Gaming machines and gaming systems

The gaming machine dynamically changes game effects and manages player history to enhance engagement and facilitate strategic management, addressing the limitations of conventional gaming machines.

JP7747312B2Active Publication Date: 2025-10-01KITA DENSHI CORP
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Patent Information

Application Number
JP2021121828
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-26
Publication Date
2025-10-01
Estimated Expiration
2041-07-26

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to dynamically change game effects based on player interactions and provide personalized experiences, as well as the capability to manage and output game history information selectively.

Method used

A gaming machine equipped with a change control mechanism to alter the appearance mode of game effects, a storage system to record player history, and a determination mechanism to decide when to output this history based on facility manager input, allowing for personalized and dynamic game experiences.

Benefits of technology

Enhances player engagement through customizable game effects and provides facility managers with tools to manage and utilize player history for strategic game management.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine and a system for a game that have improved convenience in customizing a performance.SOLUTION: A sub-control unit 55 of a game machine 310 can execute control to change an appearance mode of a performance on the basis of the fact that an operation on a plurality of performances in which an appearance mode is to be changed is executed in the game machine 310; can execute control to change an appearance mode of a performance on the basis of receiving specific information generated when an operation on a plurality of performances in which an appearance mode is to be changed is executed outside the game machine 310; and can execute control to change an appearance mode of a plurality of corresponding performances when receiving, as specific information, either first specific information generated when an operation is executed by a player himself / herself outside the game machine, or second specific information generated when an operation is executed by another player outside the game machine.SELECTED DRAWING: Figure 15
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine and a gaming system. [Background technology]

[0002] BACKGROUND ART Conventionally, there have been gaming machines that execute various effects during play (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2012-080953 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]

[0005] In order to solve the above problem, one aspect of the present invention is a gaming machine capable of executing effects that are executed in relation to the progress of a game, comprising: a change control means for executing control to change the appearance mode of at least some of the effects; a storage means for storing the game history of a preceding player who played before the currently playing player; an output means for outputting information relating to the game history; and a determination means for determining whether or not to enable the output of information relating to the game history of the preceding player based on an operation by a gaming facility manager. The change control means comprises a first control means capable of executing control to change the appearance mode of a plurality of effects based on an operation being performed on the gaming machine relating to the plurality of effects whose appearance mode is to be changed, and a second control means capable of executing control to change the appearance mode of the plurality of effects based on the fact that an operation on the gaming machine relating to the plurality of effects whose appearance mode is to be changed is not performed and specific information is received, and when the appearance mode of the plurality of effects is changed by the first control means, information for identifying the specific information corresponding to the change in appearance mode can be output. [Brief explanation of the drawings]

[0006] [Figure 1] FIG. 1 is a front view of a gaming machine according to a first embodiment, and is a perspective view showing the internal configuration. [Figure 2] 1 is a diagram showing a configuration in the vicinity of a performance customization operation unit 30 of the first embodiment. FIG. [Figure 3] 1 is a block diagram of a gaming machine according to a first embodiment. [Figure 4] 3A and 3B are diagrams showing an internal lottery table and a payout table according to the first embodiment. [Figure 5] FIG. 2 is a diagram showing a table relating to the effects of the first embodiment. [Figure 6] FIG. 2 is a diagram showing a table relating to the effects of the first embodiment. [Figure 7] FIG. 10 is a diagram illustrating the transition of the RT state in the first embodiment. [Figure 8] A diagram explaining the transitions between normal zones, advantageous zones, and transitions between stages in the first embodiment. [Figure 9] FIG. 10 is a diagram illustrating a presentation customization screen according to the first embodiment. [Figure 10] FIG. 10 is a diagram illustrating a presentation customization screen according to the first embodiment. [Figure 11] This is a flowchart of the processing after winning AT performance D in the first embodiment. [Figure 12] FIG. 10 is a diagram showing characters that are displayed in each effect of the first embodiment and correspond to each effect. [Figure 13] This is a diagram explaining the contents of the normal effect C and AT effect D executed on the main display unit 17 and sub-display unit 18 in the first embodiment. [Figure 14] FIG. 10 is a diagram illustrating customization of normal effect A in the second embodiment. [Figure 15] FIG. 10 is a diagram illustrating the configuration of a gaming system 301 according to a third embodiment. [Figure 16] A figure showing AT effect tables 375a and 375b of the third embodiment. [Figure 17] 13A and 13B are diagrams showing a set list table 375c and an evaluation table 375d according to the third embodiment. [Figure 18]FIG. 11 is a diagram showing a gaming history table 375e according to the third embodiment. [Figure 19] 10A to 10C are diagrams illustrating screen transitions during custom operations on a player terminal 360 of the third embodiment. [Figure 20] FIG. 11 is a diagram showing a display screen at the time of custom operation of the player terminal 360 of the third embodiment. [Figure 21] FIG. 11 is a diagram showing a display screen at the time of custom operation of the player terminal 360 of the third embodiment. [Figure 22] FIG. 10 is a diagram illustrating the flow of the game by the first player in the third embodiment. [Figure 23] 10A to 10C are diagrams showing the display screens at the start and end of a game by a first player in the third embodiment. [Figure 24] FIG. 10 is a diagram illustrating the flow of the game by the second player in the third embodiment. [Figure 25] FIG. 11 is a diagram showing the display screen when the second player starts playing and when game information is disclosed in the third embodiment. [Figure 26] FIG. 10 is a diagram illustrating the process of starting game information for the second player in the third embodiment. [Figure 27] FIG. 11 is a diagram showing a set list evaluation screen 393 according to the third embodiment. [Figure 28] A figure showing the AT effect custom screen 395 of the gaming machine 310 of the third embodiment. [Figure 29] FIG. 10 is a diagram showing a display screen when custom setting is performed using the gaming machine 310 of the third embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0007] (Embodiment) A preferred embodiment of the present invention will be described with reference to the drawings. (First embodiment) [Configuration of gaming machine 10] The gaming machine 10 is a slot machine installed in an amusement park or the like. As shown in FIG. 1, the gaming machine 10 includes a cabinet 10b having an opening on the front surface, and a front door 10a that opens and closes the opening. As shown in Figures 1 to 3, the gaming machine 10 is equipped with a medal insertion slot 11, a BET button 12, a start lever 13, a performance button 14, a stop button 15 (15L, 15C, 15R) (stop operation means), a favorable zone lamp 16, a main display unit 17 (output means, operation notification means), a sub-display unit 18 (output means), a lamp 19, a speaker 20 (output means), reels 21 (21L, 21C, 21R) (variable display means), a drum unit 21a, a medal payout device 22, a setting button 24, a performance custom operation unit 30, a main control board 40, and a sub-control board 50.

[0008] The gaming machine 10 is equipped with a memory unit and a control unit provided on the main control board 40 and the sub-control board 50, respectively, and is a device capable of various types of calculation processing and various types of control. The gaming machine 10, the main control board 40, and the sub-control board 50 are included in the concept of a computer. Each memory unit is equipped with a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the gaming machine 10. Each control unit is equipped with a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.

[0009] The medal insertion slot 11 is a portion where a player inserts medals (game media). A medal selector 11a (medal detection means) is provided inside the medal insertion slot 11. The medal selector 11a is a sensor or the like that detects medals inserted into the medal insertion slot 11, and outputs a detection signal to a main control unit 42 (described later).

[0010] The BET button 12, the start lever 13, the effect button 14, and the stop buttons 15L, 15C, and 15R are operation units that are operated by the player to play a game. The BET button 12 is an example of an operating means capable of accepting a player's operation to set the bet amount. By operating the BET button 12, the bet amount is set to 1, 2, or 3 medals. Games with bet amounts of 1, 2, or 3 medals are also called 1-BET games, 2-BET1 games, and 3-BET games, respectively. The start lever 13 receives a tilt operation from the player to spin the reels 21 and start the game. The effect button 14 accepts operations related to effects from the player. When the effect button 14 is operated, for example, an effect is executed to suggest or output various information, or the effect is switched. During the period when operation of the effect button 14 can be accepted, a notification such as "Please operate the effect button" is displayed on the display units 17, 18, etc. In this embodiment, details of the effects related to the effect button 14 are omitted.

[0011] The stop buttons 15L, 15C, and 15R are an example of operating means for stopping the reels 21L, 21C, and 21R. The stop buttons 15L, 15C, and 15R are provided corresponding to the reels 21L, 21C, and 21R, respectively, and can accept an operation to stop the fluctuatingly displayed symbols. The stop buttons 15L, 15C, and 15R become operable by, for example, lighting up light-emitting means such as LEDs built into each button.

[0012] The advantageous zone lamp 16 is controlled to light up while the player is in an advantageous zone (described later). Note that the gaming machine 10 may control, instead of the advantageous zone lamp 16, to light up the "dot" portion of a 7-segment display (also called "7-seg") that constitutes a payout number display unit that displays the number of medals paid out, for example. The main display unit 17, the sub-display unit 18, the lamp 19, the speaker 20, etc. can be used as notification means, presentation means, etc. by outputting various information. The main display unit 17 and the sub-display unit 18 are liquid crystal display devices, etc. Each of the display units 17, 18 displays various effects using images, various information related to the game, etc. The main display unit 17 also displays push order navigations 17L, 17C, 17R to navigate (inform) the operation order of the stop buttons 15L, 15C, 15R. The lamp 19 and the speaker 20 produce effects such as light emission and sound. Furthermore, the speaker 20, like the push order navigation 17L, 17C, 17R of the main display unit 17, navigates the operation order of the stop buttons 15L, 15C, 15R by outputting sounds.

[0013] The reels 21 (21L, 21C, 21R) are an example of a variable display means that variably displays symbols (identification information). A plurality of (for example, 20) symbols are displayed on the periphery of each of the reels 21L, 21C, and 21R. The types of symbols include, for example, "watermelon," "cherry," "bell," "blue 7 (blue letter 7)," and "white 7 (white letter 7)." The drum unit 21a is a device that rotates the reels 21L, 21C, and 21R and is provided inside the housing 10b. In the above-described embodiment, some of the symbols on the circumferential surfaces of the rotationally driven reels 21L, 21C, and 21R are visible through the window portion on the front surface of the front door 10a, and the symbols are displayed in a variable manner. The form of the variable display means is not limited to this, and for example, the number of symbols on the periphery may be other than 20. Furthermore, the form of the variable display means may not be a mechanical reel, but may be a form in which symbols are displayed on a liquid crystal display device or the like. The medal payout device 22 is a device that pays out medals stored in a hopper 22a to a medal payout opening 22b.

[0014] The setting button 24 is used to select and set the winning probability of each winning role (i.e., the degree of advantageousness of the game) from among multiple settings 1 to 6 (multiple probability values ​​(setting values)) described below, by accepting a selection operation by the manager of the game center, etc.

[0015] 2, the effect customization operation unit 30 is an operation unit that allows a player to customize effects before or during play. The effect customization operation unit 30 is provided on an operation panel on the front of the gaming machine 10. The effect customization operation unit 30 includes an occurrence rate reliability operation unit 31 (first operation means) and an effect rule operation unit 32 (second operation means). The occurrence rate reliability operation unit 31 and the performance rule operation unit 32 are mechanical push buttons. The occurrence rate reliability operation unit 31 includes a cross key 31a and a decision button 31b. The performance rule operation unit 32 includes an initial rule button 32a and a custom rule button 32b. The occurrence rate reliability operation unit 31 is operated when changing the occurrence rate and reliability of the effect, and the effect rule operation unit 32 is operated when changing the effect rule. The operation of the occurrence rate reliability operation unit 31 and the performance rule operation unit 32 will be described in detail later.

[0016] As shown in Figure 3, the main control board 40, the medal selector 11a, the BET button 12, the start lever 13, the stop button 15, the advantageous zone lamp 16, the drum unit 21a, the medal payout device 22 and the setting button 24 are connected by a communication cable and are capable of communication. The main control board 40 includes a main memory unit 41 (storage means) and a main control unit 42 (game state control means). The main memory unit 41 stores various information such as game programs relating to games, tables for carrying out various lotteries, and setting values ​​selected by the setting buttons 24 (selected setting values).

[0017] The main control unit 42 operates according to the program stored in the main storage unit 41. As a result, the main control unit 42 performs processes related to the progress of the game on the gaming machine 10, etc. In addition, the main control unit 42 realizes game play on the gaming machine 10 by controlling game progress processing involving internal lottery processing, management of various information stored in the main memory unit 41, and devices such as the medal payout device 22, in response to the operation of operating units such as the start lever 13. The detailed processing of the main control unit 42 will be described later.

[0018] The sub-control board 50 is connected to the effect button 14, the main display unit 17, the sub-display unit 18, the lamp 19, the speaker 20 and the effect custom operation unit 30 by a communication cable, allowing communication therebetween. The sub-control board 50 includes a sub-storage unit 51 and a sub-control unit 55 (control means, appearance frequency control means). The sub-storage unit 51 stores various information such as game programs relating to games and tables for conducting various lotteries. The sub-controller 55 processes and controls effects synchronized with play on the gaming machine 10 based on information transmitted unidirectionally from the main controller 42 of the main control board 40. The sub-controller 55 controls the main display 17, the sub-display 18, the lamps 19, the speaker 20, etc. to produce effects such as video output, lamp illumination, and fanfare sound output. These outputs and effects include, for example, those that notify transitions in game states and those that correspond to each game state. The sub-controller 55 also controls various effects according to the settings of the effect customization operation unit 30. The detailed processing of the sub-controller 55 will be described later.

[0019] (various tables) 3 to 6 are diagrams for explaining various tables in the first embodiment. Tables 41a and 41b are stored in the main memory unit 41 of the main control board 40, and tables 51a to 53a, 51b, and 53b are stored in the sub-memory unit 51 of the sub-control board 50, but these storage locations may be changed as appropriate. The internal lottery table 41a and the payout table 41b in Figure 3 are referenced when each game is executed. The internal lottery table 41a relates to a 3-bet game. Although not explained further, the main memory unit 41 also stores internal lottery tables and payout tables relating to 1-bet and 2-bet games.

[0020] The internal lottery table 41a defines the winning probability of each winning combination in each game. The internal lottery table 41a stores each winning combination and its winning probability in association with each other. The internal lottery table 41a has information corresponding to settings 1 to 6. As shown in the internal lottery table 41a, setting 1 is the lowest setting and setting 6 is the highest setting. The higher the setting, the more advantageous it is for the player. In this way, the main control unit 42 can control the degree of advantage in the game by performing lottery processing based on the setting values ​​stored in the main memory unit 41 and the internal lottery table 41a. The setting may be five or less stages or seven or more stages, and the allocation rates of the various winning combinations may be the same for some or all of them, or may be different. The payout table 41b stores the combination of symbols that will stop in each game and the number of medals to be paid out in association with each other.

[0021] As shown in Figures 5 and 6, the sub-storage unit 51 stores a normal effect table 51a, a normal time notice D table 51b, a CZ effect table 52a, an AT effect table 53a, and a BB transition notice E table 53b. The normal effect table 51a stores each of the normal effects A to C in association with information on the initial appearance rate, the initial CZ reliability, the post-customization appearance rate, and the post-customization CZ reliability. Similarly, the CZ effect table 52a stores each of the CZ effects A to C in association with information on their respective initial appearance rates, initial AT reliability, post-customization appearance rates, and post-customization AT reliability. The AT effect table 53a stores each of the AT effects A to D in association with information on their respective initial appearance rates, initial BB reliability, post-customization appearance rates, and post-customization BB reliability.

