reference value is "100", the seventh pattern is determined.

[0068] As shown in FIG. 8B, when the ratio pattern is determined to be the second pattern, the winning range value of "0" to "2" is assigned to the winning area of ​​the winning type A, the winning range value of "3" to "6" is assigned to the winning area of ​​the winning type B, the winning range value of "7" to "10" is assigned to the winning area of ​​the winning type C, the winning range value of "11" to "15" is assigned to the winning area of ​​the winning type D, the winning range value of "16" to "19" is assigned to the winning area of ​​the winning type E, the winning range value of "20" to "29" is assigned to the winning area of ​​the winning type F, the winning range value of "30" to "49" is assigned to the winning area of ​​the winning type G, the winning range value of "50" to "94" is assigned to the winning area of ​​the winning type H, the winning range value of "95" to "97" is assigned to the winning area of ​​the winning type J1, the winning range value of "98" is assigned to the winning area of ​​the winning type J2, and the winning range value of "99" is assigned to the winning area of ​​the winning type K.

[0069] Therefore, the winning probability for each winning type in the second ratio pattern is winning type A: 3%, winning type B: 4%, winning type C: 4%, winning type D: 5%, winning type E: 4%, winning type F: 10%, winning type G: 20%, winning type H: 45%, winning type J1: 3%, winning type J2: 1%, and winning type K: 1%.

[0070] In addition, the winning probabilities of the winning types other than winning types H and J1 are common to patterns 2 to 6. On the other hand, the winning probabilities of winning types H and J1 are different in patterns 2 to 6. That is, in patterns 2 to 6, the winning range values ​​are assigned so that the winning probabilities of winning type H are 45%, 35%, 25%, 15%, and 5%, respectively, and the winning probabilities of winning type J1 are 3%, 13%, 23%, 33%, and 43%, respectively.

[0071] Also, when the ratio pattern is determined to be the seventh pattern, the winning range value of "0" to "99" is assigned to the winning area of ​​the winning type J1. Therefore, when the ratio pattern is determined to be the seventh pattern, the winning type J1 is always determined. In other words, when the reference value reaches the maximum value, the winning probability of the winning type J1 is set to 100%. As described above, when the winning types J1 and J2 are won, the player can perform individual lotteries up to 300 times unless he or she wins SS Rare. As described above, in this embodiment, the greater the difference between the initial value and the reference value, the higher the winning probability of the winning type J1 is set.

[0072] As described above, the result of the special lottery is notified by a presentation using the roulette wheel 40. The roulette wheel 40 has stop areas corresponding to the types of winning. At this time, the occupancy rate of the stop areas roughly coincides with the probability of winning of each type of winning. Therefore, the ratio pattern can also be said to be the pattern of the roulette wheel 40 displayed when notifying the result of the special lottery (hereinafter, referred to as the wheel pattern).

[0073] Fig. 9A is a diagram explaining the conditions for determining the ratio pattern in B mode. Fig. 9B is a diagram showing an example of the winning range value for each ratio pattern in B mode. As shown in Fig. 9A, even when B mode is selected, if a specific condition is met, that is, if it is the last day of a specific event and the winner has not won the winning type A at least once by the previous day, the ratio pattern is determined to be the first pattern.

[0074] Also, when B mode is selected, if a specific condition is not met, one of the seventh to twelfth patterns is determined according to the reference value. Specifically, when B mode is selected, if the reference value stored at the start of the special lottery is between "0" and "19", the eighth pattern is determined as the ratio pattern. Similarly, if the reference value stored at the start of the special lottery is between "20" and "39", the ninth pattern is determined as the ratio pattern, if the reference value is between "40" and "59", the tenth pattern is determined, if the reference value is between "60" and "79", the eleventh pattern is determined, if the reference value is between "80" and "99", the twelfth pattern is determined, and if the reference value is "100", the seventh pattern is determined. Therefore, when the reference value is "100", regardless of whether A mode or B mode is selected, the seventh pattern is determined as the ratio pattern.

[0075] In addition, when a specific condition is established, regardless of the special lottery mode, the ratio pattern is determined to be the first pattern. Therefore, the first and seventh patterns can be said to be ratio patterns common to the A and B modes.

[0076] As shown in FIG. 9B, when the ratio pattern is determined to be the eighth pattern, the winning range value of “0” is assigned to the winning area of ​​the winning type A, the winning range value of “1” to “4” is assigned to the winning area of ​​the winning type B, the winning range value of “5” to “8” is assigned to the winning area of ​​the winning type C, the winning range value of “9” to “13” is assigned to the winning area of ​​the winning type D, the winning range value of “14” to “17” is assigned to the winning area of ​​the winning type E, the winning range value of “18” to “47” is assigned to the winning area of ​​the winning type F, the winning range value of “480” to “94” is assigned to the winning area of ​​the winning type G, the winning range value of “95” to “97” is assigned to the winning area of ​​the winning type J1, the winning range value of “98” is assigned to the winning area of ​​the winning type J2, and the winning range value of “99” is assigned to the winning area of ​​the winning type K.

[0077] Therefore, the winning probability of each winning type in the ratio pattern of the 8th pattern is winning type A 1%, winning type B 4%, winning type C 4%, winning type D 5%, winning type E 4%, winning type F 30%, winning type G 47%, winning type J1 3%, winning type J2 1%, and winning type K 1%.

[0078] In addition, the winning probabilities of the winning types other than winning types G and J1 are common to patterns 8 to 12. On the other hand, the winning probabilities of winning types G and J1 are different between patterns 8 to 12. That is, in patterns 8 to 12, the winning range values ​​are assigned so that the winning probabilities of winning type G are 47%, 37%, 27%, 17%, and 7%, respectively, and the winning probabilities of winning type J1 are 3%, 13%, 23%, 33%, and 43%, respectively.

[0079] The winning probability of the winning types B, C, D, E, F, J1, J2, and K is common to all ratio patterns except the first pattern and the seventh pattern. In other words, the winning probability of the winning types B, C, D, E, F, J1, J2, and K is common to the A mode and the B mode, and is constant regardless of the reference value. On the other hand, in the B mode, the winning probability of the winning type A is lower than in the A mode, but the winning type H is not won. In other words, in the B mode, the probability of winning the winning type A (100 individual lotteries) is lower than in the A mode, while there is no possibility of winning the winning type H (10 individual lotteries), which is the least desirable for the player. In this way, the A mode has fluctuations in the number of individual lotteries that are won in the special lottery, while the B mode is a mode in which the number of individual lotteries that are won in the special lottery is more averaged than the A mode.

