A game system that can determine usage time

KR103020925B1Active Publication Date: 2026-09-16JUMBO TECH CO LTD
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Patent Information

Application Number
KR1020247031261
Authority / Receiving Office
KR · KR
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-04-20
Publication Date
2026-09-16
Estimated Expiration
2042-04-20

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Abstract

The present invention relates to a game system capable of determining usage time. One of a plurality of props is generated by a game result generation unit according to probability, and one of the generated props is recorded in a storage unit, or at least one of the plurality of props is selected and stored in account data according to consumption records in a member management unit and given rules, and the prop recorded in the account data is transmitted to the storage unit, and each of the plurality of props has a designated game effect. Additionally, if a control unit determines that a player has used at least one prop recorded in the storage unit, a corresponding designated game effect is generated, and the used prop is deleted from the storage unit. According to the present invention, props having different designated game effects can be collected, and the player can freely select usage time, allowing the player to wait for the optimal usage time, obtain the effect of continuously using the game system, and effectively increase the turnover rate of the game system.
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Description

Technology Field

[0001] The present invention relates to a game system, and more specifically, to a game system capable of determining usage time. Background Technology

[0002] Refer to FIG. 1. A slot machine (1) is a popular game machine. The slot machine (1) has a number of rollers (2). After placing a bet, the player can start spinning the rollers (2). Points can be earned based on the arrangement of symbols formed after the rollers (2) stop. The gameplay is simple, and the various game rules and gameplay are formulated according to the player's needs and preferences to satisfy the preferences of various players.

[0003] In generally known game rules, a specific number of bonus rounds can be played when certain symbols appear or preset conditions are met. Bonus games feature free spins, allowing players to earn additional bonus points without spending extra money; this is one of the key features that incentivizes players to use slot machines.

[0004] Various gameplays are disclosed in general bonus games, for example, the process illustrated in Fig. 4 of U.S. Patent No. 8,197,328 enables the re-rotation of a roller, and U.S. Patent No. 10,629,030 B2 discloses gameplay that determines the points of a mystery symbol based on collected configurable symbols.

[0005] However, in existing game systems, bonuses are provided immediately upon satisfying preset conditions by acquiring or collecting specific symbols, and the duration of use cannot be selected. Consequently, players are highly likely to exit the game after receiving the bonus, which creates a breakpoint and fails to increase the player's desire to continue using the game system. means of solving the problem

[0006] The main objective of the present invention is to provide a game system capable of determining usage time, to enable a player to determine their own usage time within the game, and to induce a desire in the player to continuously use the game system.

[0007] To achieve the objective, the present invention relates to a game system capable of determining usage time. In a first embodiment, the game system provides a slot game, and the slot game provides at least one game round that a player can play according to the player's actions. The game system includes a display unit, a game result generation unit, a storage unit, and a control unit. The display unit is provided with a game screen that displays a real-time game image of at least one game round, and the game screen has a plurality of display positions arranged in a matrix. The game result generation unit generates a plurality of game symbols in at least one game round, wherein the plurality of game symbols are displayed at a plurality of display positions on the game screen, and one of a plurality of props is provided to the plurality of game symbols according to probability, and each of the plurality of props has a designated game effect. The storage unit is configured to record one of the plurality of props generated in at least one game round. The control unit is connected to the display unit, the game result generation unit, and the storage unit, and when at least one game round is performed in sequence, in each game round, the control unit:

[0008] A step of determining whether at least one of a plurality of props recorded in a storage unit is used; and

[0009] If the player uses at least one of the multiple props recorded in the storage unit, the step of using at least one of the props is performed, and if the player does not use the props, the step of performing a normal game is performed.

[0010] In the step of using at least one of the multiple props, the control unit:

[0011] A step of deleting at least one of a plurality of props from a storage unit;

[0012] A step of generating a designated game effect corresponding to the prop used, and simultaneously generating game symbols through a game result generation unit; and

[0013] Perform an additional step of paying the game round and ending it.

[0014] During the phase of performing the normal game, the control unit is:

[0015] A step of determining whether to generate multiple game symbols through a game result generation unit, ending the game round if not generated, and proceeding to the next step if generated;

[0016] A step of generating multiple game symbols through a game result generation unit;

[0017] A step of determining whether one of the newly created game symbols includes at least one of a plurality of props, and if it does, performing a step of recording at least one of the plurality of props of the newly created game symbols through a storage unit, and if it does not include, proceeding to the next step; and

[0018] Perform an additional step of paying the game round and ending it.