[0022] The normal time notice D table 51b stores information regarding the appearance rate of the CZ transition notice D. The BB transition notice E table 53b stores information relating to the appearance rate of the BB transition notice E. Details of each table and games played on each of the tables 51a to 53a, 51b, and 53b will be described later.

[0023] [Basic operation of gaming machine 10] The main control unit 42 of the main control board 40 and the sub-control unit 55 of the sub-control board 50 perform the basic operations of the game as follows. At the start of each game (also referred to as the current game in the embodiment), the number of bets is set using medals (including credit medals). The bet number can be set by inserting medals directly into the medal insertion slot 11, or by pressing the BET button 12, or the like.

[0024] In the method of inserting medals into the medal insertion slot 11, a predetermined number of bets corresponding to the number of inserted medals (however, the upper limit of the bets is "3" corresponding to three medals) is set. In the method using the BET button 12, each time the BET button 12 is operated, one, two, or three medals are subtracted from the credit medals, and the subtracted amount is set as the bet amount. The credit medals are added by inserting medals into the medal insertion slot 11 or winning, and up to 50 medals, for example, can be credited (stored) as internal data.

[0025] The bet amount set in this way is stored in the main memory unit 41. When the bet amount reaches a predetermined number, the state becomes one in which the right to play one game is held and the game can be started.

[0026] In the above-described game startable state, operation of the start lever 13 is valid. When the start lever 13 is tilted (game start operation) in this valid state, the game starts. In the embodiment, operating the start lever 13 in this valid state is also referred to as "lever operation." In response to the lever operation, the reels 21L, 21C, and 21R start to move, and an internal lottery process is executed to determine in advance the lottery result of the current game from among multiple winning combinations (including losing combinations), such as replay combinations and small combinations, before the reels 21L, 21C, and 21R stop. As a result, the main control unit 42 determines whether or not to award gaming media through the internal lottery. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined probability of winning. In the embodiment, the internal lottery process is completed before the reels 21L, 21C, and 21R reach a steady rotation, but may be completed before the reels 21L, 21C, and 21R start to rotate.

[0027] The reels 21L, 21C, and 21R gradually increase their rotation speed from a stopped state and then reach a steady state where they rotate at a constant speed. When the reels reach this steady state, the stop buttons 15L, 15C, and 15R provided corresponding to the reels 21L, 21C, and 21R become operable (the stop button operation is enabled). In this state, when each of the stop buttons 15L, 15C, and 15R is pressed, the reels 21L, 21C, and 21R are controlled to stop with a combination of symbols allowed by the timing of the operation and the result of the internal lottery process.

[0028] In the embodiment, when the three stop buttons 15 are operated once each, a total of three times, to stop the three reels 21, the operated buttons are referred to as the first stop button, the second stop button, and the third stop button in the order of operation, and the reels 21 stopped by the first stop button, the second stop button, and the third stop button are referred to as the first reel, the second reel, and the third reel, respectively. Furthermore, the stop operation of each stop button by the player to stop the first reel, the second reel, and the third reel is also referred to as the first reel stop operation, the second reel stop operation, and the third reel stop operation. Furthermore, the time after it is detected that the player's finger or the like has been released from the stop button operated to stop the first reel, the second reel, and the third reel is also referred to as after the first reel stop operation, after the second reel stop operation, and after the third reel stop operation, respectively.

[0029] After the third reel is stopped, the combination of symbols that have stopped on the winning line is judged, and if it is a predetermined combination of symbols, it is judged to be a winning combination, and a game value according to the combination of symbols is awarded.

[0030] As an example of the game value, when a combination of symbols corresponding to a small prize stops, a small prize is determined to have been won, and the medal payout device 22 is driven and controlled to pay out a predetermined number of medals to the medal payout outlet 22b (see payout table 41b in Figure 4). The payout of medals can be configured so that only the amount exceeding the upper limit of credit medals is paid out, but it can also be configured so that medals corresponding to a winning prize are paid out each time a prize is won by operating a predetermined button or the like in advance.

[0031] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 21L, 21C, and 21R are stopped so as to be visible from outside the machine (also referred to as "stopped display"). As a result, the main control unit 42 controls the variable displayed symbols so as to be stopped in a manner based on the determination result of the internal lottery. Then, the main control unit 42 determines whether or not a win has been made based on the stop display mode at this time. The main control unit 42 determines whether a win has been made based on the combination of symbols that have stopped on the winning line in the middle row (the center of the three symbols that are successive in the vertical direction). Note that the number of winning lines is not limited to this, and it may be, for example, five lines in total, consisting of three lines in the top, middle, and bottom rows and two diagonal lines, or any one or more of these five lines.

[0032] (Winning role) The winning combination includes, for example, a "small combination," a "replay combination," a "bonus combination," and the like. The combination of symbols corresponding to the "small winning combination" is, for example, a bell combination, a rare combination, a chance combination, a losing combination, and the like. The symbol combination corresponding to the "Bell Role" is "Bell, Bell, Bell" in the order of "Reel 21L (left), Reel 21C (center), Reel 21R (right)" on the winning line. Furthermore, the "bell role" includes "common bell role" and "push order bell role 1 to 6". When you win the "Common Bell Role", the combination of symbols will be aligned regardless of the push order. When you win one of the "Push Order Bell Roles 1 to 6 (described below)", the combination of symbols will be aligned by following the push order.

[0033] The rare combinations are Cherry and Watermelon. The symbol combination for Cherry is "Cherry-ANY-ANY" (where ANY is any symbol), and the symbol combination for Watermelon is "Watermelon-Watermelon-Watermelon." In a game in which a rare combination is won, the sub-controller 55 displays an image of a symbol corresponding to the rare combination or an image suggesting the symbol on the main display unit 17. The player performs an operation involving eye-pressing in accordance with this display, that is, stops the reels 21L, 21C, and 21R at the timing when the same symbol as that displayed on the main display unit 17 stops on the winning line. In response to this stop operation, the main controller 42 stops and displays the symbol combination corresponding to the winning combination. The symbol combination for "Chance Eye Role" is "Bell, Watermelon, Watermelon", etc.

[0034] When a combination of symbols corresponding to the "replay role" stops, a replay win is determined, and the player can play the next game without inserting medals, i.e., without spending medals. The combination of symbols that corresponds to the "replay role" is "replay replay replay" (normal replay), etc. The symbol combination corresponding to the "bonus role" (a combination of a replay role and a bonus role) is "white 7, cherry, blank", etc. When this symbol combination stops, the game state transitions to the bonus state.

[0035] (Push order) The pressing order is the order in which the stop buttons 15L, 15C, and 15R are operated. In the embodiment, the winning combinations with push order include push order bell combinations 1 to 6. As described below, when the result of the internal lottery determination is that the push order is Bell role 1 to 6 and the operation manner of the stop buttons 15L, 15C, and 15R is in accordance with the push order, the main control unit 42 executes control to stop and display the patterns in the "Bell Bell Bell" combination corresponding to the Bell role.

[0036] When "Push Order Bell Role 1 to 6" is won in the AT state (described later), the sub-controller 55 controls the main display 17 and the speaker 20 to notify the player of the push order. For example, if the winning role is "Push Order Bell Role 1", the push order is notified by displaying "1", "2", and "3" as push order navigations 17L, 17C, and 17R in order from left to right on the main display 17 (see FIG. 1(A)), and outputting sounds of "left", "middle", and "right" from the speaker 20 to notify the player of the operation order of the stop buttons 15, "15L → 15C → 15R". In this way, the main display unit 17 and the speaker 20 output information relating to the operation order of the stop buttons 15L, 15C, and 15R. In addition to or instead of the main display unit 17 and the speaker 20, a lamp or the like may be provided that lights up in the order in which the stop buttons 15L, 15C, and 15R are operated.

[0037] When the player operates the stop button 15 in accordance with this navigation, the combination of symbols corresponding to "Push Order Bell Role 1" is displayed in a stopped state, and the player is awarded game value (payout of a specified number of medals, transition to a game state, etc.). On the other hand, when the "Push Order Bell Role 1-6" is won, if the stop button 15 is operated without following the push order, the combination of symbols corresponding to the "Push Order Bell Role 1-6" will not be stopped. Although a detailed explanation will be omitted, in the embodiment, when such an operation of missing the bell is performed, a predetermined combination of symbols is stopped and displayed, and one medal is paid out.

[0038] [Game flow of gaming machine 10] FIG. 7 is a diagram illustrating the transition of the RT state in the first embodiment. An example of the flow of a game on the gaming machine 10 of the first embodiment will be described. The main control unit 42 of the main control board 40 and the sub-control unit 55 of the sub-control board 50 can control the gaming machine 10 to multiple gaming states, and perform various processes in each gaming state, control of transitions between gaming states (also simply referred to as "transitions"), etc. as follows. Unless otherwise specified below, the transition from one gaming state to another basically occurs after the third reel is stopped in the game in which the transition condition is met. However, this is not limited to this, and the transition may occur from the next game after the transition condition is met.

[0039] (RT state, bonus state) As shown in Figure 7, the game state is controlled to be able to transition between the RT0 state, the RT1 state (bonus transition waiting state), and the bonus state. In this embodiment, there are two RT states, but there may be one or three or more. The RT state and the bonus state are the basic gaming states of the gaming machine 10. RT is an abbreviation for replay time. The RT state in this embodiment has an RT0 state and an RT1 state in which the winning probability of a replay role is determined. As shown in the internal lottery table 41a in Fig. 3, in the RT0 state, a bonus role can be won. The bonus state is a gaming state in which, for example, only the common bell role can be won. RT0 is controlled after resetting the settings, clearing the RAM, etc. The transition from RT0 state to RT1 state occurs when a bonus role is won. Therefore, the RT1 state is a state in which a bonus role is internally won. In the RT1 state, when a bonus role is internally won, by placing a 3BET, if the combination of symbols corresponding to the bonus role, "White 7, Cherry, Blank" stops (a bonus role is won), the player will transition to the bonus state.

[0040] The transition from bonus state to RT0 state occurs when the bonus state termination condition is met while the player is in the bonus state. The condition for the bonus state to terminate is when the number of medals paid out exceeds 40. While in the bonus state, only the common bell role can be won in a 3-bet game. Therefore, if six 3-bet games are played, 48 medals (8 medals paid out x 6 times) will be paid out, and the game will transition to RT0 state.

[0041] By the above process, the gaming machine 10 is basically designed to play a game in the RT1 state when an internal bonus combination is won. In other words, even if a bonus combination is won, the player is not notified, so it is difficult for the player to stop and display the symbols corresponding to the bonus combination. Also, even if the game shifts to the bonus state, the player does not usually play with the aim of shifting to the bonus state, because there is little expectation of an increase in the number of medals won. The gaming machine 10 is also intended for operation in which the machine is prepared before the store opens, etc., with the store clerk or the like in the RT0 state and an internal win on the bonus role. Even in this state, the player does not aim for a bonus role, which is unlikely to increase the number of medals won. As will be described later, the gaming machine 10 is designed so that the game progresses through each stage and further transitions between stages by playing 3BET in the RT1 state when an internal win on the bonus role has occurred. Therefore, the gaming machine 10 basically has a game feature of allowing a player to play a game without winning the bonus role when an internal win has been achieved for the bonus role in the RT1 state.

[0042] (Normal section, advantageous section) FIG. 8 is a diagram illustrating the transitions between the normal zone and advantageous zone, and the transitions between game states in the first embodiment. As shown in Fig. 8, the gaming zone of the gaming machine 10 has a normal zone and an advantageous zone. Each stage shown in Fig. 8 will be described in detail later. The normal section is the play section during the normal stage. In this case, the normal stage is the play after changing the setting, after replaying the same setting, after clearing the RAM, and after the end of the AT stage.

[0043] The advantageous zone is the normal stage after transition from the normal zone (i.e., the game state can transition from the normal zone to the advantageous zone while remaining in the normal stage), and the game zone while staying in the stage after transition from the normal stage (CZ stage, AT stage). The condition for transitioning from the normal zone to the advantageous zone is that a combination other than a losing combination is won while in the normal zone and in RT1 state. If a combination other than a losing combination is won, the game will transition from the normal zone to the advantageous zone after the third reel of the winning game is stopped. The condition for transitioning from the advantageous zone to the normal zone is transitioning from the AT stage to the normal stage. In addition, the main control unit 42 will forcibly end the advantageous zone when the advantageous zone limiter is reached regardless of the gaming state, that is, when the difference in the number of coins in the advantageous zone reaches 2,400 coins or the number of games in the advantageous zone reaches 1,500G.

[0044] (AT state, non-AT state) AT is an abbreviation for assist time. The AT state is a state controlled by the AT, and the non-AT state is a state controlled by a non-AT. The AT state is a game state in which, when the push order bell role 1 to 6 is won, the operation order of the stop buttons 15L, 15C, and 15R is notified, thereby assisting the winning of the push order bell role. In the non-AT state, even if the lottery result of each game is the push order bell role 1 to 6, the push order of the stop buttons 15L, 15C, and 15R is not announced. Therefore, it is basically difficult for the player to stop and display the combination of symbols corresponding to the push order bell role. Therefore, the ball dispense speed is faster during the AT state than during the non-AT state. Therefore, the gameplay of the gaming machine 10 is basically aimed at increasing the number of balls dispensed, aiming at a game in which the player stays in the AT state for a long time.

[0045] (Game flow) The flow of the game will be described in detail with reference to FIG. In the embodiment, the number of games, the execution of a game, etc. may also be referred to as "G" as appropriate. The main control unit 42 can independently control the transition between the normal zone and the advantageous zone, the transition between the RT0 state, the RT1 state and the bonus state, and the transition between the stages shown in Fig. 8. However, as described above, the game in this embodiment is basically played in the RT1 state, and therefore the game in each stage is basically played while remaining in the RT1 state.

[0046] As shown in FIG. 8, the stages (game states) are broadly divided into a normal stage (normal game state), a CZ stage, an AT stage (special game state), and a pseudo bonus. Although detailed description will be omitted in the embodiment, when transitioning from each stage to another stage, a precursor stage, which is a premonition battle, may be passed through. In addition, in such a precursor stage, game information of the stage to be transitioned to thereafter may be announced. For example, in the precursor stage when transitioning from the normal stage to the CZ stage, information on the advantage of the CZ stage (the degree of ease of transition from the CZ stage to the AT stage) may be announced. The basic game flow is to move from the normal stage to the CZ stage and then to the AT stage, and then back to the normal stage from the AT stage. Also, from the CZ stage you can move to the AT stage, or from the CZ stage you can move to the normal stage.

[0047] The normal stage and CZ stage are non-AT states. Therefore, while in these game states, it is difficult to increase the number of medals acquired. The AT stage and pseudo bonus are AT states. Therefore, a player can acquire a large number of medals by staying in the AT stage for a long time after transitioning to the AT stage and by transitioning to the pseudo bonus many times. Therefore, the player starts playing from the normal stage and first aims to move to the CZ stage. After that, the player plays in the CZ stage aiming to move to the AT stage without moving to the normal stage, and further aims to stay in the AT stage after the move.