[0080] Here, as described above, reference value update information is set for each winning type. In this embodiment, the smaller the benefit that the player can receive, the higher the probability that the player will receive a large benefit in the next special lottery. That is, as shown in FIG. 7B, in this embodiment, the degree of advantage for the player is highest for the winning type K or the winning type J2, followed by the winning type J1, and thereafter, the degree of advantage decreases as the number of individual lotteries decreases.

[0081] And, if a privilege of 50 or more individual lottery draws is granted, that is, if a prize type with a degree of advantage of winning type E or higher is won, the reference value is not increased. On the other hand, if a prize type F is won in A mode, the right to 30 individual lottery draws (3 sets of rights to consecutive lotteries) is granted, and the reference value is increased by "5". Also, if a prize type G is won in A mode, the right to 20 individual lotteries (2 sets of rights to consecutive lotteries) is granted, and the reference value is increased by "20". Also, if a prize type H is won in A mode, the right to 10 individual lotteries (1 set of rights to consecutive lotteries) is granted, and the reference value is increased by "30".

[0082] In addition, if you win prize type F in B mode, you will be granted the right to 30 individual lotteries (3 sets of consecutive lottery rights), and the reference value will be increased by "10." In addition, if you win prize type G in B mode, you will be granted the right to 20 individual lotteries (2 sets of consecutive lottery rights), and the reference value will be increased by "30."

[0083] That is, in this embodiment, the smaller the benefit received in the special lottery, the higher the possibility of receiving a larger benefit in the next special lottery. As a result, even if the player continues to win the winning type H, the player's motivation to play is suppressed from decreasing, and the player's motivation to play from the next day onwards can be improved.

[0084] Note that the player can select the special lottery mode every day. Therefore, for example, during the event period, the player can alternately select the special lottery of A mode and the special lottery of B mode. Here, the reference value is common to A mode and B mode. However, individual reference values ​​may be used for A mode and B mode, respectively. Also, for example, the mode initially selected may not be changeable during the event period.

[0085] Here, as described above, the result of the special lottery is notified by the rotation of the roulette wheel 40. The occupancy rate of the stop area on the roulette wheel 40 is roughly the same as the winning probability of the corresponding winning type. Therefore, a sense of expectation is given to the player even before the rotation of the roulette wheel 40. Meanwhile, in this embodiment, 11 winning types are provided, and one stopping area is assigned to each of these winning types. In this case, the roulette wheel 40 is divided into 11 stopping areas, and the area of ​​the stopping area corresponding to the winning type with a relatively high degree of advantage becomes extremely small. As a result, the appearance of the roulette wheel 40 may be poor, and the presentation effect may be reduced.

[0086] In addition, the effect of the roulette wheel 40 simply rotating and stopping is monotonous and lacks interest in terms of presentation. Therefore, in this embodiment, a replay area 45 is provided as a stop area on the roulette wheel 40. When the winning types A, B, C, D, E, J2, and K are won, a replay effect is executed in which the replay area 45 is selected.

[0087] FIG. 10A is a diagram for explaining an example of a replay effect. FIG. 10B is a diagram showing an example of a roulette board 40e of a special pattern. FIG. 10C is a diagram showing an example of a screen during a special lottery. FIG. 10D is a diagram showing an example of a screen displaying the result of the special lottery. In the replay effect, the start screen of the special lottery is displayed as in FIG. 5A. The start screen of the replay effect displays the roulette board 40. The board pattern of the roulette board 40 displayed at this time is determined based on a reference value, as shown in FIG. 8A or FIG. 9A.

[0088] As described above, the roulette wheel 40 includes a plurality of stop areas to which winning types, i.e., benefits given to players, are assigned. For example, as shown in FIG. 10A, the roulette wheel 40 is provided with a first area 44a, a second area 44b, a third area 44c, a fourth area 44d, and a fifth area 44e. Here, the first area 44a is assigned a winning type F, the second area 44b is assigned a winning type G, the third area 44c is assigned a winning type J1, the fourth area 44d is assigned a winning type H, and the fifth area 44e is assigned a winning type A. On the outer periphery of each stop area, information indicating the benefit corresponding to the stop area, in other words, the winning type assigned to the stop area (here, "10", "20", "30", "100", and "star mark") is displayed.

[0089] This allows the player to identify the type of prize assigned to each stop area. In other words, the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e can be considered as bonus information indicating the bonus given to the player.

[0090] As described above, the occupancy rate of the stop area to which one winning type is assigned is approximately equal to the winning probability of the corresponding winning type. Therefore, the occupancy rate of the replay area 45 is approximately equal to the total winning probability of all winning types not assigned to any of the first area 44a to the fifth area 44e.

[0091] Then, in the replay performance, the roulette wheel 40 is displayed spinning at high speed as shown in FIG. 5B. After that, the spinning speed gradually decreases, and finally, the roulette wheel 40 is displayed still. At this time, in the replay performance, the roulette wheel 40 is displayed still with the pointer 42 pointing to the replay area 45 as shown in FIG. 10A. That is, in the replay performance, the replay area 45 is selected. When the replay area 45 is selected in the replay performance, a new roulette wheel 40 is displayed as shown in FIG. 10B.

[0092] The roulette board 40 displayed at this time is a special pattern roulette board 40e. The special pattern roulette board 40e includes seven special areas: a first special area 50a, a second special area 50b, a third special area 50c, a fourth special area 50d, a fifth special area 50e, a sixth special area 50f, and a seventh special area 50g. Each special area is assigned a winning type that is won in a special lottery.

[0093] Specifically, the first special area 50a is assigned the winning type A, the second special area 50b is assigned the winning type B, the third special area 50c is assigned the winning type C, the fourth special area 50d is assigned the winning type D, the fifth special area 50e is assigned the winning type E, the sixth special area 50f is assigned the winning type J2, and the seventh special area 50g is assigned the winning type K. In this way, the first special area 50a, the second special area 50b, the third special area 50c, the fourth special area 50d, the fifth special area 50e, the sixth special area 50f, and the seventh special area 50g each correspond to one different winning type.