[0019] In the second embodiment, in addition to the display unit, game result generation unit, storage unit, and control unit, the game system further includes a member management unit, wherein the member management unit is configured to set up a player's member account, wherein the member account includes the player's consumption history and account data, and the member management unit selects at least one of a plurality of props to be stored in the account data according to the consumption history and rendering rules, and each of the plurality of props has a designated game effect.

[0020] The control unit is connected to the member management unit, the display unit, the game result generation unit, and the storage unit, and when at least one game round is performed sequentially, in each game round, the control unit:

[0021] A step of transferring multiple props recorded in account data to a storage unit;

[0022] A step of determining whether at least one of a plurality of props recorded in a storage unit is used;

[0023] If the player uses at least one of a plurality of props recorded in the storage unit, a step of using at least one of the props is performed, and if the player does not use the props, a step of performing a normal game is performed; and

[0024] After the game round ends, perform the step of transferring the props recorded in the storage unit to the account data.

[0025] In the step of using at least one of the multiple props, the control unit:

[0026] A step of deleting at least one of a plurality of props from a storage unit;

[0027] A step of generating a designated game effect corresponding to the prop used, and simultaneously generating game symbols through a game result generation unit; and

[0028] Perform an additional step of paying the game round and ending it.

[0029] During the phase of performing the normal game, the control unit is:

[0030] A step of determining whether to generate multiple game symbols through a game result generation unit, ending the game round if not generated, and proceeding to the next step if generated;

[0031] A step of generating multiple game symbols through a game result generation unit; and

[0032] Perform an additional step of paying the game round and ending it.

[0033] In the third embodiment, compared to the second embodiment, the main difference is that the timing of transferring props recorded in the account data to the storage unit and the timing of transferring props recorded in the storage unit to the account data are different. More specifically, in the third embodiment, the control unit transfers props recorded in the account data to the storage unit before the first round of at least one game round begins, and the control unit transfers props recorded in the storage unit to the account data after the last round of at least one game round ends.

[0034] In the third embodiment, when at least one game round is performed in sequence, in each game round, the control unit is:

[0035] A step of determining whether at least one of a plurality of props recorded in a storage unit is used; and

[0036] If the player uses at least one of the multiple props recorded in the storage unit, the step of using at least one of the props is performed, and if the player does not use the props, the step of performing a normal game is performed.

[0037] In the third embodiment, the step of using props and the normal game step may refer to the description of the second embodiment.

[0038] To summarize the above, the present invention allows players to collect props with various game effects and freely select usage time as needed to avoid game breakpoints. Since players wait for the optimal usage time, it provides the effect of continuously using the game system and effectively increases the revenue of the game system. Brief explanation of the drawing

[0039] Figure 1 is a perspective view of a conventional slot machine. FIG. 2 is a perspective view of the game machine of the present invention. FIG. 3 is a system block diagram according to a first embodiment of the present invention. FIG. 4 is a flowchart of each game round according to the first embodiment of the present invention. FIGS. 5a-5d is a schematic diagram of a game screen according to a first embodiment of the present invention. FIG. 6 is a system block diagram according to a second embodiment of the present invention. FIG. 7 is a game flowchart of each round according to a second embodiment of the present invention. FIG. 8 is a flowchart of each game round according to the third embodiment of the present invention. Specific details for implementing the invention

[0040] The detailed description and technical content of the present invention are described below with reference to the attached drawings.

[0041] Refer to FIGS. 2, FIGS. 3, FIGS. 5a, and FIGS. 5b for a first embodiment of the invention. In this embodiment, the invention provides a game system (10) capable of determining usage time. The game system (10) is installed in a game machine (20), and the game system (10) provides a slot game through the game machine (20). The slot game provides at least one game round that a player can play depending on the player's actions. The game system (10) includes a display unit (11), a game result generation unit (12), a storage unit (13), and a control unit (14). The display unit (11) has a game screen (30), and the game screen (30) displays a real-time game image of at least one game round. The game screen (30) has a plurality of display positions (31) arranged in a matrix.