[0048] The transition control of the game state is not limited to the mode shown in Fig. 8 and may be changed as appropriate. For example, while in the normal stage, the transition to the AT stage may be made with a lower probability than the transition probability to the premonition stage. Also, while in the normal stage, the transition to the pseudo bonus may be made.

[0049] (Details of each stage) The details of each stage are explained below. (Normal stage) During the normal stage, after the transition to the advantageous zone, a lottery to move to the CZ stage will be held when a bell or rare role is won. The winning probability of the lottery to move to the CZ stage is, for example, 32 / 256 when a bell or rare role is won. The condition for transitioning from the normal stage to the CZ stage is to win the lottery mentioned above, but additional conditions may be added, such as the number of games consumed in the advantageous zone reaching 700G. The probability of transitioning to the CZ stage is controlled so that the higher the setting, the higher the probability. Therefore, the higher the setting, the more advantageous it is for the player.

[0050] As will be described later, the sub-control unit 55 controls normal performances and the like while staying on the normal stage.

[0051] (CZ Stage) The CZ stage is the stage where the game progresses with the goal of moving on to the AT stage. The transition conditions from the CZ stage to the AT stage are, for example, any of the following conditions. The probability of transitioning to the AT stage is controlled so that the higher the setting, the higher the probability. Therefore, the higher the setting, the more advantageous it is for the player. - Fight against enemy characters and win That is, the CZ stage is presented as if you are fighting an enemy character. In this case, for example, each time you win a bell, the enemy character's strength may be gradually reduced. Then, by defeating the enemy character, you move to the AT stage. On the other hand, if you are defeated by the enemy character, you move to the normal stage.

[0052] Winning the lottery to move directly to the AT stage The main control unit 42 performs lottery processing for a direct transition to the AT stage in addition to the transition processing related to the battle with the enemy character. The main control unit 42 may perform lottery processing for acquiring an item for performing the lottery processing for this direct transition in the premonition stage or the like described above, and may perform lottery processing for this direct transition if this item has been acquired.

[0053] If the above AT transition conditions are met in the CZ stage, the game will transition to the AT stage upon completion of the final game of the CZ stage; on the other hand, if the above transition conditions are not met, the game will transition to the normal stage upon completion of the final game of the CZ stage.

[0054] As will be described later, the sub-control unit 55 controls the CZ performance while staying on the CZ stage.

[0055] (AT Stage) The AT stage is a game that can continue for multiple sets, with one set consisting of a predetermined number of games (for example, 20G) and a predetermined difference in the number of coins paid out, and can continue for up to 10 sets. Since the AT stage is controlled in an AT state, the longer you stay in the AT stage, that is, the more sets continue, the more medals will be paid out. In addition, the specifications for the continuation of a set are not limited to 10 sets and can be changed as appropriate, for example, the set may be continued until the advantageous period ends.

[0056] The transition from the AT stage is to a pseudo-bonus or normal stage. During each set, a lottery process for continuing to the next set and a lottery process for a pseudo bonus are performed. If the lottery for continuing to the next set is won, the next set of games will start after the final game of the set has ended.

[0057] As will be described later, the sub-control unit 55 controls the AT performance and the like while staying on the AT stage.

[0058] (pseudo bonus) The pseudo bonus is advantageous to the player because it is controlled in the AT state. The pseudo bonus has two stages: the RB stage and the BB stage, which is more advantageous to the player than the RB stage. That is, the BB stage has a specification that allows for a larger difference in the number of coins that can be won or a larger number of games than the RB stage. Furthermore, for example, the BB stage may be designed to be advantageous by making the winning rate of the lottery for adding the number of sets in the AT stage higher than during the BB stage or during each set in the AT stage.

[0059] While in the AT stage, the probability of winning the BB stage is, for example, 5% when a rare role is won, and the probability of winning the RB stage is, for example, 20% when a rare role is won. If the transition to the pseudo bonus is won, the main control unit 42 transitions the game state to the pseudo bonus after the third stop operation of this game. In addition, in response to the transition to the pseudo bonus, the main control unit 42 stops various counters of the AT stage (counters of the difference in the number of coins in one set, counters of the number of games played in one set) until the set that transitioned to the pseudo bonus is returned to, that is, until the AT stage is returned to.

[0060] (Transition to normal stage) The main control unit 42 transitions from the AT stage to the normal stage when any of the following conditions is met. - The lottery for the next set in each set was not successful and the game for that set ended. The 10th set has been completed (i.e., the AT stage has been completed). When transitioning to the normal stage, the player may go through a result stage, i.e., a stage that notifies the game results (such as the difference in number of coins) of the AT stage. In addition, if the above-mentioned conditions for ending the advantageous zone are met while the player is in the AT stage, the main control unit 42 will forcibly end the advantageous zone and transition to the normal stage.

[0061] [Custom settings for production] 9 and 10 are diagrams illustrating the effect customization screen 60 of the first embodiment. The sub-control unit 55 accepts the operation of the effect customization operation unit 30 by the player (also referred to as a custom operation in the embodiment), and customizes the settings related to the effects performed in the normal stage, CZ stage, and AT stage. In the embodiment, the term "custom" is mainly used to mean changing and setting specifications (that is, customization). Although detailed explanation will be omitted, the sub-controller 55 displays the custom effect screen 60 on the main display unit 17 when no game is being played on the gaming machine 10 for a predetermined period of time (for example, several minutes). Furthermore, the sub-controller 55 displays the custom effect screen 60 when any button on the custom effect operation unit 30 is operated, even when a demonstration screen that is displayed while no game is being played is being displayed, or when game play is in progress. Therefore, the sub-controller 55 can accept custom operations at any timing. The custom effect screen 60 may be scrollable vertically and horizontally as appropriate.

[0062] For normal stages and CZ stages, you can customize the appearance rate (appearance frequency) and reliability of normal effects A to C (first effects) and CZ effects A to C (first effects) that are executed on these stages. Regarding the AT stage, in addition to the appearance rate and reliability of AT effects A to C (first effects) executed on the AT stage, you can also customize the performance rules for AT effect D (second effect). Note that the customization in the embodiment is just an example, and other effects (for example, effects related to additional lotteries in the AT stage) may also be customizable.

[0063] (Normal performance custom screen 61a) The normal effect custom screen 61a displays a table made up of rows and columns. The rows are usually arranged as A to C. The columns are arranged as the initial appearance rate, the initial CZ appearance rate, the appearance rate after customization, and the reliability after customization. The initial appearance rate and initial CZ appearance rate of the normal effect custom screen 61a are read from the normal effect table 51a by the sub-controller 55. That is, the sub-controller 55 reads information on the initial appearance rate and initial CZ reliability from the normal effect table 51a, and displays information on the initial appearance rate and initial reliability of normal effects A to C on the normal effect custom screen 61a. The post-customization appearance rate and post-customization reliability are set by the player (the setting operation will be described later). As a result, the normal effect customization screen 61a displays information associating the normal effects A to C with the initial appearance rate, the initial CZ appearance rate, the appearance rate after customization, and the reliability after customization.

[0064] The appearance rate indicates the probability that each effect will be executed in each stage depending on the lever operation. For example, the initial appearance rate of normal effect C is 5% while in the normal stage, so it will be executed with a 5% probability depending on the lever operation. In other words, normal effect A will be executed 5 times per 100 games while in the normal stage. The initial appearance rate is the initial setting (default) appearance rate, and the customized appearance rate is the appearance rate customized by the player.

[0065] The reliability is the reliability of transitioning to a stage (game state) that is advantageous to the player when each effect is executed. In the embodiment, the reliability represents the probability of transitioning to a game state that is advantageous to the player. The reliability of normal effects A to C of the normal stage indicates the probability of transitioning to the CZ stage when each of normal effects A to C is executed (i.e., the probability of winning the internal lottery for transitioning to the CZ stage). For example, the reliability of normal effect A is 5%, so the probability of transitioning to the CZ stage when normal effect A is executed is 5%. The initial reliability is the initial setting (default) reliability, and the customized reliability is the reliability customized by the player, as described below.

[0066] (Normal Notice D) The appearance rate of normal preview D cannot be directly customized by the player, but is customized in conjunction with the customization of normal effect C, as explained below. The normal time notice D is a display that displays an explanation such as "If the normal effect C appears, it's your chance" before the normal effect C is executed (see FIG. 13(A)). In other words, the normal effect C and the normal time notice D are corresponding effects. When the normal performance C is selected, the sub-control unit 55 further performs a lottery to determine whether or not to execute the normal time notice D.

[0067] As shown in the normal time notice D table 51b in FIG. 5, the probability that the normal time notice D will be a winning combination when the normal effect C is a winning combination is 10%. Here, the initial appearance rate at which normal effect C is executed is 5% when a rare role is won, so the probability that normal notice D will ultimately be executed is initially set to 0.5% when a rare role is won. On the other hand, Figure 9 shows an example in which the post-customization appearance rate of normal effect C is increased to 20% (i.e., four times) by customization operation. In this case, the sub-control unit 55 increases the probability of normal time notice D being executed to 2% (i.e., four times) when a rare role is won, in conjunction with this custom setting, as shown in the post-customization appearance rate when a rare role is won in the normal time notice D table 51b. This is because the probability of normal time notice D being won is 10% when normal effect C is won, both in the initial setting and the custom setting. In this way, the gaming machine 10 can change the control of the normal time notice D in conjunction with the custom setting of the normal effect C. In addition, normal effects A and B may also have corresponding preview effects, similar to normal effect C and normal time preview D.

[0068] (CZ effect custom screen 62a, AT effect custom screen 63a) The CZ effect custom screen 62a and the AT effect custom screen 63a are created in the same way as the normal effect custom screen 61a. However, the reliability of the CZ effect custom screen 62a indicates the probability of transition to the AT stage (i.e., the probability of winning the internal lottery for transition to the AT stage) when each of the CZ effects A to C is executed. Also, the AT effect custom screen 63a indicates the probability of transition to the BB stage (i.e., the probability of winning the internal lottery for transition to the BB stage) when each of the AT effects A to C is executed.

[0069] In addition, the CZ effects A to C and the AT effects A to C may also have corresponding preview effects, similar to the normal effect C and the normal time preview D.

[0070] (Operation of each performance custom screen 61a to 63a) The player can operate the cross key 31a of the performance custom operation unit 30 to select the increase / decrease button (displaying two triangles) with the pointer 60a displayed on the main display unit 17, and then operate the decision button 31b to make custom settings. For example, when the button for increasing the appearance rate of normal effect A is selected with the pointer 60a and the decision button 31b is operated, the sub-controller 55 increases the appearance rate display of normal effect A. Also, when the CZ reliability of normal effect A is similarly operated, the sub-controller 55 increases the CZ reliability of normal effect A.

[0071] (AT Production D Production Rule Customization Screen 63b) The sub-control unit 55 accepts custom operations for the presentation rules for AT presentation D. Presentation rules are the rules for the progress of the game after each presentation is executed. There are two types of presentation rules for AT presentation D: initial rules and custom rules. The contents of these rules are as follows:

[0072] (initial law) The initial rule is that after AT performance D is executed, there is a 100% probability of transitioning to the BB stage in the next game. In other words, when AT effect D is executed, it is confirmed that the game following the game in which AT effect D was executed will transition to the BB stage (a state in which the internal lottery for transitioning to the BB stage has been won in the game in which AT effect D was executed).

[0073] (Custom Law) The custom rule is that after AT performance D is executed, the next game will transition to the pseudo bonus stage with a 100% probability. In other words, when AT effect D is executed, the game following the game in which AT effect D is executed will transition to either the BB stage or the RB stage (a state in which the internal lottery for transitioning to the BB stage or the RB stage is won in the game in which AT effect D is executed).

[0074] The player can set the presentation rule of the AT presentation D by operating the presentation rule operation unit 32. As shown in Fig. 2, the sub-control unit 55 causes the button for the currently set rule to flash, and also displays the row of the currently set rule in a thick frame on the production rule customization screen 63b. In the example of Fig. 10, a custom rule has been set, so the custom rule button 32b flashes, and the row of the custom rule on the production rule customization screen 63b is displayed in a thick frame. If the desired presentation rule has already been set, the player does not need to operate the presentation rule operation unit 32. On the other hand, if the desired presentation rule has not been set, the player can change to the desired presentation rule by operating the rule selection button for the desired presentation rule. For example, the player can operate the initial rule button 32a when changing from a custom rule to an initial rule in the scene shown in Figure 2. When the sub-control unit 55 receives this operation, it changes the flashing button to the initial rule button 32a and also changes the bold frame on the production rule customization screen 63b to the line of the initial rule.

[0075] Here, in the initial rule, AT effect D is executed only when the BB transition is won (when the transition lottery to the BB stage is won), so the sub-control unit 55 controls so that the AT effect D is not executed when the RB transition is won (when the transition lottery to the RB stage is won). This is because if the RB stage is transitioned to after the AT effect D is executed, it contradicts the effect rule of AT effect D (transition to the BB stage with a 100% probability). On the other hand, in the custom rule, AT effect D is executed not only when a BB transition is won but also when an RB transition is won, so there is no such contradiction even if the sub-control unit 55 transitions to the RB stage after executing AT effect D. Therefore, the appearance rate of AT effect D is improved compared to the initial rule by being set to the custom rule. That is, the sub-control unit 55 changes the appearance rate of AT effect D by changing from the initial setting to the custom rule. In the example of the AT effect table 53a in Figure 6 and the effect rule customization screen 63b in Figure 10, the appearance rate of AT effect D is improved from 10% (initial appearance rate) to 20% (appearance rate after customization).

[0076] Various methods can be used to control the appearance rate of AT effect D, and as an example, the following two methods can be used. (Method 1) According to the initial rule, if AT performance D is won, AT performance D will be executed when either the following conditions (a) or (b) are met. (a) If you win the lottery to move to the BB stage (b) If you are not successful in the lottery to move on to the pseudo bonus (BB stage, RB stage) In other words, (c) Even if you win AT performance D, if you win the lottery to move to the RB stage In this case, AT effect D will not be executed.

[0077] On the other hand, in the custom rule, when AT performance D is won, AT performance D is executed when any of the above conditions (a), (b), or (c) is met. Therefore, the appearance rate of AT effect D increases in the custom rule compared to the initial rule by the amount related to (c) above.

[0078] (Method 2) According to the initial rule, a lottery is held to determine whether or not to execute AT performance D only when the BB transition is won. On the other hand, in the custom rule, a lottery is held to determine whether or not to execute AT performance D when a BB transition is won, as well as when a RB transition is won. For this reason, the appearance rate of AT effect D increases with the custom rule compared to the initial rule by the amount that "wins the lottery on whether or not AT effect D will be executed even when RB transition is won."

[0079] (BB transition notice E) The appearance rate of BB transition notice E cannot be directly customized by the player, but is customized in conjunction with the customization of AT effect D, as explained below. The BB transition notice E is an effect in which a notice explanation such as "When the AT effect D appears, the BB transition is confirmed" is displayed (see Figure 13 (B)). In other words, the AT effect D and the BB transition notice E are corresponding effects, just like the normal effect C and the normal time notice D. Here, when the AT performance D is set to a custom rule, after the AT performance D is executed, there is a case where the game not only transitions to the BB stage but also to the RB stage. For this reason, when the AT performance D is set to a custom rule, the sub-control unit 55 does not execute the BB transition notice E. This is because if the game transitions to the RB stage after executing both the BB transition notice E and the AT performance D, the notice explanation of the BB transition notice E and the flow of the game after the execution of the AT performance D may be inconsistent.