[0094] The occupancy rate of each of the seven special areas on the roulette wheel 40e of the special pattern may indicate the ratio to the total probability of winning of the seven winning types assigned to the seven special areas. However, the occupancy rates of the seven special areas may be equal. Also, here, only one pattern of the roulette wheel 40e of the special pattern is provided. However, multiple roulette wheel 40e of special patterns in which the winning types assigned to the special areas and the occupancy rates of the special areas are different may be provided. In this case, the roulette wheel 40e of the special pattern may be selected based on the result of a special lottery.

[0095] In addition, here, the roulette wheel surface 40e with the special pattern is shared between when mode A is selected and when mode B is selected. However, the roulette wheel surface 40e with the special pattern different from that of when mode A is selected may be provided for when mode B is selected.

[0096] The roulette wheel 40e of the special pattern is displayed as still for a predetermined time. This allows the player to grasp the occupancy rate of each winning type (special area). After the predetermined time has elapsed, the roulette wheel 40e is displayed as spinning at high speed as shown in FIG. 10C. After that, the spinning speed gradually decreases, and finally, the roulette wheel 40e is displayed as still as shown in FIG. 10D. At this time, the roulette wheel 40e is displayed as still so that the pointer 42 points to the special area corresponding to the winning type won in the special lottery.

[0097] Here, the roulette effect is defined as an effect in which the indicator hand 42 points to a stop area or special area to which one winning type is assigned when the roulette wheel 40 finishes spinning and is stopped. In other words, the roulette effect is an effect that notifies the result of a special lottery and is an effect in which an area other than the replay area 45 is selected. On the other hand, the replay effect is an effect in which the indicator hand 42 points to the replay area 45 when the roulette wheel 40 finishes spinning and is stopped.

[0098] As described above, when a replay effect is executed, a roulette effect is executed following the replay effect. At this time, the roulette effect uses the roulette wheel 40e of the special pattern. In other words, when a replay effect is executed, a roulette effect using the roulette wheel 40e of the special pattern is executed. Therefore, the replay area 45 of the roulette wheel 40 displayed in the replay effect can be said to be predetermined information suggesting that the roulette wheel 40 will change, that a roulette effect will be executed on the changed roulette wheel 40, and so on.

[0099] As described above, in this embodiment, after one or more pieces of bonus information (stop areas or special areas) corresponding to the bonus (winning type) given to the player by the special lottery are displayed on the roulette wheel 40, a roulette effect is executed in which one piece of bonus information corresponding to the bonus given to the player is selected. Then, the execution pattern of the effect for notifying the result of the special lottery includes a replay pattern in which predetermined information (replay area 45) different from the bonus information is displayed on the roulette wheel 40, a replay effect is executed in which the predetermined information is selected, and a roulette effect is executed after the replay effect, and a normal pattern in which a roulette effect is executed without executing a replay effect. By providing the replay pattern effect, the player's sense of expectation and tension are further increased, and the effect of the effect is improved.

[0100] FIG. 11 is a diagram for explaining an example of the selection ratio of the execution pattern of the performance in the A mode. As described above, when the special lottery is executed, one of the ratio patterns from the first pattern to the twelfth pattern is determined based on the establishment or non-establishment of the specific condition, the reference value, and the selected mode of the special lottery. When the ratio pattern is determined, the special lottery is executed according to the determined ratio pattern. In this special lottery, each winning type is determined with a winning probability preset for each ratio pattern.

[0101] In addition, when a special lottery is executed, the execution pattern of the performance is determined. At this time, if the ratio pattern is the first pattern or the seventh pattern, the execution pattern of the performance is determined to be the normal pattern. On the other hand, if the ratio pattern is the second to sixth patterns or the eighth to twelfth patterns, the execution pattern of the performance is determined based on the type of winning that was won.

[0102] Specifically, when A mode is selected and winning type A is won, the replay pattern is determined with an 80% probability, and the normal pattern is determined with a 20% probability. Also, when A mode is selected and winning types B, C, D, E, J2, and K are won, the replay pattern is always determined, and the normal pattern is never determined. Also, when A mode is selected and winning types F, G, H, and J1 are won, the normal pattern is always determined, and the replay pattern is never determined.

[0103] That is, in the second to sixth patterns of the roulette wheel 40, the five winning types A, F, G, H, and J1 are assigned to any of the five stopping areas of the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e of the roulette wheel 40. In this way, when a winning type assigned to a stopping area of ​​the roulette wheel 40 is won, the normal pattern may be selected as the performance pattern.

[0104] On the other hand, in the roulette board 40 of the second to sixth patterns, the winning types B, C, D, E, J2, and K are not assigned to the stop areas of the roulette board 40. Also, the winning types A, B, C, D, E, J2, and K are assigned to one of the seven special areas, the first special area 50a, the second special area 50b, the third special area 50c, the fourth special area 50d, the fifth special area 50e, the sixth special area 50f, and the seventh special area 50g, of the roulette board 40 of the special pattern. In this way, when a winning type that is not assigned to the stop areas of the roulette board 40 and is assigned to a special area of ​​the roulette board 40e of the special pattern is won, the replay pattern is always selected as the execution pattern of the performance.

[0105] The winning type A is assigned to both the stop area of ​​the roulette wheel 40 and the special area of ​​the roulette wheel 40e of the special pattern. In this way, for the winning type assigned to both the stop area and the special area, both the replay pattern and the normal pattern can be selected as the performance execution pattern.

[0106] FIG. 12 is a diagram for explaining an example of the selection ratio of the execution pattern of the effect in B mode. When B mode is selected, if the winning types A, B, C, D, E, J2, and K are won, the replay pattern is always determined, and the normal pattern is never determined. Also, when B mode is selected, if the winning types F and G are won, the normal pattern is always determined, and the replay pattern is never determined. As mentioned above, when B mode is selected, the winning type H is never won.

[0107] Here, the roulette wheel 40 of the 8th to 12th patterns has only four stop areas in total, the first area 44a, the second area 44b, the third area 44c, and the replay area 45. At this time, the three winning types F, G, and J1 are assigned to any of the three stop areas, the first area 44a, the second area 44b, and the third area 44c, of the roulette wheel 40. In this way, for the winning types assigned to the stop areas of the roulette wheel 40, the normal pattern is always selected as the performance execution pattern.

[0108] On the other hand, in the roulette wheel 40 of the 8th to 12th patterns, the winning types A, B, C, D, E, J2, and K are not assigned to the stop areas of the roulette wheel 40. In this way, even when the B mode is selected, for the winning types that are not assigned to the stop areas of the roulette wheel 40 and are assigned to the special areas of the roulette wheel 40e of the special pattern, the replay pattern is always selected as the performance execution pattern.

