Game system, operating method for game system, and program
The game system dynamically adjusts winning probabilities and offers special rewards to enhance player engagement and excitement by incorporating a first and second game control unit, addressing the lack of interest in conventional games for high-reward objectives.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI ARCADE GAMES CO LTD
- Filing Date
- 2026-01-07
- Publication Date
- 2026-07-23
AI Technical Summary
Conventional games lack sufficient interest for players aiming to obtain a large number of rewards, such as jackpots, necessitating improvements in game design to enhance player engagement.
A game system incorporating a first game control unit, a second game control unit, and a reward granting unit, where the first game control unit manages a result parameter and the second game control unit adjusts winning probabilities based on this parameter, culminating in the granting of special rewards upon winning the second game.
Enhances player interest by introducing variable winning probabilities and special rewards, thereby increasing engagement and excitement in the game progression.
Smart Images

Figure JP2026000194_23072026_PF_FP_ABST
Abstract
Description
Game system, method of operating a game system, and program
[0001] The present disclosure relates to games.
[0002] In various games such as, for example, a pachinko game, players aim to obtain a large number of rewards (so-called jackpots). For example, Patent Document 1 discloses a configuration in which the number of balls used in a main lottery is determined according to the number of cards corresponding to a winning area selected by a pre-lottery.
[0003] Japanese Patent No. 6542858
[0004] In conventional games such as Patent Document 1, there is room for further improvement from the viewpoint of providing a great deal of interest to players aiming to obtain a large number of rewards. In view of the above circumstances, one aspect of the present disclosure aims to provide interest in the progress of the game to players aiming to obtain a special reward.
[0005] A game system according to one aspect of the present disclosure includes a first game control unit that controls a first game, a second game control unit that conducts a lottery for a player's winning or losing in a second game, and a reward granting unit that grants a special reward to the player when the result of the second game is a win. The first game control unit controls a result parameter representing the degree of the result of the first game, and the second game control unit changes the winning probability in the second game based on the result parameter.
[0006] A method of operating a game system according to one aspect of the present disclosure is a method of operating a game system that controls a first game, conducts a lottery for a player's winning or losing in a second game, and grants a special reward to the player when the result of the second game is a win. In the first game, a result parameter representing the degree of the result of the first game is controlled, and in the second game, the winning probability in the second game is changed based on the result parameter.
[0007] A program according to one aspect of the present disclosure is a program that causes a computer system to function as a first game control unit that controls a first game, a second game control unit that draws a lot to determine whether a player wins or loses in a second game, and a reward granting unit that grants a special reward to the player if the result of the second game is a win, wherein the first game control unit controls a result parameter that represents the degree of the result of the first game, and the second game control unit changes the probability of winning in the second game based on the result parameter.
[0008] This is a plan view of the game system in the first embodiment. This is a block diagram illustrating the configuration of the game system. This is a block diagram illustrating the functional configuration of the game system. This is an explanatory diagram regarding the progress of the game. This is a plan view of the game mechanism. This is a flowchart of the processing related to the normal game. This is a plan view of the first lottery device. This is a cross-sectional view of line VIII-VIII in Figure 7. This is an explanatory diagram of lottery processing A using the first lottery device. This is a flowchart of the processing related to lottery processing A. This is an explanatory diagram of lottery processing B using the second lottery device. This is a flowchart of the processing related to lottery processing B. This is a flowchart of the processing related to the first special lottery game. This is a schematic diagram of the first game screen. This is a schematic diagram of the second game screen. This is an explanatory diagram of the lottery roulette. This is a schematic diagram of the second game screen in the second embodiment. This is a schematic diagram of the second game screen in the third embodiment. This is a flowchart of the processing related to the first game in the fourth embodiment. This is a schematic diagram of the image displayed on the display device in the fifth embodiment. This is a schematic diagram of the ability parameter image in a modified example. This is an explanatory diagram of the amount of change selected by lottery processing A in a modified example. This is an explanatory diagram of the amount of change selected by lottery process A in the modified example. This is an explanatory diagram of the lottery roulette in the modified example. This is an explanatory diagram of the amount of change depending on whether the special condition is met or not in the modified example. This is an explanatory diagram of the amount of change depending on whether the special condition is met or not in the modified example.
[0009] Embodiments of the present disclosure will be described with reference to the drawings. The embodiments described below include various limitations that are not essential to the present disclosure. Therefore, the scope of the present disclosure is not limited to the embodiments described below.
[0010] [First Embodiment] Figure 1 is a plan view of a game system 100 according to the first embodiment of the present disclosure. The game system 100 is installed, for example, in a game facility. A game facility is, for example, an entertainment facility such as an arcade or casino, or a commercial facility such as a shopping center. The game system 100 provides games to players in the game facility.