[0080] In addition, although details will be described later, when the AT performance D is won, the sub-control unit 55 further performs a lottery to determine whether or not to execute the BB transition notice E. When the AT performance D is won, the probability that the BB transition notice E will be won is 10% (see the BB transition notice E table 53b). Here, the initial appearance rate of AT effect D is 10% (see AT effect table 53a), so the probability that BB transition notice E will ultimately be executed is initially 0.5% when a rare role is won (see BB transition notice E table 53b). On the other hand, when the custom rule is custom set, as described above, the BB transition notice E is not executed, and therefore the appearance rate of the BB transition notice E after customization is 0%. In this way, the gaming machine 10 can change the control of the BB transition notice E in conjunction with the custom setting of the AT effect D.

[0081] (Custom confirmation operation) When the player wishes to confirm the content of the custom operation described above and start playing, he or she simply operates the cross key 31a to select the confirmation button 60b on the presentation customization screen 60, and then operates the decision button 31b. Although not shown in the figures, in this case, if the presentation rule is the initial rule, the sub-controller 55 displays an explanation that "the presentation rule has not changed" on the main display unit 17, etc., and then displays the game screen (game execution screen). This allows the gaming machine 10 to clearly notify the player that the game rule has not changed from the initial rule after custom setting, giving the player a sense of security.

[0082] On the other hand, if the effect rule is a custom rule, the sub-controller 55 displays an explanation such as "The effect rule of AT effect D is a custom rule" on the main display unit 17, etc., before displaying the game screen. This allows the gaming machine 10 to clearly notify the player that AT effect D will be controlled by the custom setting.

[0083] It should be noted that the sub-controller 55 does not need to display an explicit explanation of the setting of such rules. That is, for example, regardless of whether normal effect C is customized or not, when normal notice D is executed, an explanation of the effect rules such as "If normal effect C appears, it's your chance" is displayed. For this reason, even without displaying an explicit explanation of the rule settings, the player can recognize that the effect rules for normal effect C are the same in both the initial setting and the custom setting.

[0084] Furthermore, in response to the operation of the confirm button 60b, the sub-controller 55 updates the information in the tables 51a to 53a, 51b, and 53b in FIGS. 5 and 6 to reflect the operation after customization. For example, the post-customization appearance rate of normal effect C in normal effect table 51a is increased from the initial appearance rate of 5% to 20% by customization. The post-customization appearance rates and post-customization CZ winning rates of other normal effects A to C are the same as the initial appearance rates and initial winning rates. When a rare symbol is won after customizing the normal preview D table 51b, as mentioned above, the initial appearance rate increases from 0.5% to 2% depending on the customization operation of the normal effect C.

[0085] [Execution process for each performance] FIG. 11 is a flowchart of the processing after winning AT performance D in the first embodiment. FIG. 12 is a diagram showing characters that are displayed in each of the effects of the first embodiment and that correspond to each of the effects. FIG. 13 is a diagram illustrating the effect contents of the normal effect C and the AT effect D executed on the main display unit 17 and the sub-display unit 18 in the first embodiment. (Control during normal play of effects A to C) When a rare combination is won while staying in the normal stage, the sub-controller 55 performs a lottery process for an effect. In this lottery process, the normal effect to be executed is determined by lottery from normal effects A to C. If none of normal effects A to C is won, none of normal effects A to C is executed.

[0086] The effect lottery process is performed based on the information after customization of the normal effect table 51a. 5 and 9, when the appearance rate and reliability are not customized, the customization appearance rate and the initial appearance rate of the normal effect table 51a are the same numerical value, and the customization reliability and the initial reliability are the same numerical value (see normal effects A and B). Therefore, the sub-control unit 55 executes the effect lottery process based on the same information as the initial appearance rate and the initial reliability (first state). On the other hand, when the appearance rate is custom-set, such as for the normal effect C, the customization rate of 20% for the normal effect C in the normal effect table 51a is stored. In this case, the sub-control unit 55 sets the winning probability of the normal effect C to 20% and executes the effect lottery process (second state).

[0087] In other words, normal effect C is initially set as a rare effect, and therefore has a lower probability of being executed than other effects. By customizing the appearance rate of normal effect C to 20%, players can make normal effect C, which is a rare effect, appear more easily. This allows players to easily make normal effect C appear and enjoy the effect of normal effect C. In the above example, the appearance rate is custom-set, but even if the reliability is custom-set, the sub-control unit 55 executes the performance lottery process based on the customized reliability.

[0088] This lottery process randomly selects one integer from a certain range (in the embodiment, for example, a number between 1 and 100), and makes a decision based on the selected number. In other words, the sub-control unit 55 generates a random number in the range of 1 to 100. Among the effect tables 51a to 53a shown in FIGS. 5 and 6, the random numbers corresponding only to the normal effect table 51a are also shown. In the example of normal effect table 51a, in the initial settings, normal effect A (initial appearance rate 30%) is won when the generated random number is between 1 and 30, normal effect B (initial appearance rate 10%) is won when the generated random number is between 31 and 40, and normal effect C (initial appearance rate 5%) is won when the generated random number is between 41 and 45. On the other hand, after customization, normal effects A and B (appearance rate after customization 30%, 10%) are the same as the initial settings, and normal effect C (appearance rate after customization 20%) will be won if the generated random number is between 41 and 60. Then, the sub-controller 55 executes the normal effect determined by the lottery.

[0089] Hereinafter, the processing of normal effects A to C will be explained using normal effect C as an example. The normal effect C may be executed in the game after the lever is operated or may be executed over several games, depending on the specifications of the gaming machine 10. Here, an example in which the normal effect C is executed in the game after the lever is operated will be described.

[0090] (Control during normal gameplay of notice D) If normal effect C is selected by the lottery process, the sub-control unit 55 performs a lottery to determine whether to execute normal time notice D. As shown in the normal time notice D table 51b, the probability of winning normal time notice D is 10% of the probability of winning normal effect C. As shown in Fig. 13(A), if the execution of the effect of normal time notice D is a winning combination, the sub-controller 55 executes the normal time notice D by displaying an explanation that "If normal time notice C is executed, it's your chance" on the main display unit 17 after the lever is operated. On the other hand, if the execution of the effect of normal time notice D is not a winning combination, the sub-controller 55 does not execute the normal time notice D.

[0091] Then, as shown in FIG. 13(B), the sub-control unit 55 executes the normal effect C by displaying the character C1 on the main display unit 17 in response to receiving the first stop operation. In addition, the execution of normal effect C is not limited to after the first stop operation, but may also be after the second or third stop operation.

[0092] In the above lottery process, if normal effect C is won in the custom-set state (second state), it is due to the initial appearance rate if the generated random number is 41 to 45, and on the other hand, it is due to the post-custom appearance rate if the generated random number is 46 to 60. In other words, even if these two effects are the same normal effect C, the normal effect C due to the post-custom appearance rate is the one that appeared as a result of the change in the custom setting. 13(A), when normal effect C is executed, if the execution is due to the post-customization appearance rate, the sub-controller 55 displays star illustration 4 on the sub-display unit 18 (specific notification). Note that if the execution of normal effect C is due to the initial appearance rate (or if normal effect A has not been customized), the sub-controller 55 does not display star illustration 4. As a result, when the player customizes the normal effect C, by checking whether or not the star illustration 4 is displayed on the sub-display unit 18 when the normal effect C is executed, the player can confirm whether the executed normal effect C is due to the initial appearance rate or the appearance rate after customization.

[0093] Here, as in the example above, normal effect C has a high rarity in the initial settings (initial appearance rate 5%), but after custom settings (appearance rate after customization 20%), its rarity decreases. On the other hand, a player may not only enjoy the normal effect C itself, but also enjoy the sense of accomplishment that comes from seeing a low-rarity normal effect C. However, after custom setting, although the normal effect C becomes more likely to appear, the enjoyment of hitting a low-rarity normal effect C, such as the sense of accomplishment, may decrease. In this embodiment, if the star illustration 4 on the sub-display unit 18 is not displayed when the normal effect C is executed, the player can recognize that the normal effect C is caused by the initial appearance rate, that is, that the player has hit the part of the normal effect C that has a low winning rate and a high rarity. This allows the player to enjoy the sense of accomplishment, etc.

[0094] The basic processing of normal effects A and B is the same as the processing of normal effect C. However, since normal effects A and B do not involve advance notice effects, the effects may be executed after the lever is operated.

[0095] (Control of CZ effects A to C during play) CZ effects A to C are controlled in the same way as AT effects A to C. That is, when staying in the CZ stage, if a rare combination is won in response to lever operation, the sub-controller 55 performs a lottery for a CZ effect by referring to the CZ effect table 52a. The sub-controller 55 executes the CZ effect determined by the lottery, or does not execute the CZ effect if the lottery for the effect is not won. Then, the sub-control unit 55 displays characters corresponding to the CZ effects A to C on the main display unit 17, and displays a star illustration 4 on the sub-display unit 18.

[0096] (Control during play of AT performance A to D) Similarly, when staying in the AT stage, if a rare combination is won in response to lever operation, the sub-controller 55 performs a lottery for an effect by referring to the AT effect table 53a. The sub-controller 55 executes the AT effect determined by the lottery, or does not execute the AT effect if the lottery for the effect is not won. The processing of AT effects A to C is the same as the processing of the normal effects described above, so detailed explanations will be omitted.

[0097] (Control during AT performance D) As shown in the flowchart of FIG. 11, in the above lottery process of the AT effects A to D, if the AT effect D is won, the subsequent process differs depending on whether the AT effect D is the initial rule or the custom rule. (If AT performance D is the initial rule) When the AT performance D is the initial rule (S1: NO), as mentioned above, the reliability of the transition to the BB stage when the AT performance D is executed is 100%. For this reason, even if the AT performance D is won, the sub-control unit 55 executes the AT performance D (S4) through the processing S3 (described later) of the BB transition notice E only when the transition to the BB stage is confirmed (when the lottery for transition to the BB stage is won) (S2: YES), and does not execute the AT performance D when the transition to the BB stage is not confirmed (when the lottery for transition to the BB stage is not won) (S2: NO).

[0098] (If AT performance D is a custom rule) When AT performance D is a custom rule (S1: YES), as described above, the reliability of the transition to the pseudo bonus (RB stage or BB stage) when AT performance D is executed is 100%. For this reason, even when AT performance D is won, the sub-control unit 55 executes AT performance D (S4) only if the transition to the pseudo bonus is confirmed (if the transition lottery to the RB stage or BB stage is won) (S5: YES), and does not execute AT performance D if the transition to the pseudo bonus is not confirmed (if both the transition lottery to the RB stage and the BB stage are not won) (S5: NO).

[0099] (BB transition notice E processing S3) The processing of the BB transition notice E, like the AT effect D, differs depending on whether the AT effect D is an initial rule or a custom rule. As shown in FIG. 13(B), the sub-control unit 55 executes the process regarding the BB transition notice E only when the AT performance D is the initial rule and the transition to the BB stage is confirmed. In the process S3 of the BB transition notice E, the sub-controller 55 refers to the BB transition notice E table 53b to perform a lottery process to determine whether or not to execute the BB transition notice E (S31). The winning probability is 10% when the AT performance D is executed (that is, when the transition to the BB stage is confirmed and the execution lottery for the AT performance is won). If the sub-control unit 55 wins this lottery process (S31: YES), it executes the BB transition notice E (S32) and then executes the AT performance D (S4). On the other hand, if the sub-control unit 55 does not win this lottery process (S31: NO), it executes the AT performance D without executing the BB transition notice E (S4). In addition, if the AT performance D is a custom rule (S1: YES), the processing of the BB transition notice E is not performed. Therefore, if the AT performance D is a custom rule, the appearance rate of the BB transition notice E is zero.

[0100] By the above process, if the AT effect D is the initial rule, the AT effect D is executed after the BB transition notice E is executed, and the next game will transition to the BB stage. On the other hand, if the AT effect D is a custom rule, the BB transition notice E will not be executed, and in the game in which the AT effect D is executed, the next game will transition to the BB stage. This allows the sub-control unit 55 to control the AT performance D and BB transition notice E without contradicting the progress of the game, whether the AT performance D is the initial rule or a custom rule.

[0101] As described above, the gaming machine 10 of the embodiment notifies the player whether or not the presentation rule has changed in response to the customized presentation settings. This allows the player to understand the change in the presentation rule in response to the customized presentation settings, allowing the player to play with peace of mind. In contrast, conventional gaming machines do not notify players of whether or not the rules of presentation have changed in response to custom settings for presentation, which means that players are unable to confirm the changes in the rules of presentation in response to custom settings for presentation, and may feel uneasy while playing.

[0102] (Second embodiment) Next, a second embodiment of the present invention will be described. In the following explanations and drawings, parts that perform the same functions as those in the first embodiment described above will be given the same names as appropriate, and the same symbols or symbols with the same suffix (last two digits) will be given as appropriate, and duplicate explanations will be omitted as appropriate. FIG. 14 is a diagram illustrating customization of the normal effect A in the second embodiment. FIG. 14(A) is a diagram showing normal effect tables 251c and 251d. FIG. 14(B) is a diagram showing the normal effect customization screen 261a of the effect customization screen 260. In this embodiment, the process of updating the normal effect tables 251c and 251d in response to a custom operation will be described in detail. In this embodiment, customization of normal effects will be explained, but CZ effects and AT effects can also be customized in the same way.

[0103] (Normal performance tables 251c, 251d) The normal effect table 251c is referred to when drawing a lottery for an effect in the normal stage after a rare combination is won and then the CZ transition lottery is not won. Also, the normal effect table 251d is referred to when drawing a lottery for an effect in the normal stage after a rare combination is won and then the CZ transition lottery is won. In other words, the sub-control unit refers to different tables when the CZ transition lottery is not won and when it is won.

[0104] The normal effect table 251c stores normal effects A to C and misses in association with the initial occurrence rate and the occurrence rate after customization. In this embodiment, the frequency with which an effect is executed is indicated by an occurrence rate. The occurrence rate indicates the rate at which each effect (including misses) is executed, that is, the number of times each effect is executed relative to the number of times the effect is executed. For example, the initial occurrence rate of normal effect A in the normal effect table 251c is 30%, so if all effects (including misses) are executed 100 times, normal effect A will be executed 30 of those times. The initial incidence rate and the customized incidence rate indicate the initial setting incidence rate and the customized incidence rate, as in the first embodiment.

[0105] Similarly, the normal effect table 251d stores normal effects A to C and misses in association with the initial occurrence rate and the occurrence rate after customization.

[0106] (Normal performance custom screen 261a) As shown in FIG. 14(B), the configuration of the normal effect custom screen 261a is the same as that in the first embodiment. However, the sub-control unit calculates the initial occurrence rate and initial reliability (i.e., the probability of transition to the CZ stage when each of normal effects A to C is executed) based on normal effect tables 251c and 251d, and displays this on the normal effect custom screen 261a.

[0107] For example, the initial occurrence rate of the normal effect A in the normal effect table 251c is 40%, and the initial occurrence rate of the normal effect A in the normal effect table 251d is 30%. In addition, under the condition that the winning rate of the lottery for moving to the CZ stage when a rare combination is won is, for example, 10%, the probability that the normal effect table 251c is referenced when a rare combination is won is 90%. Furthermore, the probability that normal effect A of the normal effect table 251c is selected is 40% (initial occurrence rate), so it is 36%. On the other hand, when a rare combination is won, the probability that the normal effect table 251d is referred to is 10%. Furthermore, the probability that normal effect A of the normal effect table 251d is selected is 30% (initial occurrence rate), so it is 3%. Therefore, the initial occurrence rate of normal effect A can be calculated as 39% (= 36% + 3%).