[0109] In A mode, the winning type A is assigned to the stop area of ​​the roulette wheel 40, and the execution pattern of the performance may be determined to be the normal pattern. On the other hand, in B mode, the winning type A is not assigned to the stop area of ​​the roulette wheel 40, and the execution pattern of the performance is always the replay pattern. As described above, in B mode, the winning probability of the winning type A is set lower than in A mode. Therefore, when the winning type A is won in B mode, in order to enhance the sense of premium, the fact that the winning type A has been won is notified in the roulette performance after the replay performance.

[0110] Next, a description will be given of communication processing between the player terminal 1 and the server 100 for executing the above-mentioned special lottery and continuous lottery. Note that, here, processing related to the special lottery and continuous lottery will be described, and a description of other processing will be omitted.

[0111] (Communication processing between player terminal 1 and server 100) FIG. 13 is a sequence diagram for explaining basic processing of the player terminal 1 and the server 100. When a predetermined operation is input by the player, the player terminal 1 executes a predetermined operation input process. In this predetermined operation input process, start request information is transmitted to the server 100 (S1). The predetermined operation is, for example, an operation to select a special lottery mode, that is, an operation to the first operation unit 38a or the second operation unit 38b. The start request information includes information that can identify the special lottery mode selected by the player. However, the predetermined operation may be any operation that can trigger the execution of a special lottery. When the server 100 receives the start request information, it executes a special lottery execution process (S2). This special lottery execution process will be described later.

[0112] In the special lottery execution process, any one of the winning types is determined. In addition, in the special lottery execution process, an execution pattern of the performance is determined based on the determined winning type, etc. In addition, in the special lottery execution process, animation information is determined based on the determined execution pattern of the performance. The player terminal 1 receives the animation information from the server 100, and executes a special lottery animation process that displays an animation related to the special lottery on the display 26 (S3).

[0113] Furthermore, when the event-limited operation unit 32b (FIG. 3A) is tapped on the player terminal 1, a lottery request operation input process is performed (S4). In this lottery request operation input process, lottery request information is transmitted to the server 100. Upon receiving the lottery request information, the server 100 performs a lottery execution process for executing the individual lottery (S5). This lottery execution process will be described later.

[0114] In the lottery execution process, rewards such as items and characters, which are broadly classified into four types, "SS Rare", "S Rare", "Rare", and "Normal", are determined by lottery. In addition, in the lottery execution process, animation information is determined based on the determined rewards, etc. The player terminal 1 receives the animation information from the server 100, and executes a lottery animation process that displays an animation related to the individual lottery on the display 26 (S6).

[0115] Next, a description will be given of the functional configuration of the server 100 and specific processing in the server 100. Note that, in the following, the configuration related to the special lottery and the continuous lottery will be described, and the description of the other configurations will be omitted.

[0116] (Functional configuration of server 100) 14 is a diagram for explaining the configuration of the storage device 112 in the server 100 and its functions as a computer. The storage device 112 is provided with a program storage area 112a and a data storage area 112b. The CPU 110 stores various programs in the program storage area 112a at the start of a special lottery or an individual lottery.

[0117] The programs stored in the program storage area 112a include a special lottery program 130, a benefit granting program 132, a lottery execution program 134, and a reward granting program 136. Note that the programs shown in FIG. 14 are merely examples, and the server 100 is provided with many other programs.

[0118] The data storage area 112b includes a reference value storage section 140, a ratio pattern storage section 142, a number of sets storage section 144, a confirmed number of sets storage section 146, a number of wins storage section 148, a type of win storage section 150, a remaining number of lottery wins storage section 152, a reward information storage section 154, and an additional point storage section 156 as storage sections for storing data. Note that the above-mentioned storage sections are merely examples, and the data storage area 112b includes many other storage sections. Each of these storage sections is provided for each player.

[0119] The CPU 110 runs each program stored in the program storage area 112a and updates data in each storage unit in the data storage area 112b. The CPU 110 runs each program stored in the program storage area 112a, causing the server 100 (computer) to function as a game control unit 100A. The game control unit 100A includes a special lottery unit 130a, a benefit granting unit 132a, a lottery execution unit 134a, and a reward granting unit 136a.

[0120] Specifically, the CPU 110 runs the special lottery program 130, causing the computer to function as a special lottery unit 130a. Similarly, the CPU 110 runs the bonus granting program 132, the lottery execution program 134, and the reward granting program 136, causing them to function as a bonus granting unit 132a, a lottery execution unit 134a, and a reward granting unit 136a, respectively.

[0121] The special lottery unit 130a sets the winning probability of each of the multiple winning types in the special lottery, that is, the ratio pattern, based on the reference value stored in the reference value storage unit 140. Then, the special lottery unit 130a acquires a random number value and determines one of the winning types based on the set winning probability. In addition, the special lottery unit 130a determines the execution pattern of the performance related to the special lottery.

[0122] The bonus awarding unit 132a awards a bonus linked to the type of prize won in the special lottery, that is, the number of individual lotteries (the number of sets of consecutive lotteries), to the player.

[0123] The lottery execution unit 134a enables consecutive lotteries to be executed within the range of the number of times that the lottery can be executed, which is set for the winning type determined in the special lottery.

[0124] The reward granting unit 136a grants the player the reward that has been won in the consecutive lotteries.

[0125] (Specific processing of the server 100) FIG. 15 is a flowchart explaining an example of the special lottery execution process (S2) in the server 100. When the special lottery unit 130a receives start request information, it determines whether the execution flag is off (S2-1). The execution flag identifies whether the special lottery has already been executed after the date update process. The execution flag is turned on when a special lottery is executed after the date update process, and is turned off during the date update process. In other words, the execution flag is turned off if a special lottery has not been executed for that day during the event period.

[0126] Then, if the execution completion flag is off (YES in S2-1), today is the last day of the event (YES in S2-2), and the number of wins of the winning type A during the event period is 0 (YES in S2-3), the special lottery unit 130a turns on the guarantee flag (S2-4). In addition, the special lottery unit 130a determines the ratio pattern to be the first pattern (S2-5). The guarantee flag will be described later.