[0042] A slot game generates multiple game symbols (40) in at least one game round through a game result generation unit (12). Each of the multiple game symbols (40) is displayed at a plurality of display positions (31) on a game screen (30) to determine the game result. Depending on the probability, one of a plurality of props (items) (50) (as shown in FIG. 5B) is provided for the multiple game symbols (40), and each of the multiple props (50) has a designated game effect. A storage unit (13) is configured to record one of the multiple props (50) generated in at least one game round. Additionally, the multiple props (50) can be acquired in other ways. In one embodiment, a control unit (14) determines that a player can acquire at least one of the multiple props (50) to be recorded in the storage unit (13) when a designated rule in the slot game is satisfied, wherein the designated rule may be that the multiple game symbols (40) are arranged in a special arrangement, that event rules are observed, or that a promotional gift is provided.

[0043] In one embodiment, the game result generating unit (12) is implemented with a plurality of roller units (121), and the plurality of roller units (121) rotate and then stop to generate a plurality of game symbols (40). In a feasible embodiment, the number of the plurality of roller units (121) corresponds to the number of the plurality of display positions (31), that is, one of the plurality of roller units (121) is provided at each of the plurality of display positions (31), and each of the plurality of roller units (121) independently generates one of the plurality of game symbols (40). In another embodiment, the plurality of game symbols (40) displayed at the display positions (31) of the same row are generated by one of the plurality of roller units (121). That is, the plurality of game symbols (40) of the same column are continuously rotated from top to bottom and displayed. For example, when a game screen (30) displays multiple game symbols (40) including multiple display positions (31) arranged in a 3x5 matrix, this embodiment is implemented with five roller units (121), that is, each roller unit (121) simultaneously displays three rows of game symbols (40) on the game screen (30). When rotated, the game symbols (40) move from the first row to the second row, then to the third row, and then disappear from the game screen (30).

[0044] Refer to FIGS. 3 and FIGS. 4. The control unit (14) is connected to the display unit (11), the game result generation unit (12), and the storage unit (13). When at least one game round of the game is performed in sequence, the control unit (14) performs the following steps.

[0045] First, a step (S1) of determining whether a prop has been used is performed, and in this step, it is determined whether the player uses at least one of the multiple props (50) recorded in the storage unit (13).

[0046] If the player uses at least one of the multiple props (50) recorded in the storage unit (13), the step of using the prop (S2) is performed, and if the player does not use at least one of the multiple props (50), the step of performing a normal game (S3) is performed.

[0047] In the step of using props (S2), the control unit (14) additionally performs the following steps:

[0048] Step (S2-1): Delete prop. In this step, the record of at least one of the multiple props (50) in the storage unit (13) is deleted.

[0049] Step (S2-2): Prop effect generation. In this step, a designated game effect corresponding to the prop used is generated, and a game symbol (40) is simultaneously generated through the game result generation unit (12).

[0050] Step (S2-3): End of game round. In this step, the game round is paid and the game ends. According to an embodiment of the game system, each of the plurality of props (50) has various functions and uses. For example, only one of the plurality of props (50) can be used to create the corresponding designated game effect. Alternatively, the plurality of props (50) may be provided in the form of fragments, where the related props (50) belong to the same group, and it is necessary to combine the designated props (50) to create the corresponding designated game effect. Alternatively, the plurality of props (50) may be used individually or combined for use, and when the plurality of props (50) are combined, the effect may be increased to create a designated game effect of a different level.

[0051] In the step (S3) of performing a normal game, the control unit (14) additionally performs the following step.

[0052] Step (S3-1): Determine whether to generate game symbols. In this step, determine whether to generate multiple game symbols (40) through the game result generation unit (12). If not, end the game round, and proceed to the next step.

[0053] Step (S3-2): Game symbol generation. In this step, multiple game symbols (40) are generated through the game result generation unit (12).

[0054] Step (S3-3): Determine whether a prop appears. In this step, determine whether there is at least one prop (50) among the newly created multiple game symbols (40), and if not, end the game round, and if so, proceed to the next step.

[0055] Step S3-4: Record props. In this step, at least one of the newly created multiple props (50) is recorded through the storage unit (13).

[0056] Step (S3-5): End of game round. In this step, pay the game round and end.

[0057] Refer to FIG. 3 and FIG. 5a-5d for the first embodiment of the invention. First, as shown in FIG. 5a, when performing at least one game round, a plurality of roller units (121) of the game result generating unit (12) rotate and then stop to generate a plurality of game symbols (40).

[0058] Then, as illustrated in FIG. 5b, when performing at least one game round, a plurality of game symbols (40) are provided as one of a plurality of props (50) according to probability. The pattern of the plurality of props (50) is determined according to the design of the game, and the plurality of props (50) having different game effects have different representative patterns.