[0108] Furthermore, the normal effect table 251c is referred to when the lottery for shifting to the CZ stage is not won. Therefore, when the normal effect is executed based on the normal effect table 251c, the reliability is 0%. On the other hand, the normal effect table 251d is referenced when the lottery for shifting to the CZ stage is won. Therefore, when a normal effect is executed based on the normal effect table 251d, the reliability is 100%. Therefore, in the initial setting, the initial reliability when normal effect A is executed can be calculated as 8% (=3% / (36%+3%)×100).

[0109] Similarly, the sub-controller calculates the initial occurrence rates and initial reliability of normal effects B and C, and displays them on the normal effect custom screen 261a. The occurrence rate of the normal effect custom screen 261a may be converted from a rate including misses to a rate excluding misses and displayed. In this case, for example, the initial occurrence rate of normal effect A can be converted from a rate including misses of 38% to 52% (= (38% / (38% + 28% + 7%) × 100)). In this case, the initial occurrence rates of normal effects A to C can be displayed so that the sum of these becomes 100%.

[0110] (Custom operations for the normal effect custom screen 261a) The normal effect customization screen 261a accepts customization operations of the effect customization operation unit 30, similar to the first embodiment. In the example of Figure 14(B), customization is performed to increase the initial occurrence rate of normal effect C from 7% to a post-customization occurrence rate of 30%. The post-customization occurrence rate of 30% displayed on the normal effect customization screen 261 is a value that is not related to transition to the CZ stage, that is, it is the occurrence rate of normal effect C that includes both transition to the CZ stage and not transition to the CZ stage. In response to this operation, the sub-controller updates the information in the normal effect tables 251c and 251d so that the occurrence rate after customization becomes 30%. In this case, since the initial reliability of normal effect C is high (31%), the sub-controller updates the information in these tables so that the initial reliability of normal effect C becomes as high as possible even after customization. That is, for the normal effect table 251d, which corresponds to a reliability of 100%, the sub-controller increases the initial occurrence rate of normal effect C from 20% to a post-customization rate of 60%, the maximum upper limit. The sub-controller then calculates the post-customization rate for the normal effect table 251c, which corresponds to a reliability of 0%, so that the occurrence rate of normal effect C, including both cases where a transition to the CZ stage occurs and cases where a transition to the CZ stage does not occur, becomes 30%. In this example, the initial occurrence rate of normal effect C in the normal effect table 251c is increased from 5% to a post-customization rate of 27%.

[0111] In addition, the sub-control unit updates the following information in accordance with the above update process of the occurrence rate of normal effect C. · Reliability after customization of normal performance customization screen 261a The reliability displayed on the normal effect customization screen 261 changes in accordance with the update process of the occurrence rate of normal effect C. For this reason, the sub-control unit calculates the post-customization reliability based on the post-customization occurrence rate in the normal effect tables 251c and 251d, and displays this on the normal effect customization screen 261a.

[0112] -Occurrence rate after customization of normal effect tables 251c and 251d In the above-described update process of the occurrence rate of normal effect C, the occurrence rate of misses is reduced, thereby improving the occurrence rate of normal effect C. Therefore, the sub-control unit stores the reduced occurrence rate of misses as the post-customization occurrence rate in the normal effect tables 251c and 251d.

[0113] The subsequent processing (customization confirmation operation, execution processing of each effect, etc.) is the same as in the first embodiment, so detailed explanation will be omitted.

[0114] The processing relating to the custom operation of the normal effect custom screen 261a may be changed as follows. (1) An example has been given in which the probability of a miss is increased or decreased (in the above example, decreased) depending on the customization of the probability of the occurrence of normal effect A, but this is not limited to this. For example, the occurrence rates of normal effects B and C may be increased or decreased without increasing or decreasing the occurrence rate of misses, depending on the customization of the occurrence rate of normal effect A. In this case, the effects can be customized so that the overall appearance frequency of normal effects A to C (for example, the rate at which any effect is executed per 100 games) is the same before and after the customization. In addition, depending on the customization of the occurrence rate of normal effect A, both the occurrence rate of other normal effects B and C and the occurrence rate of misses may be increased or decreased.

[0115] (2) In the above example, the reliability of the occurrence rate of normal effect A is changed in accordance with a custom operation, but the present invention is not limited to this. For example, depending on the increase or decrease in the occurrence rate of normal effect A, it may not be necessary to change the reliability. In such cases, the initial reliability and the customized reliability may be the same. In other words, it is possible to increase only the occurrence rate without changing the reliability. Furthermore, when increasing the occurrence rate of the normal effect A, the reliability of the normal effect A may also be increased by increasing only the occurrence rate of the normal effect table 251d.

[0116] Furthermore, when increasing the occurrence rate of the normal effect A, the reliability of the normal effect A may be reduced by increasing only the occurrence rate of the normal effect table 251c. In this case, as in the first embodiment, when the star illustration 4 is displayed on the sub-display unit 18 (see FIG. 13(A) etc.), it is when an effect resulting from an increased occurrence rate of the normal effect table 251c is executed. Therefore, when the star illustration 4 is displayed on the sub-display unit 18, the player can predict that he / she has not won the stage transition lottery and that there is little hope of a stage transition.

[0117] (3) In the above example, a customization operation for the occurrence rate of a normal effect is accepted, but this is not limited to this, and a customization operation for reliability may also be accepted. In this case, too, the sub-controller may increase or decrease the occurrence rate as necessary in accordance with an increase or decrease in reliability. For example, when the sub-controller receives an instruction to increase the reliability of normal effect A, the sub-controller may increase only the reliability of normal effect A without increasing the overall occurrence rate of normal effect A. In this case, the occurrence rate of normal effect A in normal effect table 251d may be increased while the occurrence rate of normal effect A in normal effect table 251a may be decreased. Furthermore, similar to the above example, when the sub-controller receives an instruction to increase the reliability of normal effect A, it may increase both the overall occurrence rate and reliability of normal effect A. In this case, it is sufficient to increase the occurrence rate of normal effect A in normal effect table 251d while not increasing (or reducing the increase in) the occurrence rate of normal effect A in normal effect table 251a. The sub-controller may also accept custom manipulation of both the occurrence rate and the reliability.

[0118] As explained above, the gaming machine of this embodiment allows the player to customize the effects desired by updating the normal effect tables 251c and 251d individually in accordance with custom operations for the occurrence rate and reliability of the effects.

[0119] (Third embodiment) Next, a third embodiment of the present invention will be described. FIG. 15 is a diagram illustrating the configuration of a gaming system 301 according to the third embodiment. FIG. 16 is a diagram showing the AT effect tables 375a and 375b of the third embodiment. FIG. 17 shows a set list table 375c and an evaluation table 375d according to the third embodiment. FIG. 18 is a diagram showing the game history table 375e of the third embodiment.

[0120] In the third embodiment, a gaming system 301 (effect customization system) that allows custom settings of effects of a gaming machine 310 to be made using a player terminal 360 will be described. In this embodiment, the processing relating to customization of AT effects A to H of the AT stage will be mainly explained, but the processing relating to customization of effects of other stages (normal effects, CZ effects) is also similar to the processing relating to customization of effects of the AT stage. In this embodiment, a user of the gaming system 301 is also referred to as a player as appropriate. Furthermore, when a player logs in to the gaming system 301 using the player terminal 360, this is also simply referred to as logging in to the system.

[0121] [Configuration of gaming system 301] The gaming system 301 includes a gaming machine 310, a player terminal 360 (reception means), and a server 370. The player terminal 360 and the server 370 can communicate as needed using a communication network 2 such as the Internet. Like the gaming machine 310, the player terminal 360 and the server 370 each have a memory unit and a control unit, and are included in the concept of a computer.

[0122] (Gaming machine 310) The gaming machine 310 is a device similar to that of the embodiment described above. The gaming machine 310 includes a main control board 340 and a sub-control board 350. The main control board 340 and the sub-control board 350 are equipped with a main memory unit 41 and a sub-memory unit 51 (storage means) that store programs, information, etc. corresponding to the functions of this embodiment, and a main control unit 42 and a sub-control unit 55 (change control means, first control means, second control means, decision means) that perform control, etc. corresponding to the functions of this embodiment. Although not shown in the figure, the sub-storage unit 51 stores an AT effect table related to the AT effects executed in the gaming machine 310. As in the above-described embodiment, the AT effect table stores the AT effects in association with the initial occurrence rate, the initial BB reliability, the custom occurrence rate, and the BB reliability after customization. In this embodiment, the types of AT effects include AT effects A to H. The auxiliary storage unit 51 also stores a custom program 354b and a gaming machine ID 354b. The custom program 354b is a program that realizes functions related to customizing the effects of the gaming machine 310 on the gaming machine 310 side. The custom program 354b incorporates modules that perform processes such as encoding a set list (described later) and decoding the set list. The gaming machine ID 354b is identification information (such as M001) given to identify each gaming machine.

[0123] (player terminal 360) The player terminal 360 is an information terminal owned by each player. The player terminal 360 is, for example, a personal computer, a mobile information terminal, etc. In this embodiment, an example will be described in which the player terminal 360 is a smartphone (multi-function mobile terminal). The player terminal 360 includes a camera 361, a touch panel 362 (predetermined display means), a storage unit 364, and a control unit 366. The camera 361 is an imaging device. As will be described later, the camera 361 is also used to capture an image of a two-dimensional code or the like displayed on the main display unit 17 of the gaming machine 310. The touch panel 362 is a device that serves both as an operation unit that accepts various input operations from the player and as a display unit that displays various information to the player.

[0124] The storage unit 364 includes a custom program 364a. The custom program 364a is a program that realizes, on the player terminal 360 side, functions related to customizing the effects of the gaming machine 310. The custom program 364a can be downloaded, for example, from a server of an operator that provides the gaming system 301, a server of a digital content distribution service, or the like.

[0125] (Server 370) The server 370 is a device that provides the services of the gaming system 301 and is managed by an operator who operates the gaming system 301 (for example, a manufacturer of the gaming machine 310, etc.). The server 370 includes a storage unit 374 and a control unit 376 (specific information generating means, option generating means, evaluation receiving means, and providing means). The memory unit 374 stores a custom program 374a, AT effect tables 375a and 375b, a set list table 375c, an evaluation table 375d, and a game history table 375e. The custom program 374a is a program that realizes, on the server 370 side, functions related to customizing the effects of the gaming machine 310. The custom program 374a incorporates a module that encodes and decodes a set list according to the same rules as the gaming machine 310.

[0126] 16, the AT effect tables 375a and 375b are tables related to the AT effects executed in the gaming machine 310. Similar to the normal effect tables 251c and 251d of the second embodiment, the AT effect table 375a is referred to when the BB transition lottery is not won, while the AT effect table 375b is referred to when the BB transition lottery is won. The AT effect tables 375a and 375b store the AT effects A to H, the initial occurrence rate, and the occurrence rate after customization in association with each other. In this embodiment, the occurrence rate (appearance frequency) of the effect is expressed as a numerical value that does not include a losing effect lottery result, but it may be expressed as a numerical value that includes a losing effect lottery result (see the normal effect table in FIG. 14(A)).

[0127] As shown in FIG. 17, the set list table 375c stores information about a plurality of set lists. Each set list is stored in association with AT effects A to H, occurrence rate, and BB reliability. The set list types include an initial set list and set lists S00A, S00B, etc. Note that "S00A, S00B, etc." is identification information that identifies the set list. The initial setlist is the default setlist. Set lists S00A, S00B, . . . are set lists created by the player. The set list table 375c stores the set lists S00A, S00B, . . . in association with the set code, name, and player who created the set list.

[0128] 17, the evaluation table 375d stores information regarding the evaluation of each set list. The evaluation table 375d stores the set list name, creator, set code, and total score in association with each other. As will be described later, the total score is calculated by tallying the points given to players other than the creator of each set list.

[0129] 18, the gaming history table 375e stores information related to the gaming history of each gaming machine 310. The gaming history table 375e is created for each gaming machine 310, that is, created corresponding to each gaming machine 310. As an example, FIG. 18 shows gaming history tables 375e (gaming machine ID: M001) and 375e (gaming machine ID: M002) for gaming machine IDs: M001 and M002. The gaming history table 375e stores information such as the time each player played (start time of play, end time of play), the player's player ID, and gaming information for that day (number of times played on that gaming machine 310, number of wins (number of AT wins, etc.), number of times each effect was executed (number of AT effects executed, etc.), difference in number of coins, etc.), in association with each other. The gaming history table 375e also stores, as player playing information, each player's playing time, gaming information, a gaming use set list (described later), and a creator of the gaming use set list (described later) in association with each other.

[0130] [Custom operations on the player terminal 360] FIG. 19 is a diagram illustrating screen transitions during custom operations on the player terminal 360 of the third embodiment. 20 and 21 are diagrams showing the display screen of the player terminal 360 of the third embodiment when performing custom operations. Before playing, a player can use the player terminal 360 to create a set list (custom pattern) for the gaming machine 310. A set list is a concept of custom settings and specifications for effects created by the player. Customization operations for the player terminal 360 can also be performed outside the gaming facility. In processing related to custom operations of the player terminal 360, the player terminal 360 and the server 370 communicate with each other, and the server 370 accepts operations by the player on the player terminal 360. In this case, the server 370 also functions as a web server, and the control unit 366 of the player terminal 360 displays various information on the touch panel 362. Therefore, the screen displayed on the player terminal 360 is controlled by the control unit 366 of the player terminal 360 and the control unit 376 of the server 370.

[0131] (#001:Login screen display) The control unit 366 of the player terminal 360 displays a login screen (not shown) on the touch panel 362, and accepts input of a player ID (player identification information) and a password issued in advance. The control unit 366 of the player terminal 360 transmits the input player ID and password information to the server 370. The server 370 determines whether the player ID and password received from the player terminal 360 match the player ID and password previously registered and stored in the storage unit 374. In other words, the server 370 determines whether the two match.

[0132] (#002: Display of selection screen) If the two match, the server 370 displays a selection screen (not shown) on the player terminal 360. The selection screen is a screen that accepts the selection of whether to display an AT effect customization screen 381 (see FIG. 20(A)) or a set list summary screen 383 (see FIG. 21(A)). If the player ID and password received from the player terminal 360 do not match the pre-registered player ID and password, the server 370 displays an error screen (not shown) on the player terminal 360.

[0133] (♯003:AT Production Custom Screen 381) 20(A), the AT effect customization screen 381 is a screen that accepts customization operations for the occurrence rate and reliability of the AT effect. Similar to the effect customization screen of the gaming machine of the embodiment described above, the AT effect customization screen 381 displays a table that associates each effect A to H with the initial occurrence rate, initial reliability, initial reliability, and initial reliability after customization.