[0127] On the other hand, if it is not the last day of the event (NO in S2-2) or the number of wins of the winning type A during the event period is not 0 (NO in S2-3), the special lottery unit 130a acquires the reference value stored in the reference value storage unit 140 (S2-6). Then, the special lottery unit 130a determines a ratio pattern based on the acquired reference value and the selected special lottery mode (S2-7). In addition, the special lottery unit 130a executes a special lottery process based on the ratio pattern determined in S2-5 or S2-7 (S2-8). Here, the special lottery unit 130a sets a winning range value based on the determined ratio pattern, acquires a random number value, and compares and judges the acquired random number value with the set winning range value to determine the winning type. In addition, the special lottery unit 130a stores the determined winning type in the winning type storage unit 150.

[0128] In addition, here, the benefit granting unit 132a stores the number of sets of the consecutive draws provided for the winning type stored in the winning type storage unit 150 in the set number storage unit 144 or the fixed set number storage unit 146. That is, the benefit granting unit 132a grants the player a benefit linked to the winning type won in the special draw. Specifically, when a winning type other than the winning types J1 and J2 is determined, the set number of the consecutive draws is stored in the set number storage unit 144. On the other hand, when the winning types J1 and J2 are determined, the set number of the consecutive draws is stored in the fixed set number storage unit 146. In the following, for ease of understanding, the number of sets stored in the fixed set number storage unit 146 may be referred to as the fixed set number. The number of sets stored in the set number storage unit 144 or the fixed set number storage unit 146 is cleared in the date update process. As a result, the right to execute the consecutive draws acquired in the special draw can be exercised only on the day.

[0129] In addition, here, when the winning type K is determined, a special flag is turned on. The special flag identifies that a special lottery for winning only SS rare can be executed.

[0130] Also, here, the special lottery unit 130a stores (updates) the number of wins during the event period for the win type determined in this special lottery in the win count storage unit 148. Note that the win count storage unit 148 is provided for each win type of the special lottery. Here, the number of wins stored in the win count storage unit 148 for the win type determined in this special lottery is incremented by "1".

[0131] Next, the special lottery unit 130a turns on the execution flag (S2-9). If the ratio pattern determined in the above S2-5 or S2-7 is the first pattern or the seventh pattern (YES in S2-10), the special lottery unit 130a determines the execution pattern of the performance to be the normal pattern (S2-11). On the other hand, if the ratio pattern determined in the above S2-5 or S2-7 is not the first pattern or the seventh pattern (NO in S2-10), the special lottery unit 130a performs a lottery based on the winning type determined in S2-8, and determines the execution pattern of the performance to be the replay pattern or the normal pattern (S2-12).

[0132] Next, the special lottery unit 130a judges whether the winning type J1 or J2 has been won in S2-8 (S2-13). If the winning type J1 or J2 has been won (YES in S2-13), the special lottery unit 130a executes a fixed lottery permission process (S2-14). This fixed lottery permission process is a process for enabling the execution of a fixed lottery. For example, here, a process for displaying the SS fixed operation unit 32a on the display 26 of the player terminal 1 is executed. Also, if the winning type J1 has been won (YES in S2-15), the special lottery unit 130a updates the reference value of the reference value storage unit 140 to the initial value (S2-16).

[0133] Also, if the winning type J1 or J2 is not won (NO in S2-13), the special lottery unit 130a acquires the update value of the winning type determined in this special lottery (S2-17). Then, the special lottery unit 130a performs an update value addition process to add the acquired update value to the reference value stored in the reference value storage unit 140 (S2-18). Note that if the sum of the reference value and the update value exceeds "100", "100" is stored in the reference value storage unit 140.

[0134] Then, when the updated reference value is the maximum, that is, when the reference value is "100" (YES in S2-19), the special lottery unit 130a repeats the process from S2-6. As a result, when the reference value after the end of the special lottery reaches the maximum value, the second special lottery is executed consecutively. In this case, since the reference value is the maximum, the ratio pattern of the seventh pattern is determined in S2-7. Therefore, the winning type J1 is always determined in the second special lottery.

[0135] Next, the special lottery unit 130a sets animation information for displaying an animation of a special lottery so that the player terminal 1 can receive it (S2-20). As described above, the animation information is image information of effects including replay effects and roulette effects. In the player terminal 1, various effect images are displayed by receiving the animation information. The special lottery unit 130a generates animation information based on the ratio pattern determined in S2-5 or S2-7 and the execution pattern of effects determined in S2-11 or S2-12. Then, in the player terminal 1, a special lottery animation process is executed to display an animation based on the received animation information (S3 in FIG. 13).

[0136] 16 is a flowchart illustrating an example of a lottery execution process in the server 100. When the server 100 receives the lottery request information, the lottery execution unit 134a executes a reward determination process (S10).

[0137] FIG. 17 is a flowchart explaining an example of the reward determination process in the server 100. The lottery execution unit 134a sets 10 as the remaining number of lotteries (N) in the remaining number of lotteries memory unit 152 (S10-1). Then, the lottery execution unit 134a sets a predetermined winning range value (S10-2) and acquires a random number value (S10-3). Note that the range of random number values ​​acquired in the reward determination process is wider than the range of random number values ​​acquired in the special lottery execution process. This is because the types of rewards determined by the continuous lottery are more than the types of winnings determined by the special lottery.

[0138] Also, although a detailed explanation will be omitted, here, when the special flag is on, the winning range value is set so that only the specified "SS Rare" reward can be won.

[0139] The lottery execution unit 134a compares the acquired random number value with the set winning range value and determines the reward (S10-4). That is, the lottery execution unit 134a executes an individual lottery. The lottery execution unit 134a also stores reward information corresponding to the determined reward in the reward information storage unit 154. The reward granting unit 136a also links the player information to the possession information for the determined reward. As a result, the reward is granted to the player. The reward information stored in the reward information storage unit 154 is transferred to a storage area that stores various information of the player after the reward determination process is completed. The reward information stored in the reward information storage unit 154 is also erased by the date update process.

[0140] Furthermore, the lottery execution unit 134a adds "1" to the additional points stored in the additional point storage unit 156 (S10-5). One additional point is added for each individual lottery. Although detailed explanation is omitted, the player can also acquire rewards that can be acquired in consecutive lotteries by using the additional points. For example, the player can acquire an "SS Rare" item by using 300 points. Therefore, even if the player wins the winning types J1 and J2 in the special lottery and does not acquire any "SS Rare" rewards in the 300 individual lotteries, the player can acquire the "SS Rare" reward by the additional points. In other words, if the player wins the winning types J1 and J2 in the special lottery, the player can definitely acquire the "SS Rare" reward.