[0011] As illustrated in Figure 1, the game system 100 of the first embodiment comprises a plurality (four) of stations 10 (10-1, 10-2, 10-3, 10-4). Each of the plurality of stations 10 is a unit used by a player to play a game. Games played by different players proceed in parallel on the plurality of stations 10.
[0012] Station 10-1 and Station 10-2 are arranged side by side in the horizontal direction. The structure of Station 10-1 and the structure of Station 10-2 are symmetrical. Similarly, Station 10-3 and Station 10-4 are arranged side by side in the horizontal direction. The structure of Station 10-3 and the structure of Station 10-4 are symmetrical. The backs of Station 10-1 and Station 10-3 face each other, and the backs of Station 10-2 and Station 10-4 face each other. For convenience, in the following explanation, Station 10-1 will be described as representative, and the explanations of the other Stations 10 (10-2 to 10-4) will be omitted.
[0013] Furthermore, in the following explanation, we assume that the X and Y axes are mutually orthogonal in the horizontal plane. The X axis is the axis along the left-right direction of the player, and the Y axis is the axis along the front-back direction of the player. In addition, one direction along the X axis will be referred to as the "X1 direction," and the opposite direction of the X1 direction will be referred to as the "X2 direction." The X1 direction corresponds to the left direction of the player, and the X2 direction corresponds to the right direction of the player. Similarly, one direction along the Y axis will be referred to as the "Y1 direction," and the opposite direction of the Y1 direction will be referred to as the "Y2 direction." The Y1 direction corresponds to the rear direction of the player (towards the front of station 10), and the Y2 direction corresponds to the front direction of the player (towards the depth of station 10).
[0014] Figure 2 is a block diagram illustrating the configuration of the game system 100. The game system 100 of the first embodiment includes a control device 11 and a storage device 12 in addition to a plurality of stations 10. The game system 100 can be implemented as a single device or as a plurality of devices configured separately from each other.
[0015] The control device 11 consists of one or more processors that control each element of the game system 100. For example, the control device 11 consists of one or more types of processors such as a CPU (Central Processing Unit), GPU (Graphics Processing Unit), SPU (Sound Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit). Some or all of the functions of the control device 11 may be installed in each station 10.
[0016] The storage device 12 is one or more memories that store programs executed by the control device 11 and various data used by the control device 11. The storage device 12 is composed of known recording media such as magnetic recording media or semiconductor recording media. The storage device 12 may be composed of a combination of multiple types of recording media. Alternatively, a portable recording media that can be attached to and detached from the game system 100, or a recording media that can be written to or read by the control device 11 via a communication network (e.g., cloud storage), may be used as the storage device 12.
[0017] Figure 3 is a block diagram illustrating the functional configuration of the control device 11. The control device 11 functions as a set of multiple functions (normal game control unit 110, first game control unit 111, second game control unit 112, reward granting unit 113) for controlling the game progressing at each station 10 by executing a program stored in the storage device 12. Specific examples of each function will be described later.
[0018] Figure 4 is an explanatory diagram of the game progression in the first embodiment. As illustrated in Figure 4, in the first embodiment, a normal game, an initial lottery game, and a number of special lottery games (first special lottery game, second special lottery game) are executed.
[0019] The regular game is the game that players play regularly. When certain conditions are met in the regular game, an initial lottery game begins. The initial lottery game is a lottery process to select one of several special lottery games. Each special lottery game is a lottery process that determines whether the player wins or loses. Players who win a special lottery game are given rewards (hereinafter referred to as "special rewards") that are significantly larger than the rewards that can be obtained in the regular game. When a special lottery game ends, the regular game resumes. Note that there may be three or more types of special lottery games.
[0020] As illustrated in Figure 1, each of the multiple stations 10 is equipped with a display device 20, an operation unit 30, a game mechanism 40, a first lottery device 50, an imaging device 60, and a second lottery device 70. Each station 10 can be implemented as a standalone device, or as multiple devices configured separately from one another.
[0021] The display device 20 displays an image under the control of the control device 11. The display device 20 is composed of a display panel such as a liquid crystal panel or an organic EL (electroluminescence) panel. Note that the display devices 20 of two adjacent stations 10 may be composed of a single display panel.
[0022] The operation unit 30 is an interface that receives operations from the player. Specifically, the operation unit 30 comprises an operation device 31, a reception device 32, and a dispensing device 33. The operation device 31 is an input device that receives instructions from the player. The operation device 31 is, for example, an operator operated by the player, or a touch panel that detects contact by the player.