[0059] There is no specific mode in which multiple props (50) appear. For example, the props (50) may be independent patterns and may be movably attached to one of the game symbols (40) as shown in FIG. 5b. Or the props (50) may be directly combined with the game symbols (40). That is, the props (50) will appear together with the same game symbols (40) through the roller unit (121).

[0060] Then, as shown in FIG. 5c, when any one of the multiple props (50) appears, the size of the prop (50) can be enlarged so that the player can clearly see the type of the collected prop (50).

[0061] Then, as illustrated in FIG. 5d, when any one of the multiple props (50) is collected, the prop (50) is recorded in the storage unit (13). To indicate that the storage unit (13) has recorded the prop (50), the prop (50) may be moved to the functional operating area (32) of the game screen (30) to indicate that the prop (50) has been stored in the storage unit (13).

[0062] Additionally, the player may have a member account containing account data, and the account data may record multiple props (50). The multiple props (50) recorded in the account data may be transferred to a storage unit (13), and the multiple props (50) recorded in the storage unit (13) may also be transferred to the account data. The control unit (14) transfers the multiple props (50) recorded in the account data to the storage unit (13) before the first round of at least one game round begins, and the control unit (14) transfers the multiple props (50) recorded in the storage unit (13) to the account data after the last round of at least one game round ends. The multiple props (50) may be collected by the player as segments, which may increase the player's desire to play sporadically.

[0063] In another embodiment, the control unit (14) transmits a plurality of props (50) recorded in account data to the storage unit (13) during each round of the game, and the control unit (14) transmits a plurality of props (50) recorded in the storage unit (13) to the account data at the end of each round of the game. That is, the plurality of props (50) are transmitted at the beginning and end of each round of the game to avoid the risk of losing the props (50) recorded in the storage unit (13).

[0064] Refer to FIG. 2 and FIG. 6 for a second embodiment of the invention. In this embodiment, the game system (10) includes a display unit (11), a game result generation unit (12), a storage unit (13), and a control unit (14), and also includes a member management unit (15), wherein the member management unit (15) is provided for a player to set up a member account. The member account includes the player's account data and further includes a consumption record. The member management unit (15) selects at least one of a plurality of props (50) to be stored in the account data according to the consumption record and rendering rules, and the plurality of props (50) recorded in the account data may be transmitted to the storage unit (13), and the plurality of props (50) recorded in the storage unit (13) may also be transmitted to the account data. Additionally, the functions and operation modes of the plurality of props (50), the display unit (11), the game result generation unit (12), and the storage unit (13) may be described in the first embodiment. In addition, a viable solution for rendering rules is to render props (50) that have a positive correlation with the consumption history. That is, the larger the consumption history, the greater the quantity of props (50) rendered.

[0065] Refer to FIGS. 6 and FIGS. 7. In the second embodiment, the control unit (14) is connected to the member management unit (15), the display unit (11), the game result generation unit (12), and the storage unit (13), and when at least one round of the game is performed in sequence, the control unit (14) performs the following steps in each round of the game.

[0066] First, a step (P1) for retrieving props is performed. In this step, multiple props (50) recorded in the account data are transferred to the storage unit (13). Then, a step (P2) for determining whether the props have been used is performed. In this step, it is determined whether the player uses at least one of the multiple props (50) recorded in the storage unit (13). If the player uses at least one of the multiple props (50) recorded in the storage unit (13), a step for using the props (P3) is performed; if the player does not use the multiple props (50), a step for performing a normal game (P4) is performed. After the game round ends, a step (P5) for sending out props is performed. In this step, multiple props (50) recorded in the storage unit (13) are transferred to the account data.

[0067] The step of using the prop (P3) is the same as the step of using the prop (S2). Refer to the description of the first embodiment.

[0068] In the normal game execution phase (P4), the control unit (14) additionally performs the following steps.

[0069] Step (P4-1): Decide whether to generate game symbols. In this step, decide whether to generate multiple game symbols (40) through the game result generation unit (12). If not, end the game round, and proceed to the next step.

[0070] Step (P4-2): Game symbol generation. In this step, multiple game symbols (40) are generated through the game result generation unit (12).

[0071] Step (P4-3): End of game round. In this step, pay the game round and end.