[0141] The lottery execution unit 134a subtracts "1" from the remaining number of draws (N) in the remaining number of draws memory unit 152 (S10-6). Next, the lottery execution unit 134a determines whether the remaining number of draws (N) in the remaining number of draws memory unit 152 is "0" (S10-7). If the remaining number of draws is not "0" (NO in S10-7), the lottery execution unit 134a repeats the above-mentioned processes from S10-2 onwards. If the remaining number of draws is "0" (YES in S10-7), the reward determination process ends.

[0142] Returning to FIG. 16, when the reward determination process is completed, the lottery execution unit 134a decrements the number of sets stored in the set number storage unit 144 (S5-1). Then, the lottery execution unit 134a sets the number of sets updated in S5-1, i.e., remaining set number information indicating the remaining number of sets, so that the player terminal 1 can receive it (S5-2). Note that, when the player terminal 1 receives the remaining set number information, it switches the display mode of the event-limited operation unit 32b and the enablement / disablement of the operation according to the remaining number of sets. Specifically, when the remaining number of sets is 0, the event-limited operation unit 32b is disabled. On the other hand, when the remaining number of sets is 1 or more, the event-limited operation unit 32b is enabled.

[0143] Furthermore, if the number of sets is 0 (YES in S5-3) and the guarantee flag is on (YES in S5-4), the lottery execution unit 134a loads the reward information stored in the reward information storage unit 154 (S5-5). As described above, all rewards acquired on the day are stored in the reward information storage unit 154. Then, if the number of "SS Rare" rewards acquired is less than 10 (NO in S5-6), the lottery execution unit 134a sets the guarantee information so that it can be received by the player terminal 1 (S5-7).

[0144] Although detailed description is omitted, when the player terminal 1 receives the guarantee information, it enables the operation of the event-limited operation unit 32b even if the remaining number of sets is 0. On the other hand, if the number of acquired "SS Rare" rewards is 10 or more (YES in S5-6), the lottery execution unit 134a turns off the guarantee flag (S5-8). Then, the lottery execution unit 134a generates animation information based on the above processing result and sets the player terminal 1 so that it can receive the information (S5-9). In the player terminal 1, a lottery animation process is executed to display an animation based on the received animation information (S6 in FIG. 13).

[0145] As mentioned above, if a player has not won prize type A by the day before the final day of the event period, he / she will definitely win prize type A on the final day. However, even if the player finally wins the right to 100 individual lotteries on the final day of the event period, it does not necessarily mean that the player will be able to win the "SS Rare" reward. If the player wins only a small number of "SS Rare" rewards despite having performed 100 individual lotteries on the final day of the event period, his / her motivation to play will decrease immediately.

[0146] According to the above process, even if 100 individual lotteries are completed with the guarantee flag on, if the number of acquired "SS Rare" rewards is less than 10, the guarantee flag is maintained on. As a result, as shown in Fig. 16, even after the number of sets stored in the set number storage unit 144 becomes 0, the player can execute 10 individual lotteries (S10).

[0147] That is, in this embodiment, if the first time the winner of the prize type A is won on the last day of the event period, the minimum number of "SS Rare" rewards is adjusted to be 10 or more. In other words, if the first time the winner of the prize type A is won on the last day of the event period, 10 "SS Rare" rewards are guaranteed.

[0148] This prevents the player's motivation to play from decreasing. Here, the number of "SS Rare" rewards is guaranteed only when the first prize type A is won on the final day. However, when the prize type A is won, the number of "SS Rare" rewards may be guaranteed. In this case, for example, the number of "SS Rare" rewards guaranteed may be constant, or may vary depending on the number of times the prize type A is won or the winning date.

[0149] As described above, by the above-mentioned processing by the server 100, a special lottery is executed during the event period, and a replay effect and a roulette effect that suggest and notify the result of the special lottery are executed on the player terminal 1.

[0150] Although one aspect of the embodiment has been described above with reference to the accompanying drawings, it goes without saying that the present invention is not limited to the above embodiment. It is clear that a person skilled in the art can come up with various modified or revised examples within the scope of the claims, and it is understood that these also naturally belong to the technical scope.

[0151] For example, in the above embodiment, the right to consecutive draws (individual draws) acquired in the special draw is valid only on the day. This reduces the risk of ending the game with only the special draw, increases the opportunities to play the game, and encourages early acquisition of benefits. However, the right to consecutive draws (individual draws) acquired in the special draw may not expire after the next day. In this case, for example, consecutive draws (individual draws) can be executed during the event period or until a predetermined period has elapsed after the end of the event period.

[0152] In addition, the content of the special lottery in the above embodiment is merely an example. In the above embodiment, the case where the special lottery allows the player to acquire a privilege is a right to execute consecutive lotteries has been described. However, the privilege that the player can acquire in the special lottery may be, for example, a game medium used in the game or an in-game currency.

[0153] For example, when the special lottery prize is a game medium, the roulette wheel 40 is provided with a stop area linked to the game medium or prize information indicating the rarity of the game medium, and the replay area 45. When a replay performance is executed, the roulette wheel 40 is changed in the same manner as described above. At this time, each stop area of ​​the changed roulette wheel 40 may be linked to prize information indicating a game medium having a higher value than that of the roulette wheel 40 before the change. In any case, the content of the prize is not limited to that of the above embodiment.

[0154] In the above embodiment, the probability of winning each type of winning is different depending on the reference value. However, the reference value is not essential. For example, the probability of winning each type of winning may be constant during the event period. In the above embodiment, a specific condition is set, and when the specific condition is met, the ratio pattern is determined to be the first pattern. However, the specific condition is not essential.

[0155] In the above embodiment, a case has been described in which multiple benefits that a player can obtain through a special lottery are ranked in value. Specifically, the benefits that a player can obtain include a first benefit (e.g., a right to perform 10 sets of consecutive lotteries) and a second benefit (e.g., a right to perform 1 set of consecutive lotteries) that is less valuable to the player than the first benefit. However, multiple benefits that a player can obtain through a special lottery do not necessarily have to be ranked in value.