[0134] (AT performance custom screen 381) The numerical values ​​for the occurrence rate and reliability of the AT effects can be entered using functions such as a software keyboard or a pull-down menu display (not shown). In response to receiving input of the post-customization occurrence rate of each effect, the control unit 376 of the server 370 calculates the post-customization reliability of each effect, the post-customization occurrence rate of other effects, and the post-customization reliability of other effects, and updates the information on the AT effect customization screen 381. This calculation method is the same as the calculation method of the sub-control unit of the gaming machine in the embodiment described above. 20(A), the initial occurrence rates of AT effects A to H are customized to post-customization occurrence rates of 5%, 30%, 20%, 10%, 5%, 1%, 10%, and 19%, respectively. Then, the control unit 376 of the server 370 displays information on the calculated post-customization reliability in a table on the AT effect customization screen 381. In this embodiment, the control unit 376 may also increase or decrease the probability of a losing effect in the effect lottery in accordance with the custom operation of the occurrence rate and reliability of the AT effect. When the player wants to confirm the operation content of the custom operation, he or she can simply operate the confirm button 381a. In this way, the player terminal 360 and the server 370 accept, outside the gaming machine 310, operations to change the occurrence rate and reliability of the AT effects A to H (that is, operations to change the appearance mode of the AT effects A to H).

[0135] (AT production F~H (special production)) As shown in the set list table 375c of FIG. 17, the occurrence rate of the AT effects A to E (normal effects) is set to a value of 1% or more in the initial set list, so that the AT effects A to E can appear during a game. On the other hand, the occurrence rate of AT effects F to H is 0% in the initial set list, and can be applied by customizing the settings. Therefore, in order to enjoy AT effects F to H, the player needs to customize AT effects F to H. This allows the gaming system 301 to promote the use of the system.

[0136] (♯004: Set code issue screen 382) As shown in FIG. 20(B), the control unit 376 of the server 370 displays a set code issuing screen 382 on the player terminal 360 in response to receiving an operation of the confirm button 381a. The set code issuance screen 382 is a screen that accepts a set name and also accepts an operation for issuing a set code. The player can give a desired name to the set list created on the AT effect customization screen 381 of Fig. 20(A) by inputting the set name on the set code issuing screen 382. In the example of Fig. 20(B), "F effect super hot" is input.

[0137] In response to the player's operation of the issue button 382a, the control unit 376 of the server 370 confirms the set name, issues a set code, and assigns identification information to the set list. In this way, the server 370 generates a set code (specific information) for the set list created by a custom operation on the player terminal 360. The control unit 376 of the server 370 associates the player ID, set name, set code, and set list identification information and stores them in the set list table 375c. The set code is information obtained by coding the information in the set created by the player according to a certain rule. In the example of FIG. 20(B), the set code is "AAAA." As shown in the set list table 375c of FIG. 17, the set list corresponding to the set code "AAAA" is assigned the identification information "S00A."

[0138] The control unit 366 of the player terminal 360 receives set lists created by multiple players and performs the above process for each of them. As shown in Fig. 17, the set list table 375c thereby stores information on multiple set lists (custom information).

[0139] Returning to FIG. 19, the display process of the set list list screen 383 and the set list details screen 384 will be described. (♯005: Setlist list screen 383) After a player logs in using the player terminal 360 (#001), the control unit 376 of the server 370 displays the set list list screen 383 on the player terminal 360 by selecting the set list list screen 383 on the selection screen (#002). 21(A), the control unit 376 of the server 370 reads out the set list name and the information of the creating player (player ID) from the information in the set list table 375c, and displays them in the form of a table. Note that the set list list screen 383 may display this table in a scrolling manner as necessary.

[0140] The player can select the desired set list by selecting the selection button 383a corresponding to each of the multiple set lists (custom options). Figure 21(A) shows an example in which "F Super Hot Performance" has been selected.

[0141] (♯006: Setlist details screen 384) As shown in FIG. 21(B), the control unit 376 of the server 370 displays a set list details screen 384 on the player terminal 360 in response to a set list being selected by the player. The control unit 376 reads information about the selected set list (the name of the set list, the ID of the player who created the set list, the identification information of the set list, the occurrence rate of each effect, and the BB reliability) from the set list table 375c, and creates a set list details screen 384. Figure 21(B) is an example in which the set list details screen 384 corresponding to the "Super Hot F Effects" is displayed in response to the selection of "Super Hot F Effects."

[0142] If the player wishes to check another set list, he or she can simply press the back button. In response to the back button operation, the control unit 376 of the server 370 displays the set list list screen 383 again. Then, by reselecting another set list on the set list list screen 383, the player can display the set list details screen 384 for that other set list on the player terminal 360 and check the information about that set list.

[0143] In this way, the player can check the occurrence rate and BB reliability of each effect of the set list selected from multiple sets, and can search for a set list that suits his / her taste from multiple sets. The manner in which the gaming system 301 displays the set list information on the player terminal 360 is not limited to the manner in which the above-mentioned screens 383 and 384 are displayed. For example, the information on multiple set lists in the set list table 375c may be simultaneously displayed on the player terminal 360, so that the information on multiple set lists can be easily compared. Furthermore, when a player selects a set list, the server 370 may be configured to search for the set list from the set list table 375c by accepting character input such as "F performance" or "super hot" from the player terminal 360. In this case, when creating the set list, the server 370 may store the set list in association with keywords such as "F performance" or "super hot" that match the characteristics of the set list. In this case, it is convenient for the player to easily search for a set list having desired characteristics.

[0144] By the above processes (#001, #002, #005, #006), the set list list screen 383 and the set list detail screen 384 can be displayed on the player terminal 360 even if the player has not created a set list, as long as the player is a user of the services of the gaming system 301. Furthermore, as will be described later, the player can play on the gaming machine 310 using the confirmed set list. The timing at which a player checks the set list list screen 383 and the set list details screen 384 is not limited. For example, a player can check the set list in advance before visiting an amusement facility. In this case, the player can, for example, carefully consider and select the set list to be used in a game. Alternatively, a player may check the set list after visiting an amusement facility and immediately before playing. In this case, the player can, for example, easily change the set list being used during a game to another set list.

[0145] In this way, the gaming system 301 can accept customization operations for effects while displaying detailed information by using the player terminal 360. Furthermore, while a player may perform customization operations using the player terminal 360 at an amusement facility, when the player is outside the amusement facility, the player can take his or her time to carefully consider, confirm, and select effects without being rushed. Note that customizing all types of effects requires complicated and tedious operations, so it is preferable to limit the types of effects that can be customized to some extent. Even in this case, the gaming system 301 allows for more detailed settings by using the player terminal 360 than custom operations using the gaming machine 310.

[0146] [Playing on gaming machine 310 using a set list] When playing on the gaming machine 310, the player can use the set list created in the above process or the set list confirmed in the above process. In this embodiment, a player who sets a set list on the gaming machine 310 and plays (i.e., a player who plays using a set list that he or she created himself or herself, and a player who plays using a set list that another player created) is also referred to as the first player, as appropriate.

[0147] [Play by the First Player] FIG. 22 is a diagram illustrating the flow of the game played by the first player in the third embodiment. FIG. 23 shows the display screen at the start and end of the game of the first player in the third embodiment. In the embodiment, the player operates the gaming machine 310 at the start and end of a game using, for example, the custom operation unit 30 or the like. (Processing at the start of the game) Before starting a game, the first player operates the custom operation unit 30 of the gaming machine 310 to perform operations related to setting the set list. In S101, the sub-control unit 55 of the gaming machine 310 displays a set code input screen 385 on the main display unit 17 in response to an operation of the custom operation unit 30 or the like. As shown in FIG. 23(A), the set code input screen 385 displays instructions to the first player urging him / her to log in to the system and to input a set code, and is also a screen for accepting input of a set code. The first player simply logs into the gaming system 301 from his / her own player terminal 360 by following the instructions on the set code input screen 385, and then operates the custom operation unit 30 to input the set code.

[0148] In this case, the first player inputs the set code of the set list created in the above process on the player terminal 360, or the code of the set list confirmed in the above process on the player terminal 360. In other words, the first player can input the set code of the set list (first identification information) that he or she created, and can also input the set code (second identification information) of a set list created by another player. These set codes may be stored in at least one of the player terminal 360 and the server 370 when the set list is created or confirmed, and may be read out at the start of the game so that they can be easily confirmed.

[0149] In S102, the sub-controller 55 of the gaming machine 310 displays a start code display screen 386 on the main display unit 17 of the gaming machine 310 in response to operation of the forward button 385a on the set code input screen 385. As shown in FIG. 23(B), the start code display screen 386 displays instructions encouraging the first player to capture an image of the start two-dimensional code 386a, and the start two-dimensional code 386a. The start two-dimensional code 386a contains coded information about the day's game (game information up to the point before the first player started playing), the game machine ID (M001, etc.), and the set code (AAAA, etc.) entered on the set code input screen 385. The gaming information for the day is information about the gaming history of the gaming machine 310 up to the present time on that day (for example, the number of games played on that day, the number of wins in the AT stage, the number of times each effect was executed, etc.). Note that the main memory unit 41 and the sub-memory unit 51 may store this gaming information by classifying it according to the type of information, or the sub-memory unit 51 may obtain and store information such as the number of games played on that day from the main memory unit 41 in addition to information such as the number of times each effect was executed.

[0150] The first player simply follows the instructions on the start code display screen 386 and takes an image of the start two-dimensional code 386 a with the camera 361 of the player terminal 360 . In S103, the control unit 366 of the player terminal 360 captures an image of the start two-dimensional code 386a in response to an operation by the first player. In S104, the control unit 366 of the player terminal 360 decodes the information contained in the captured start two-dimensional code 386a (the day's game information, gaming machine ID (M001, etc.), set code (AAAA, etc.)), and then transmits this information to the server 370. In S105, in response to receiving this information, the control unit 376 of the server 370 stores a record of the first player's game play information at the start in the game play history table 375e.

[0151] As shown in the gaming history table 375e (gaming machine ID: M001) in Figure 18, the record of the first player's starting gaming information stores the player ID (P00A, etc.), the start time of the game, and the gaming information for that day. The control unit 376 also stores the set code (such as AAAA) and the player ID (such as P00A) of the set list creator (the creator of the set list used in the first player's game) in the record of the first player's game. The player ID (such as P00A) of the set list creator can be read by referring to the set list table 375c.

[0152] After capturing an image of the start two-dimensional code 386a, the first player can start playing by operating the game start button 386b on the start code display screen 386 using the custom operation unit 30.

[0153] In S106, the sub-control unit 55 of the gaming machine 310 restores the set list corresponding to the set code by decoding the input set code in response to the operation of the game start button 386b. Then, the sub-control unit 55 of the gaming machine 310 updates the post-customization occurrence rate and post-customization reliability of each AT effect in the AT effect table (not shown) to the post-customization occurrence rate and post-customization reliability of the restored set list. Note that the gaming machine 310 and the server 370 encode and decode the set list using the same rules, so the gaming machine 310 can accurately restore the set list created by the player. Then, the sub-control unit 55 of the gaming machine 310 executes the game of the first player based on the post-customization occurrence rate and post-customization reliability after updating the AT effect table.

[0154] (From the start of the first player's game to the end of the game) In S107, the sub-control unit 55 of the gaming machine 310 updates the game information of the day in the sub-storage unit 51 in accordance with the progress of the game from the start to the end of the game by the first player.

[0155] (Processing at the end of the first player's game) When the first player wishes to end the game, he or she can simply perform an operation on the custom operation unit 30 to end the game. In S108, the sub-control unit 55 of the gaming machine 310 displays a game end confirmation screen 387 on the main display unit 17 in response to the operation of the custom operation unit 30. 23(C), the game end confirmation screen 387 displays an explanation to the first player to confirm that he / she wants to end the game. The first player can confirm the end of the game by operating the game end button 387a. In response to the operation of the game end button 387a, the sub-controller 55 of the gaming machine 310 stores the set code (such as AAAA) of the set list used by the first player in the sub-storage unit 51. The sub-controller 55 also returns the AT effect table to the settings corresponding to the initial set list. One of the reasons for returning the AT effect table in this way is that, depending on the personality of the player, the player may not want the next player to play with their own settings.

[0156] In S109, the sub-control unit 55 of the gaming machine 310 displays the end code display screen 388. As shown in Figure 23 (D), the end code display screen 388 displays instructions encouraging the first player to log in to the system, instructions encouraging the first player to take a picture of the end two-dimensional code 388a, and the end two-dimensional code 388a. The two-dimensional code 388a at the time of completion encodes information including the game information of the day (game information up to the point before the first player's game ends), the gaming machine ID (M001, etc.), and the like. As with the start of the game, the first player simply follows the instructions on the end code display screen 388, logs into the system, and captures an image of the end two-dimensional code 388a with the player terminal 360. Thereafter, the sub-controller 55 of the gaming machine 310 controls the gaming machine 310 to enter demo mode in response to the first player's operation of the confirmation button 388b, and displays a demo screen or the like (not shown) on the main display unit 17.

[0157] In S110, the control unit 366 of the player terminal 360 captures an image of the end two-dimensional code 388a in response to the operation of the first player. In S111, the control unit 366 of the player terminal 360 transmits to the server 370 the information (the gaming information for the day, the gaming machine ID (M001), etc.) contained in the captured two-dimensional code 388a at the time of completion.

[0158] In S112, in response to receiving this information, the control unit 376 of the server 370 stores a record of the first player's game play information at the end in the game play history table 375e. As shown in the gaming history table 375e (gaming machine ID: M001) in Figure 18, the record of the first player's end-of-game information stores the player ID (P00A, etc.), the end time of the game, and the gaming information for that day in correspondence with each other. The server 370 also stores player game information in a game history table 375e. The player game information is information about the game results of the player, and includes game time and game information (information such as the number of times the player has played and the number of times the AT has been won). The player game information can be calculated based on the difference between the end game information corresponding to the end two-dimensional code 388a and the start game information corresponding to the start two-dimensional code 386a described above. For example, the gaming history table 375e (gaming machine ID: M001) in Figure 18 stores information such as "player ID: P00A," "play time 2:00," and "number of plays 1,500" for the game corresponding to Figure 23, "1 / 1 12:00 - 1 / 1 15:00." This completes the processing for the first player.

[0159] [Play by the second player] FIG. 24 is a diagram illustrating the flow of the game by the second player in the third embodiment. FIG. 25 is a diagram showing the display screen when the second player starts playing and when game information is disclosed in the third embodiment. FIG. 26 is a diagram for explaining the game information start process for the second player in the third embodiment. The gaming machine 310 is played by multiple players on the same day. In the embodiment, the player who plays next after the first player is also referred to as the second player, as appropriate. As mentioned above, after the first player finishes playing, the effects are set to the initial set list. Therefore, if the second player continues playing in the same state as after the first player finished playing, he will play with the initial set list. However, by following the procedure below, the second player can play with a set list other than the initial set list.

[0160] In S201, the sub-control unit 55 of the gaming machine 310 displays the set list selection screen 389 in response to the operation of the custom operation unit 30 by the second player. As shown in Figure 25(A), the set list selection screen 389 displays a takeover button 389a with the description "Use the first player's set list" and a new setting button 389b with the description "Set a different set list from the first player." By selecting the takeover button 389a, the second player can play with the set list of the first player who was playing immediately before. On the other hand, by selecting the new setting button 389b, the second player can play with a set list different from that of the first player who was playing immediately before. This allows the second player to play using a set list that is different from the initial set list.

[0161] When the latter new setting button 389b is selected, the gaming system 301 performs the same processing as for the first player. In other words, in this case, the gaming system 301 processes the player who plays after the first player as the new first player.