[0072] Refer to FIGS. 6 and FIGS. 8. In the third embodiment of the present invention, the timing of transmitting a plurality of props (50) recorded in account data to a storage unit (13) and the timing of transmitting a plurality of props (50) recorded in the storage unit (13) to account data are different from the second embodiment. More specifically, the control unit (14) transmits a plurality of props (50) recorded in account data to the storage unit (13) before the first round of at least one game round begins, and the control unit (14) transmits a plurality of props (50) recorded in the storage unit (13) to account data after the last round of at least one game round ends.

[0073] In the third embodiment, when at least one game round is performed in sequence, the control unit (14) performs the following steps in each game round. It performs a step (T1) of determining whether a prop is used. In this step, it determines whether the player uses at least one of the plurality of props (50) recorded in the storage unit (13). Then, if the player uses at least one of the plurality of props (50) recorded in the storage unit (13), it performs a step (T2) of using the prop, and if the player does not use the prop (50), it performs a step (T3) of performing a normal game.

[0074] In the third embodiment, the step of using a prop (T2) and the step of performing a normal game (T3) are identical to the step of using a prop (P3) and the step of performing a normal game (P4) in the second embodiment, respectively, and this can be explained by referring to the description of the second embodiment.

[0075] To summarize the above, the advantages of the present invention are at least as follows:

[0076] 1. The present invention allows for the collection of props having different designated game effects and enables the player to freely select usage time as needed to avoid game breakpoints, thereby providing the effect of continuously using the game system by having the player wait for the optimal usage time and effectively increasing the turnover rate of the game system.

[0077] By creating diverse gameplay through game modes where players can collect props, it is possible to attract players and prevent them from feeling bored.

[0078] Collected items can be stored in the member account, which can increase the player's desire to play sporadically and effectively increase the usage rate of the game console.