[0156] In the above embodiment, the replay pattern can be determined when the first benefit is selected by lottery, and the replay pattern is not determined when the second benefit is selected by lottery. However, the replay pattern may be determined regardless of the type of the benefit that is selected, in other words, the content of the benefit that is selected. In this case, it is preferable that the probability of selecting the replay pattern is higher when a relatively high-value benefit is selected than when a relatively low-value benefit is selected.

[0157] In the above embodiment, in the roulette presentation of the normal pattern, bonus information (stop areas such as the first area 44a and the second area 44b) and predetermined information (the replay area 45) are displayed on the roulette board 40, and the bonus information is selected without selecting the predetermined information. However, in the roulette presentation of the normal pattern, the replay area 45 does not have to be displayed on the roulette board 40. Alternatively, the roulette board 40 displayed in the normal pattern may include both the roulette board 40 on which the replay area 45 is displayed and the roulette board 40 on which the replay area 45 is not displayed.

[0158] In the above embodiment, in the replay effect, the predetermined information (replay area 45) and one or more pieces of bonus information (stop areas such as the first area 44a, the second area 44b, etc.) are displayed, and then the predetermined information is selected. In the replay pattern effect, at least one piece of bonus information displayed in the roulette effect is different from the bonus information displayed in the replay effect. Specifically, in the above embodiment, at least one or more stop areas other than the replay area 45 provided on the roulette wheel 40 are different between the replay effect and the roulette effect after the replay effect. However, the stop areas provided on the roulette wheel 40 in the replay effect and the roulette effect after the replay effect may be completely the same. In other words, the same roulette wheel 40 may be used in the replay effect and the roulette effect after the replay effect.

[0159] In addition, in the above embodiment, two special lottery modes are provided, but the special lottery mode is not essential.

[0160] In addition, the contents of the effects in the above embodiment are merely examples. In the above embodiment, the replay pattern can be selected in either the A mode or the B mode. However, the replay pattern may be selected only in either the A mode or the B mode.

[0161] Furthermore, the replay pattern presentation in the above embodiment may be used to suggest the result of a continuous drawing or an individual drawing in which a game medium is determined as a reward. For example, in the drawing method selection screen 30 shown in FIG. 3A, any of the drawing request operation units 32 is tapped to execute a continuous drawing or an individual drawing. At this time, a suggestion screen is displayed based on the drawing result of the continuous drawing or the individual drawing, i.e., the reward of the game medium or the like that has been won. In this suggestion screen, the game medium that has been won or the rarity of the game medium that has been won is suggested.

[0162] As an example, a specific object is displayed on the suggestion screen, and an effect is superimposed on the object. This effect is provided in multiple patterns, and the display color differs for each pattern. If the selected game media contains a specific number or more of "SS Rare" game media, a rainbow-colored effect is displayed on the suggestion screen. Also, if the selected game media contains less than a specific number of "SS Rare" game media, an effect of a color other than rainbow is displayed on the suggestion screen, or no effect is displayed.

[0163] Alternatively, multiple patterns of objects may be provided for display on the suggestion screen. If the selected game media contains a predetermined number or more of "SS Rare" game media, a specific object is displayed. If the selected game media contains less than a predetermined number of "SS Rare" game media, objects other than the specific object are displayed on the suggestion screen, or no objects are displayed.

[0164] In this way, the suggestion screen suggests the game medium that has been won or the rarity of the game medium. Note that, for example, an object or effect may be provided that is displayed only when a specific game medium, such as an "SS Rare" game medium that can be acquired for a limited time, has been won. In this case, the suggestion screen suggests whether or not the specific game medium has been won. Then, after the suggestion screen is displayed for a predetermined period of time, a lottery result screen 34 shown in FIG. 3B is displayed, and the player is notified of the game medium that has been won.

[0165] In this way, a replay pattern can be used for effects suggesting and notifying the results of a continuous lottery or an individual lottery in which game media are determined as a reward. As an example, when the lottery result screen 34 is displayed after the above suggestion screen is displayed, an image or sound is used to notify the redisplay of the suggestion screen and the lottery result screen 34. This effect of notifying the redisplay is called a redisplay notification effect. As an example of the redisplay notification effect, a special image (icon) is displayed on the lottery result screen 34 instead of an image (icon) corresponding to the game media. Alternatively, a screen dedicated to the redisplay notification effect may be displayed instead of the lottery result screen 34.

[0166] When the re-display notification effect is executed, the suggestion screen is displayed again, and then the lottery result screen 34 is displayed. On the lottery result screen 34 displayed at this time, the game medium that has actually been won is notified.

[0167] In this example, a suggestion screen is displayed before and after the redisplay notification effect. At this time, for example, before the redisplay notification effect, i.e., on the first suggestion screen, a rainbow effect or a specific object is not displayed. On the other hand, after the redisplay notification effect, i.e., on the second suggestion screen, a rainbow effect or a specific object is displayed. In other words, the player's expectation value is higher for the second suggestion screen than for the first suggestion screen. In this way, the replay pattern gives the impression that the game medium that was won has been promoted to "SS Rare". Note that, in this example, the replay pattern effect is executed only when a predetermined game medium (here, "SS Rare") is won, and when the predetermined game medium is not won, the normal pattern effect is executed.

[0168] In the past, in a lottery game in which a reward for a game medium or the like is determined by lottery, a performance that suggests which reward will be awarded is executed to enhance the player's sense of expectation. However, the conventional performance that suggests the result of the lottery game is monotonous and lacks interest in terms of performance. As in this example, as in the above embodiment, a replay pattern and a normal pattern are provided to enhance the performance effect.

[0169] In the above embodiment, the roulette wheel 40 is used as an example of the effect. However, the effect may include at least an effect in which one piece of benefit information corresponding to a benefit to be given to a player is selected after one or more pieces of benefit information corresponding to the benefit are displayed.

[0170] For example, as another example of the effect, a performance may be executed in which a bow and arrow are stuck into one of the targets in a state where a plurality of targets on which the contents of the benefit are written are displayed. In this case, the target on which the contents of the benefit are written becomes the benefit information. In addition, at this time, for example, a target with "one more time" written on it is included, and when the bow and arrow is stuck into this target, a performance may be executed in which a new target is displayed and the bow and arrow is stuck into one of the targets again. In this case, the target with "one more time" written on it becomes the predetermined information. Furthermore, as in the above embodiment, when the predetermined information is selected in the performance using the roulette wheel 40, the benefit to be given to the player may be notified by the performance using the above-mentioned target. In this way, two performances with completely different contents may be executed consecutively.