[0162] The following describes the process when the takeover button 389a is selected. In S202, in response to the operation of the forward button 389c after the takeover button 389a is operated, the sub-control unit 55 of the gaming machine 310 reads out the set list of the first player, who is the immediately preceding player, from the sub-storage unit 51. Then, the sub-control unit 55 updates the post-customization occurrence rate and post-customization reliability of each AT effect in the AT effect table (not shown) to the post-customization occurrence rate and post-customization reliability of the read out set list. As a result, the sub-control unit 55 executes the game for the second player based on the set list used by the first player.

[0163] In S203, the sub-control unit 55 displays the start code display screen 390 on the main display unit 17. 25(B), the start code display screen 390 displays a start two-dimensional code 390a, similar to the start code display screen 386 of the first player described above. The second player simply logs in to the system by following the instructions displayed on the start code display screen 390, captures an image of the start two-dimensional code 390a with the camera 361 of the player terminal 360, and then operates the game start button 390b.

[0164] The start two-dimensional code 390a contains coded information about the day's game (game information up to the point before the second player started playing, i.e., game information up to the point when the first player finished playing), the game machine ID (M001, etc.), and the set code (AAAA, etc.) of the set list used by the second player (the set code of the set list used by the first player). In S204, the control unit 366 of the player terminal 360 captures an image of the start two-dimensional code 390a after logging in to the system in response to an operation by the second player. In S205, the control unit 366 of the player terminal 360 decodes the information (the game information for the day, the gaming machine ID (M001, etc.), and the set code (AAAA, etc.)) contained in the captured start two-dimensional code 390a. Then, the control unit 366 transmits the decoded information to the server 370.

[0165] The control unit 366 of the player terminal 360 may display information such as the occurrence rate of each effect in the set list on the touch panel 362 before transmitting this information to the server 370. In this case, for example, by including information about the set list, such as the occurrence rate of each effect in the set list, in the start two-dimensional code 390a, the player terminal 360 can acquire this information about the set list. Also, by including information about the set code in the start two-dimensional code 390a, the player terminal 360 may acquire this information about the set list from the server 370 based on the set code.

[0166] In S206, in response to receiving the information decrypted by the player terminal 360, the control unit 376 of the server 370 stores a record of the starting game play information of the second player in the game play history table 375e. As shown in the gaming history table 375e (gaming machine ID: M001) in Figure 18, the record of the second player's starting gaming information stores the player ID (P00B, etc.), the start time of the game, and the gaming information for that day. In addition, the control unit 376 stores the set code (AAAA, etc.) and the player ID (P00A, etc.) of the set list creator (the creator of the set list used in the games of both the first player and the second player) in the record of the second player's game.

[0167] As shown in Figure 18, for example, in the same gaming machine 310 (gaming machine ID: M001), the start record of the game of the second player (player ID: P00B) "1 / 1 15:30" is stored in the gaming history table 375e (gaming machine ID: M001) next to the game of the first player (player ID: P00A) mentioned above "1 / 1 12:00-15:00".

[0168] (Processing during the second player's game) In S207, the sub-control unit 55 of the gaming machine 310 starts the game of the second player. As described above, the second player's game uses the set list of the first player.

[0169] (Disclosure of gaming information to second player) In S208, the sub-control unit 55 of the gaming machine 310 performs a process to disclose to the second player the gaming information (information regarding the gaming history) of the player who played before the second player (preceding player), provided that the second player is playing using the set list of the first player while the second player is playing.

[0170] In the example of FIG. 26(A), the second player starts playing after 3000G of games have been played on the day (that is, the 3001st G). The sub-control unit 55 performs the following control in response to the second player's number of games reaching 1000G (prescribed number of games).

[0171] The sub-control unit 55 generates a disclosure code 391a (see FIG. 25(C)) by converting the game information for 1000G from the start of play on that day, which is stored in the sub-storage unit 51, into a two-dimensional code. In other words, the game information for that day, for the number of games played (1000G) equal to the number of games played by the second player, is converted into a two-dimensional code. As shown in FIG. 25(C), the sub-controller 55 of the gaming machine 310 displays (outputs) on the main display unit 17 (output means) a disclosure code display screen 391 displaying a disclosure code 391a.

[0172] When the disclosure code display screen 391 is displayed, the second player simply follows the instructions and takes a picture of the disclosure code 391a with the camera 361 of the player terminal 360. 25(D), after the control unit 366 of the player terminal 360 decodes the disclosure code 391a, it displays a game information disclosure screen 392 on the touch panel 362. The game information disclosure screen 392 displays game information for 1000G from the start of play on that day, which is included in the disclosure code 391a. Although only a portion of the game information is displayed in Figure 25(D), other game information can be displayed by scrolling the screen. Note that Figure 25(D) shows an example in which the number of times each effect is executed is displayed, but this is not limiting, and for example, the occurrence rate of each effect may also be displayed.

[0173] In this way, the second player can check the game play information of players who played before him, and can use this game play information as a reference for his own game. Furthermore, the game information disclosure screen 392 displays the number of times each effect has been executed, and therefore can display more detailed game information than a general data display (not shown) attached to the gaming machine 310.

[0174] Although detailed explanation will be omitted, the sub-controller 55 of the gaming machine 310 controls the effects according to the setting suggestion. For example, the higher the setting, the more likely effect M is to appear (i.e., the higher the occurrence rate), and the lower the setting, the more likely effect N is to appear. Therefore, the second player can guess the setting of the gaming machine 310 by referring to the number of times effects M and N appear (effect occurrence information related to setting suggestion). Also, although not shown in the figures, the game information disclosure screen 392 displays various useful information (information on the occurrence of each small win, winning information for transition to the CZ stage, etc.) for the second player when playing the game.

[0175] In this way, the second player can obtain useful information by continuing to play using the set list used by the first player, which allows the gaming system 301 to promote the use of the presentation service. The sub-control unit 55 of the gaming machine 310 may gradually expand the scope of disclosure of the day's game information to the second player as the number of games played increases to 1000G, 2000G, etc. as the second player continues playing. In this case, the second player will want to check more game information, and the second player can be encouraged to continue playing on the same gaming machine 310. In addition, the period of game information to be disclosed may be set to a wider range, for example, the greater the additional number of stocks or games that could not be played due to the activation of the limiter function during the advantageous period.

[0176] The above-mentioned condition "the number of games played reaches a specified number of times" may be replaced with the following condition, or the following condition may be added thereto. (1) For example, the conditions may be that a win, the appearance of a setting suggestion effect, the appearance of a premium effect, a specific CZ failure, or reaching an ending occurs once or multiple times. Also, the conditions may be that the difference in number of coins increases or decreases by a certain number. (2) For example, when a setting 6 confirmation effect appears, all game information may be disclosed at that time. (3) A predetermined lottery process may be performed for each game, and if the player wins, the entire game history may be checked. This lottery may be easier to win when the second player has played, for example, 1000G than when the second player has not played 1000G. Also, the lottery may be easier to win during a pseudo bonus, etc.

[0177] 26(B) and 26(C) are diagrams for explaining other forms 1 and 2 of the game information start processing for the second player. In another embodiment 1 of Fig. 26(B), when the number of games played by the second player reaches 1000G, the sub-controller 55 encodes the game information for the total number of games played on the day prior to the second player's game (3000G in the example of Fig. 26(B)) into the disclosure code 391a. In this case, the gaming machine 310 can disclose more game information to the second player. 26(C), the sub-control unit 55 encodes the game information going back 1000G from the start of the game of the second player into the disclosure code 391a in response to the second player's number of plays reaching 1000G. In this case, the gaming machine 310 can disclose to the second player the game information immediately before the second player's game, and can also disclose to the second player information including the game information of the first player who is the player immediately before the second player.

[0178] (S209 to S213: Processing at the end of the second player's game) The processing when the second player finishes playing is the same as the processing S108 to S112 when the first player finishes playing, so a detailed explanation will be omitted. Also, the main display unit 17 of the gaming machine 310 displays a game end confirmation screen and an end code display screen (see Figures 23(C) and 23(D)) similar to those when the first player finishes playing. As a result, the end game information and player game information for the second player are also stored in the game history table 375e. For example, the end game information for "1 / 1 18:00" of the second player (player ID: P00B) in the game history table 375e (gaming machine ID: M001) shown in Figure 18 is an example of when the second player (player ID: P00B) played after the game "1 / 1 12:00~1 / 1 15:00" of the first player (player ID: P00A) mentioned above. This completes the processing for the second player.

[0179] [Other processes when using the player terminal 360] The basic processing of the system when the player terminal 360 is used has been explained above, but in addition to the above processing, the gaming system 301 also performs the following processing, for example. (Setlist rating) FIG. 27 is a diagram showing the set list evaluation screen 393 of the third embodiment. As shown in Figure 27(A), after a player plays using a set list created by another player, the control unit 366 of the player terminal 360 displays a set list evaluation screen 393 in response to the player's operation while logged in to the system. The player who can rate the set list may be either the first player or the second player, as long as they played with a set list created by another player. In this case, the control unit 376 of the server 370 may refer to the playing history table 375e to determine whether the creator of the set list matches the player in the playing history table 375e, and if they do not match, control the server 370 to accept a rating of the set list from the player terminal 360.

[0180] For example, in the case of a game played from "1 / 1 15:30 to 1 / 1 18:00" in the game history table 375e (gaming machine ID: M001), the "player ID: P00B" of that game does not match the "player ID: P00A" of the creator of the set list AAAA. In this case, the control unit 376 of the server 370 accepts an evaluation of the set list. On the other hand, in the case of a game played from "1 / 1 12:00 to 1 / 1 15:00" in the game history table 375e (gaming machine ID: M001), the "player ID: P00A" of that game matches the "player ID: P00A" of the creator of the set list AAA. In this case, the control unit 376 of the server 370 does not accept an evaluation of the set list.

[0181] Furthermore, the control unit 376 of the server 370 may, for example, refer to the gaming history table 375e to accept evaluations of a set list on the condition that the set list has been played for a certain period of time or more (for example, 500G or more), that the player has won the AT stage transition lottery at least once, etc. In this case, a player who can evaluate a set list has sufficient gaming experience with that set list. This improves the accuracy and fairness of set list evaluations.

[0182] The control unit 366 of the player terminal 360 receives the input of the score from the player on the set list evaluation screen 393, and then receives the operation of the confirm button 293a, thereby transmitting the set code and score information to the server 370. When the control unit 376 of the server 370 receives the set code and point information from the player terminal 360, it updates the evaluation table 375d based on this information.

[0183] As shown in FIG. 27(B), when a player is logged in to the system, the server 370 and the control unit 366 of the player terminal 360 display a set list ranking screen 394 on the touch panel 362 in response to the player's operation. The set list ranking screen 394 displays a ranking table in which the set lists are arranged in descending order of total points (i.e., in descending order of popularity) based on the evaluation table 375d. Note that the evaluation points may be calculated by totaling the set lists for each predetermined period (every week), for example. The ranking table displays the set list name, creator, set code, and total points. A player can refer to this ranking table when, for example, deciding which set list to use in the next game.

[0184] In this way, by publishing the set list rankings, the gaming system 301 improves the convenience of players when deciding which set list to use in a game and also stimulates interest in the rankings. Furthermore, by having their set lists evaluated, set list creators are motivated to create highly popular set lists. In this way, the gaming system 301 can boost the enthusiasm of system users and promote system usage.

[0185] The set list evaluation can also be used as follows: For example, the control unit 376 of the server 370 may grant a bonus to a player who creates a highly rated custom list. In this case, the bonus may include, for example, the right to customize an item that cannot be customizable otherwise (for example, effects that suggest settings).

[0186] Furthermore, the manufacturer of the gaming machine 310 may refer to the settings of a popular set list (for example, a set list with a high total score or a high frequency of use) when designing the performance settings for the next model. Furthermore, the manufacturer of the gaming machine 310 can check the current popularity and preferences of effects in the market based on the evaluation of the set list. For this reason, the manufacturer of the gaming machine 310 may release, sell, etc. a set list that reflects currently popular effect settings, or conversely, a set list that modifies currently unpopular effect settings.

[0187] (Recommended setlist processing) Although not shown in the drawings, the gaming system 301 can perform custom processing, management, etc. for multiple models of gaming machines 310. In this case, the server 370 may store a set list for each model of gaming machine 310 in association with set lists for other models of gaming machines 310 that have similar tendencies, preferences, etc. to the set list. Furthermore, the server 370 may display information on the set lists for other models of gaming machines 310 that are associated with the set list for each model of gaming machine 310 on the touch panel 362 of the player terminal 360 in response to an operation of the player's player terminal 360. In this case, if a player has highly rated a set list for a certain machine, the gaming system 301 can recommend to the player a set list for another machine that has similar tendencies, preferences, etc. when the player plays on another machine.

[0188] (Setting the set list disclosure conditions) Although not shown in the drawings, conditions for use by other players of the set list created by each player may be set. In this case, the server 370 may, for example, set conditions for displaying the set list list screen 383 (see FIG. 21(A)) in response to operations on the player terminals 360 of other players (i.e., set list disclosure conditions), or may set conditions for accepting operations on the selection buttons when the set list list screen 383 is displayed. The usage conditions may be stored in the storage unit 374 of the server 370. The usage conditions may, for example, be that the number of jackpots (number of AT wins, etc.) of other players is 10 or more, or that the achievement rate of multiple effect types (i.e., the proportion of effect types that have appeared among all effect types) is 60% or more, etc. Here, each player who created a set list may wish to impose some kind of challenge before allowing other users to use the set list, since the player put a lot of effort and effort into creating it. The gaming system 301 can accommodate such requests from each player by setting usage conditions for the set list. Note that each player who created a set list may be able to determine the content of the usage conditions by operating the player terminal 360.

[0189] [Issuance of set code by gaming machine 310] FIG. 28 is a diagram showing the AT effect custom screen 395 of the gaming machine 310 of the third embodiment. FIG. 29 is a diagram showing a display screen when custom setting is performed using the gaming machine 310 of the third embodiment. 28, the gaming machine 310 of this embodiment, like the above-described embodiment, accepts customization operations by displaying an AT effect customization screen 395 on the main display unit 17. That is, the sub-control unit 55 of the gaming machine 310 accepts operations to change the occurrence rate and reliability of the AT effects A to H in the gaming machine 310 (that is, operations to change the appearance mode of the AT effects A to H). The setting items of the AT effect custom screen 395 are the same as when using the player terminal 360 (see the AT effect custom screen 381 of the player terminal 360 in FIG. 20(A)). The AT effect customization screen 395 displays a game start button 395a and a code issue button 395b in addition to the effect setting screen. If the player wants to start playing immediately with the set list created on the AT performance custom screen 395, he / she can operate the start game button 395a. On the other hand, if the player wants to start playing after registering the created set list to the server 370, he / she can operate the code issue button 395b. When the game start button 395a is operated, the sub-controller 55 of the gaming machine 310 starts the game with the customized effect settings, as in the above-described embodiment.