Claims

Claim 1 In a game system for determining the timing of prop usage, the game system provides a slot game that provides at least one game round for a player to play based on the player's actions, and the game system comprises: a display unit provided with a game screen that displays a real-time game image of the at least one game round—the game screen has a plurality of display positions arranged in a matrix—; a game result generating unit that generates a plurality of game symbols in the at least one game round—the plurality of game symbols are displayed at a plurality of display positions of the game screen, and one of a plurality of props is provided to the plurality of game symbols according to probability, and each of the plurality of props has a designated game effect—; a storage unit configured to record one of the plurality of props generated in the at least one game round; and a control unit connected to the display unit, the game result generating unit, and the storage unit, and when the at least one game round is performed in sequence, in each game round the control unit performs the step of: determining whether at least one of the plurality of props recorded in the storage unit is used; and when the player uses at least one of the plurality of props recorded in the storage unit, perform the step of using at least one of the props, and when the player does not use the props, perform the step of performing a normal game, and in the step of using at least one of the plurality of props, the control unit performs: the step of deleting at least one of the plurality of props from the storage unit; the step of generating a designated game effect corresponding to the prop used, and simultaneously generating the game symbols through the game result generation unit;A game system that additionally performs the step of paying for and ending the game round, and in the step of performing the normal game, the control unit determines whether to generate the plurality of game symbols through the game result generation unit, and if not generated, ends the game round, and if generated, proceeds to the next step; the step of generating the plurality of game symbols through the game result generation unit; the step of determining whether one of the newly generated game symbols includes at least one of the plurality of props, and if included, records at least one of the plurality of props of the newly generated game symbols through the storage unit, and if not included, proceeds to the next step; and additionally performs the step of paying for and ending the game round. Claim 2 A game system according to claim 1, wherein the player’s member account includes account data for recording the plurality of props, the control unit transmits the plurality of props recorded in the account data to the storage unit before the first round of at least one game round begins, and the control unit transmits the plurality of props recorded in the storage unit to the account data after the last round of at least one game round ends. Claim 3 A game system according to claim 1, wherein the player’s member account includes account data for recording the plurality of props, the control unit transmits the plurality of props recorded in the account data to the storage unit during each round of the game, and the control unit transmits the plurality of props recorded in the storage unit to the account data when each round of the game ends. Claim 4 A game system according to claim 1, wherein when it is determined by the control unit that a specified rule in the slot game is satisfied, at least one of the plurality of props is provided to the player and recorded in the storage unit. Claim 5 A game system according to claim 1, wherein the game result generating unit is a plurality of roller units, and the plurality of roller units generate the plurality of game symbols by rotating and then stopping. Claim 6 In a game system for determining the timing of prop usage, the game system provides a slot game that provides at least one game round for a player to play based on the player's actions, and the game system comprises: a member management unit configured to set up the player's member account—the member account includes the player's consumption records and account data, and the member management unit selects at least one of a plurality of props to be stored in the account data based on the consumption records and rendering rules, and the plurality of props each have a designated game effect—; a display unit provided with a game screen that displays a real-time game image of the at least one game round—the game screen has a plurality of display positions arranged in a matrix—; a game result generation unit that generates a plurality of game symbols in the at least one game round—the plurality of game symbols are displayed at the plurality of display positions of the game screen—a storage unit—the plurality of props recorded in the account data are transmitted to the storage unit, and the plurality of props recorded in the storage unit are transmitted to the account data—; The control unit connected to the above member management unit, the above display unit, the above game result generation unit, and the above storage unit is included, and when at least one game round is performed in sequence, in each game round the control unit performs: the step of transmitting the plurality of props recorded in the account data to the storage unit; the step of determining whether at least one of the plurality of props recorded in the storage unit is used; the step of using at least one of the props if the player uses at least one of the plurality of props recorded in the storage unit, and the step of performing a normal game if the player does not use the props.A game system comprising: performing the step of transmitting the props recorded in the storage unit to the account data after the game round is ended; and, in the step of using at least one of the plurality of props, the control unit further performs: the step of deleting at least one of the plurality of props from the storage unit; the step of generating a designated game effect corresponding to the prop used and simultaneously generating the game symbols through the game result generating unit; and the step of paying for and ending the game round; and, in the step of performing the normal game, the control unit further performs: the step of determining whether to generate the plurality of game symbols through the game result generating unit, ending the game round if not generated, and proceeding to the next step if generated; the step of generating the plurality of game symbols through the game result generating unit; and the step of paying for and ending the game round. Claim 7 In paragraph 6, the rendering rule is a game system that renders the quantity of the props having a positive correlation based on the consumption record. Claim 8 In claim 6, the game result generating unit is a plurality of roller units, and the plurality of roller units generate the plurality of game symbols by rotating and then stopping. Claim 9 In a game system for determining the timing of prop usage, the game system provides a slot game that provides at least one game round for a player to play based on the player's actions, and the game system comprises: a member management unit configured to set up the player's member account—the member account includes the player's consumption records and account data, and the member management unit selects at least one of a plurality of props to be stored in the account data based on the consumption records and rendering rules, and the plurality of props each have a designated game effect—; a display unit provided with a game screen that displays a real-time game image of the at least one game round—the game screen has a plurality of display positions arranged in a matrix—; A game result generating unit that generates a plurality of game symbols in at least one game round—the plurality of game symbols are displayed at a plurality of display locations on the game screen—a storage unit—whereby the plurality of props recorded in the account data are transmitted to the storage unit, and the plurality of props recorded in the storage unit are transmitted to the account data—; comprising a member management unit, a display unit, a game result generating unit, and a control unit connected to the storage unit, wherein the control unit transmits the plurality of props recorded in the account data to the storage unit before the first round of at least one game round begins, and the control unit transmits the plurality of props recorded in the storage unit to the account data after the last round of at least one game round ends, and when the at least one game round is performed in sequence, in each game round, the control unit performs the step of: determining whether at least one of the plurality of props recorded in the storage unit is used;A game system comprising: a step of performing a step of using at least one of the plurality of props recorded in the storage unit when the player uses at least one of the plurality of props; a step of performing a step of performing a normal game when the player does not use the props; wherein, in the step of using at least one of the plurality of props, the control unit further performs: a step of deleting at least one of the plurality of props from the storage unit; a step of generating a designated game effect corresponding to the prop used and simultaneously generating the game symbols through the game result generating unit; and a step of paying for and ending the game round; and wherein, in the step of performing the normal game, the control unit further performs: a step of determining whether to generate the plurality of game symbols through the game result generating unit, ending the game round if not generated, and proceeding to the next step if generated; a step of generating the plurality of game symbols through the game result generating unit; and a step of paying for and ending the game round. Claim 10 In claim 9, the rendering rule is a game system that renders the quantity of the props having a positive correlation based on the consumption record. Claim 11 In claim 9, the game result generating unit is a plurality of roller units, and the roller units generate the plurality of game symbols by rotating and then stopping.

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