[0171] In the above embodiment, the case where the performance pattern is determined by a lottery separate from the winning type has been described. However, as in the following modified example, the performance execution pattern may be determined at the same time as the winning type is determined.

[0172] FIG. 18 is a diagram for explaining an example of the selection ratio of the execution pattern of the effect according to the modified example. In the embodiment, a winning type A is provided to which the right to execute 10 sets of consecutive lotteries is linked as a privilege. In contrast, in the modified example, winning types A1 and A2 are provided to which the right to execute 10 sets of consecutive lotteries is linked as a privilege. The privileges and reference values ​​linked to the winning types A1 and A2 are completely the same. In the modified example, the probability obtained by summing the winning probabilities of the winning types A1 and A2 may be the same as or different from the winning probability of the winning type A in the embodiment.

[0173] In the modified example, each winning type is associated with a performance execution pattern. Therefore, in the modified example, when the winning type is determined by the special lottery, the performance execution pattern is determined at the same time. Here, in the modified example, the replay pattern is associated with the winning type A1 as the performance execution pattern, and the normal pattern is associated with the winning type A2 as the performance execution pattern. In this way, different performance execution patterns may be associated with multiple winning types associated with the same benefit.

[0174] In any case, the information processing program may cause a computer to carry out the following processes. A process (S2-8 in the embodiment as an example) of determining by lottery a benefit to be given to a player from among a plurality of types of benefits (in the embodiment as an example, a right to execute successive lotteries). A process (S2-11 and S2-12 as examples in the embodiment) of determining an execution pattern of a presentation including at least a result presentation (in the embodiment, a roulette presentation as an example) in which one piece of bonus information corresponding to a bonus to be granted to the player is selected after one or more pieces of bonus information corresponding to the bonus (in the embodiment, the first area 44a, the second area 44b, the third area 44c, the fourth area 44d, and the fifth area 44e as examples) corresponding to the bonus is displayed based on the result of the lottery. A process of executing a performance according to the determined execution pattern (in the embodiment, S2-20 as an example).

[0175] The execution patterns of the presentation may include a first execution pattern (a replay pattern, as an example in the embodiment) in which a special presentation (a replay presentation, as an example in the embodiment) in which predetermined information different from the bonus information (replay area 45, as an example in the embodiment) is displayed and then the predetermined information is selected, and a result presentation is executed after the special presentation, and a second execution pattern (a normal pattern, as an example in the embodiment) in which the result presentation is executed without executing the special presentation.

[0176] In the above embodiment, the information processing system S, which is a client-server system, performs each of the above information processes. However, the function of the server 100 in the above embodiment may be provided in the player terminal 1. In this case, the communication function is not essential, and the player terminal 1 functions as a game terminal device. Also, only the server 100 in the above embodiment may be provided as a server device.

[0177] The programs in the above-described embodiments and modifications may be stored in a non-transitory computer-readable storage medium and provided as a storage medium. Furthermore, the programs may be provided as a game terminal device or a server device that includes the storage medium. The above-described embodiments and modifications may also be provided as an information processing method that realizes each function and step shown in the flowchart. [Explanation of symbols]

[0178] 1 Player terminal 100 Servers S Information Processing System

Claims

1. a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; The computer executes the above. The execution pattern of the performance includes: a first execution pattern in which one or more pieces of bonus information and predetermined information different from the bonus information are displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the performance of the first execution pattern, At least one of the bonus information displayed in the result effect is different from the bonus information displayed in the special effect. Information processing program.

2. A process for determining, by lottery, a benefit to be granted to a player from among a plurality of types of benefits including a first benefit and a second benefit that is less valuable to the player than the first benefit; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; The computer executes the above. The execution pattern of the performance includes: a first execution pattern in which a special effect is executed in which predetermined information different from the bonus information is displayed, and the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the process of determining the execution pattern of the performance, The first execution pattern can be determined when the first benefit is determined by the lottery, and the first execution pattern is not determined when the second benefit is determined by the lottery. Information processing program.

3. In the result effect of the effect of the second execution pattern, After the bonus information and the predetermined information are displayed, the bonus information is selected without selecting the predetermined information.

3. The information processing program according to claim 1 or 2.

4. 1. An information processing method performed by one or more computers, comprising: The computer, a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above, The execution pattern of the performance includes: a first execution pattern in which one or more pieces of bonus information and predetermined information different from the bonus information are displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the performance of the first execution pattern, At least one of the bonus information displayed in the result effect is different from the bonus information displayed in the special effect. Information processing methods.

5. An information processing method performed by one or more computers, comprising: The computer, a process of determining, by lottery, a benefit to be given to a player from a plurality of types of benefits including a first benefit and a second benefit having a lower value to the player than the first benefit; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above, The execution pattern of the performance includes: a first execution pattern in which a special effect is executed in which predetermined information different from the bonus information is displayed, and the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the process of determining the execution pattern of the performance, The first execution pattern can be determined when the first benefit is determined by the lottery, and the first execution pattern is not determined when the second benefit is determined by the lottery. Information processing methods.

6. One or more computers; The computer, a process of determining by lottery a benefit to be given to a player from among a plurality of types of benefits; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above, The execution pattern of the performance includes: a first execution pattern in which one or more pieces of bonus information and predetermined information different from the bonus information are displayed, a special effect is executed in which the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the performance of the first execution pattern, At least one of the bonus information displayed in the result effect is different from the bonus information displayed in the special effect. Information processing system.

7. A method for detecting a presence of one or more computers, The computer, a process of determining, by lottery, a benefit to be given to a player from a plurality of types of benefits including a first benefit and a second benefit having a lower value to the player than the first benefit; a process of determining an execution pattern of effects including at least a result effect in which one piece of benefit information corresponding to the benefit to be given to the player is selected after one or more pieces of benefit information corresponding to the benefit are displayed based on a result of the lottery; A process of executing the performance according to the determined execution pattern; To carry out the above, The execution pattern of the performance includes: a first execution pattern in which a special effect is executed in which predetermined information different from the bonus information is displayed, and the predetermined information is selected, and the result effect is executed after the special effect; A second execution pattern in which the result effect is executed without executing the special effect; Includes: In the process of determining the execution pattern of the performance, The first execution pattern can be determined when the first benefit is determined by the lottery, and the first execution pattern is not determined when the second benefit is determined by the lottery. Information processing system.

Citation Information

Patent Citations

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    JP2022079825A

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