[0190] On the other hand, as shown in FIG. 29(A), the sub-controller 55 of the gaming machine 310 displays a set code issue screen 396 on the main display unit 17 when the code issue button 395b is operated. The set code issuing screen 396 displays a set two-dimensional code 396a and instructions urging the player to take an image of the set two-dimensional code 396a. The set two-dimensional code 396a is a two-dimensional code of the set code (see set code "CCCC" shown in FIG. 29(B)) (specific information) of the set list created on the AT effect custom screen 395. In this case, the sub-control unit 55 of the gaming machine 310 encodes the set list into a set code ("CCCC" etc.) using the same rules as the server 370, and then further encodes it into a two-dimensional code. The player simply follows the instructions on the set code issuing screen 396, logs in to the system, takes an image of the set two-dimensional code 396a with the player terminal 360, and then operates the game start button 396b. After accepting the operation of the game start button 396b, the sub-controller 55 of the gaming machine 310 starts a game in the same manner as after the game start button in FIG. 9 is operated.

[0191] 29(B), in response to the image of the set two-dimensional code 396a being captured, the control unit 366 of the player terminal 360 displays a set list registration screen 397 on the touch panel 362. The set list registration screen 397 is a screen for registering a set list created on the gaming machine 310 in the server 370. The set list registration screen 397 displays a set code obtained by encoding the set list created on the gaming machine 310, and also accepts input of the set list name from the player. In the example of Figure 29(B), the set code "CCCC" is displayed, and the name "C Special" has been input.

[0192] When the player wants to confirm the contents displayed on the set list registration screen 397, he or she can simply operate the registration button 397a. In response to operation of the registration button 397a, the control unit 376 of the server 370 stores information about the created set list (set ID, each effect and its occurrence rate and BB reliability, set code, name, creator) in the set list table 375c (see Figure 17).

[0193] In this way, the gaming system 301 can register the set list created by the player on the gaming machine 310 in the server 370. The timing for the player to register the set list may be when the game starts or ends, or when the player has finished playing and moved away from the gaming machine 310.

[0194] [Custom Settings of Gaming Machine 310 by Store (Gaming Hall)] Although illustrations are omitted, the store manager, operator, etc. can set items that can be customized by players (also simply referred to as customizable items) on the gaming machine 310 by operating the setting button 24, customization operation unit 30, etc. The items that can be set at the store are, for example, as follows: (1) Setting whether or not to allow players to customize the increase or decrease in the occurrence rate of effects that suggest settings. (2) Setting whether to allow the disclosure of game information to the second player (see FIG. 25(C) and FIG. 25(D)) (3) Setting the conditions and scope for disclosing game information to secondary players In this case, for example, it may be possible to select from among Figures 26(A) to 26(C). Also, for example, it may be possible to set whether or not to include the occurrence rate of effects with setting suggestions in the range of disclosure. (4) Setting whether to grant the aforementioned "players who have created highly rated custom lists the right to customize items that cannot be customised (for example, effects with setting suggestions)"

[0195] In this way, the facility can conveniently set items that can be customized by players on the gaming machine 310 in accordance with the facility's management policy, etc. Also, for example, a store that actively uses the setting suggestion function to attract customers can set the effect with setting suggestion to be included in the range of disclosure to the second player. Conversely, a store that does not want to make the setting suggestion of the gaming machine 310 public can set the effect with setting suggestion not to be included in the range of disclosure to the second player.

[0196] The processing related to the setting of the gaming machine 310 may be performed by a management terminal (not shown) of the store in cooperation with the server 370. The management terminal is an information terminal installed in each store and manages the gaming machines 310 of each store. For example, the server 370 may acquire customizable objects from a store's management terminal and store the customizable objects in association with each other in the storage unit 374. When accepting an operation to create a set list from the player terminal 360, the server 370 may accept an operation to select a store and then accept a customization operation for the customizable objects of that store. This allows the gaming system 301 to operate with different customizable objects for each store.

[0197] As described above, the gaming system 301 of this embodiment provides the following actions and effects, for example. The gaming system 301 uses the player terminal 360 for customizing effects, allowing customization operations on the gaming machine 310 to be completed in a short time. This means that the gaming machine 310 does not need to be occupied for long periods of time for customization operations. Furthermore, by using the player terminal 360, customization operations are easy even when there are many customizable items, and even if customization operations are time-consuming, players can take their time to perform the customization operations. In this way, the gaming system 301 benefits both the arcade and the player. Furthermore, when a second player plays using a set list created by a first player, if a predetermined condition (such as playing a predetermined number of times) is satisfied, the gaming system 301 discloses detailed past gaming information (such as the occurrence rate of effects with setting suggestions) of the gaming machine 310 to the second player. This can promote the use of the gaming system 301 and strongly encourage the second player to continue playing on the gaming machine 310.

[0198] On the other hand, some conventional gaming machines also have a custom function that allows a player to arbitrarily set the frequency of occurrence of a particular effect. However, conventional gaming machines only accepted customization operations on the gaming machine itself, which resulted in the problem of the gaming machine being occupied for long periods of time for customization operations. Furthermore, if the number of customizable items were increased, customization operations on the gaming machine would become cumbersome, troublesome, and time-consuming, resulting in a longer time before a game could begin. For this reason, conventional gaming machines could be disadvantageous to both the arcade and the player. Furthermore, conventional gaming machines do not utilize the set list (custom pattern) created by the player for purposes other than customizing the gaming machine (such as disclosing game information), and therefore the customization function of the conventional gaming machines has not been effectively utilized.

[0199] Although the preferred embodiments of the present invention have been described above, it goes without saying that the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. The configurations of the above-described embodiment and the configurations of the modified embodiments described below can be used in appropriate combinations, but detailed description thereof will be omitted.

[0200] (Variations) (1) In the embodiment, the frequency of appearance of an effect is exemplified as an appearance rate (the probability that each effect will be executed in response to lever operation), an occurrence rate (the probability that each effect will be selected when an effect is executed), etc. However, the frequency of appearance of an effect can be defined appropriately according to the specifications of the gaming machine, etc., and may be, for example, the probability of one win appearing (for example, the probability of the first execution of normal effect A), etc. In addition, the frequency of appearance of the effect may be customized to a specific frequency, such as appearing once in three times when a transition lottery for a pseudo bonus or the like is won.

[0201] (2) In the embodiment, an example was shown in which the appearance rate of the effect can be customized, but this is not limiting. For example, the sub-control unit (execution mode control means) may be able to customize the appearance timing (execution mode) of the effect without changing the appearance frequency. For example, if the initial setting for the timing of the one-shot announcement is to appear only when the lever is operated, it may be possible to customize it so that it can appear at multiple times (at the first stop operation, at the third stop operation, and at the lever operation for the next game, etc.) by customizing it. Conversely, it may also be possible to customize it so that it can appear at one of multiple times.

[0202] (3) In the embodiment, an example was shown in which the customization of the presentation rules relates to the transition to a pseudo bonus, but this is not limited to this. For example, with regard to customizing the button operation effects during the AT stage (effects that require button operation), the initial rule may be "The button operation effects during the AT stage will add 30 games or more," and the custom rule may be "The button operation effects during the AT stage will confirm the addition of the number of games." In this case, players who like button effects can enjoy the button effects even if the number of added coins is small. Also, for example, with regard to customizing the one-shot announcement notice, the initial rule may be "The one-shot announcement notice is a guaranteed win of the role with the lowest probability of appearing, such as a middle cherry," and the custom rule may be "The one-shot announcement notice is simply a guaranteed win of a strong rare role with a relatively low probability of appearing." Furthermore, the gaming machine may be configured to customize the effects that utilize mechanical devices (gimmicks) from the initial rules to custom rules.

[0203] (4) In the embodiment, an example was shown in which a custom setting is maintained, but this is not limiting. The custom setting may be controlled for only a certain period of time. For example, the appearance rate may be customizable by specifying the number of times the effect will occur, such as "until a specific preview effect appears once." In addition, the appearance rate may be customizable by specifying the play time, such as "up to 30 minutes after the start of play, or 30 minutes after that." Furthermore, the appearance rate and the like may be customizable by specifying the play time, such as "up to 30 minutes after the start of play, or 30 minutes or more after that." In these examples, it is possible to play in a way that the presentation settings change without you even realizing it, which increases the excitement.

[0204] (5) The customizable effects are not limited to those described in the embodiment. Examples of the customizable effects include a cut-in notice during a normal stage, a line notice during a premonition stage, a one-shot notice, a button operation notice during an AT stage, and a lottery for winning an advantageous bonus. It may also be a notice of the event (a so-called premium notice).

[0205] (6) The stages to which the player transitions during the game are not limited to those described in the embodiment. For example, the AT stage may include an ART state that navigates the push order when a replay role is won in addition to when a bell role is won.

[0206] (7) In the embodiment, an example was shown in which each effect can be customized within the range when a rare role is won, but this is not limited to this. For example, in the initial setting, an effect that is executed when a rare role is won may be executed in the custom setting when a rare role and other winning roles are won (for example, when a chance role is won, when a bell role is won, etc.). In this case, the frequency with which the effect lottery process is executed is higher in the custom setting than in the initial setting. For this reason, in the custom setting, it is possible to control the appearance rate of the effect to be higher.

[0207] (8) In the embodiment, an example is shown in which an illustration is displayed on the sub-display unit to notify that a performance resulting from the initial settings has been executed, but this is not limited to this. For example, after the effect is executed, when the result of the stage transition lottery is announced as either a win or a loss, an explicit explanation such as "This effect was actually influenced by this customization" may be displayed on a secondary display unit, etc.

[0208] (9) In the embodiment, an example is shown in which the occurrence rate and other effects are customizable, and the rules for effects are customizable, but the present invention is not limited to this. The customizable items may differ depending on the effect. For example, there may be an effect in which only the occurrence rate or the like can be customized, an effect in which only the effect rule can be customized, or an effect in which both the occurrence rate or the like and the effect rule can be customized.

[0209] (10) In the embodiment, the notification of the effect resulting from the appearance rate after customization is shown by displaying an illustration of a star on the sub-display unit, but this is not limited to this. The notification may also be sound output from a speaker, the illumination of a lamp, etc.

[0210] (11) In the embodiment, an example was shown in which each effect can be individually customized, but this is not limiting. For example, a mode with a high occurrence rate of lively effects and a mode with a low occurrence rate of quiet effects may be provided, and the player may be allowed to select from these modes.

[0211] (12) In the embodiment, the gaming machine is a slot machine, but is not limited to this. The gaming machine may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a so-called medal-less gaming machine that can play games using pseudo gaming media in the form of data rather than using actual gaming media such as medals.Furthermore, the gaming machine may be a so-called enclosed gaming machine that can play games by circulating gaming media such as gaming balls internally rather than paying them out to the outside. In addition, the presentation rules for the mechanical devices (gimmicks) of pachinko may be, for example, an initial rule such that "when the device operates, a probability change is confirmed" and a custom rule such that "when the device operates, a normal jackpot is confirmed."

[0212] (13) In the third embodiment, the gaming system discloses the gaming information of the gaming machine on the day to the second player, but the present invention is not limited to this. If the number of times that a gaming machine has been played on that day is less than the specified number of times due to reasons such as a short time having elapsed since the opening time of the store, the gaming system may disclose gaming information other than that of the day to the second player. Information other than that of the day is, for example, information suggesting the past settings of the gaming machine (playing information from the previous day, a suggestion of the average setting for the past week, a suggestion of the average setting for a specific date, a suggestion of the average setting for each day of the week, etc.). Furthermore, the gaming system may disclose gaming information from the previous day, etc., instead of disclosing the gaming information of the day.

[0213] (14) In the third embodiment, an example was given in which the server creates a set list in response to the operation of the player terminal (calculating the occurrence rate of each effect in response to a change in the occurrence rate, issuing a set code, etc.), but this is not limiting. At least a part of this processing may be performed by the player terminal.

[0214] (15) In the third embodiment, an example was shown in which among the multiple effects, there was included an effect (AT effects F to G, etc.) that can be made to appear by performing a custom operation, but this is not limited to this. There may also be an effect that can be made to appear by, for example, entering a password when operating a gaming machine or a player terminal.

[0215] (16) In the third embodiment, an example was shown in which a player could create and select a set list, but this is not limiting. For example, the server may prepare multiple set lists in advance, and randomly select one from these set lists in response to the player's input of a password into the player terminal. In this case, the player can learn about the trends in customization only after playing using the set list. Furthermore, if a player becomes bored with playing using a set list that can be created and selected, the player can change up their gameplay by using an irregularly selected set list.

[0216] (17) In the embodiment, an example was shown in which the player inputs numerical values ​​such as occurrence rates when performing custom operations, but this is not limited to this. For example, when performing custom operations, the player may be able to input expected values ​​such as low, medium, and high. In this case, the input operation is easy. [Explanation of symbols]

[0217] 10,310: Gaming machines 10,310: Gaming machines 14: Performance button 17: Main display 18: Sub display section 30: Custom control unit 31: Occurrence rate reliability operation unit 32: Direction law operation section 41: Main memory 42: Main control unit 51: Sub-memory 55: Sub-control unit 301: Gaming system 360: Player terminal 370: Server

Claims

1. In a gaming machine capable of executing effects that are executed in relation to the progress of a game, A change control means capable of executing control to change the appearance mode of at least some of the effects; A storage means for storing the game history of a preceding player who played before the currently playing player; output means for outputting information relating to the gaming history when a predetermined condition is satisfied; a determining means for determining whether or not to enable output of information relating to the game history of the preceding player based on an operation by a manager of the gaming facility; Equipped with The change control means a first control means for executing control to change the appearance of a plurality of effects based on an operation performed on the gaming machine in relation to the plurality of effects whose appearance is to be changed; a second control means for executing control to change the appearance of the plurality of effects based on the fact that no operation is performed on the gaming machine with respect to the plurality of effects whose appearance is to be changed and specific information is received; Equipped with When the appearance modes of the plurality of effects are changed by the first control means, information for specifying the specific information corresponding to the change in appearance mode can be output. A gaming machine characterized by:

2. The plurality of effects include: A normal effect that can be executed before the control by the change control means is performed; A special effect that can be executed after the control by the change control means is performed; Contains 2. The gaming machine according to claim 1 .

3. The output means is capable of outputting information regarding the playing history of the preceding player when the currently playing player satisfies the predetermined condition that can be satisfied by playing.

3. The gaming machine according to claim 1 or 2.

4. A gaming system having a reception means capable of receiving an operation to change the appearance of at least some of the effects executed on a gaming machine, The gaming machine is A change control means is provided for executing control to change the appearance of at least some of the effects executed in relation to the progress of a game; The change control means a first control means for executing control to change the appearance of a plurality of effects based on an operation performed on the gaming machine in relation to the plurality of effects whose appearance is to be changed; a second control means for executing control to change the appearance of the plurality of effects based on the fact that no operation is performed on the gaming machine with respect to the plurality of effects whose appearance is to be changed and specific information is received; Equipped with When the appearance mode of a plurality of effects is changed by the first control means, information for specifying the specific information corresponding to the change in appearance mode can be output; The gaming system comprises: a storage means for storing, as custom information, information for changing the appearance of a plurality of effects in the gaming machine by receiving an operation from one player from the receiving means; a specific information generating means capable of generating the specific information based on the custom information; option generating means for generating custom options that can be selected by other players based on the custom information; a display control means for controlling the display of the specific information generated based on custom information corresponding to a selected custom option from among the custom options generated by the option generation means on a predetermined display means; evaluation receiving means for receiving a player's evaluation for each of the custom options; providing means for providing a player with information associating the custom options with the evaluations corresponding to the options; Equipped with A gaming system characterized by:

Citation Information

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