[0023] The reception device 32 receives tokens from the player. Specifically, the reception device 32 receives both physical tokens and electronic tokens from the player. Physical tokens are tangible, disc-shaped game tokens. Electronic tokens are intangible game tokens realized through electronic data. The mechanism of the reception device 32 that receives physical tokens comprises an insertion slot into which physical tokens are inserted and a detector that detects the insertion of physical tokens into the insertion slot. The mechanism of the reception device 32 that receives electronic tokens is, for example, a communication device that communicates with an account management system (not shown) that manages the player's electronic token account. For example, the reception device 32 performs the electronic token withdrawal process by communicating with the account management system.
[0024] The tokens received by the reception device 32 from the player are exchanged for credits. Specifically, a value corresponding to the number of tokens received by the reception device 32 is added to the player's credits (hereinafter referred to as "held credits"). Held credits represent the game value that the player consumes to play the game. Held credits are stored in the storage device 12.
[0025] The dispensing device 33 dispenses medals to the player. Specifically, the dispensing device 33 dispenses a quantity of medals corresponding to the player's held credits. The mechanism of the dispensing device 33 that outputs physical medals comprises a storage container for storing physical medals and a dispensing mechanism that sequentially discharges physical medals from the storage container. The mechanism of the dispensing device 33 that outputs electronic medals is a communication device that performs electronic medal deposit processing through communication with the aforementioned account management system.
[0026] Furthermore, the game value that can be dispensed by the payout device 33 is not limited to medals. For example, tickets or points that have exchange value for prizes or other benefits may be dispensed from the payout device 33 in proportion to the amount of credits held.
[0027] Figure 5 is a plan view of the game mechanism 40. The game mechanism 40 is used in a typical game. The typical game in the first embodiment is a pusher game. As illustrated in Figure 5, the game mechanism 40 comprises a fixed table 41, a movable table 42, a feeding device 43, a supply device 44, a fixed wall 45, and a detection device 46.
[0028] The fixed table 41 is a flat plate installed approximately horizontally. The movable table 42 is a three-dimensional structure (pusher table) that reciprocates in the Y-axis direction on the fixed table 41. Multiple game tokens 47 and multiple game balls 48 are placed on the fixed table 41 and the movable table 42. The game tokens 47 are disc-shaped members (tokens). The game balls 48 are spheres with an appearance that mimics a baseball. Note that the game tokens 47 are an example of the "first game body," and the game balls 48 are an example of the "second game body."
[0029] The insertion device 43 supplies game tokens 47 onto the movable table 42 in response to the player's operation of the control device 31. Specifically, the insertion device 43 inserts game tokens 47 onto the movable table 42 in exchange for the use of the player's credits.
[0030] The supply device 44 supplies game tokens 47 and game balls 48 onto the surface of the fixed table 41 or the movable table 42. For example, when predetermined conditions related to the progress of a normal game are met, game tokens 47 or game balls 48 are supplied from the supply device 44.
[0031] The fixed wall 45 is a structure that faces the upper surface of the movable table 42. The game tokens 47 and game balls 48 placed on the movable table 42 are pressed in the Y1 direction by the fixed wall 45 as the movable table 42 moves in the Y2 direction. The game tokens 47 and game balls 48 that have moved in the Y1 direction due to the pressure from the fixed wall 45 fall from the movable table 42 onto the fixed table 41.
[0032] Furthermore, the multiple game tokens 47 and multiple game balls 48 on the fixed table 41 are pressed in the Y1 direction by the movable table 42 and fall from the fixed table 41. The detection device 46 is a sensor that detects the game tokens 47 and game balls 48 that have fallen from the fixed table 41.
[0033] Figure 6 is a flowchart of the processes that the control device 11 performs for a normal game. The control device 11 determines whether or not a game token 47 has fallen from the fixed table 41 by referring to the detection result by the detection device 46 (S1). If a game token 47 has fallen (S1: YES), the control device 11 adds a predetermined value to the held credits (S2). If a game token 47 has not fallen (S1: NO), the addition of held credits (S2) is not performed.
[0034] The control device 11 determines whether the first condition is met (S3). The first condition is, for example, that the player has won in an electronic lottery, which is executed when a game token 47 falls into a lottery hole (not shown) on the movable table 42. The electronic lottery is a lottery game (for example, a slot game) realized by calculation processing by the control device 11. If the first condition is met (S3: YES), the control device 11 controls the supply device 44 to supply game balls 48 onto the surface of the fixed table 41 (S4). If the first condition is not met (S3: NO), the supply of game balls 48 (S4) is not performed. Note that the first condition is not limited to winning in the electronic lottery described above and may be changed as desired. For example, the first condition may be that a game ball 48 has fallen from the fixed table 41. In the configuration where the falling of a game ball 48 is the first condition, the number of game balls 48 on the fixed table 41 is maintained at a constant level.
[0035] The control device 11 determines whether or not the game ball 48 has fallen from the fixed table 41 by referring to the detection result from the detection device 46 (S5). If the game ball 48 has not fallen (S5: NO), the control device 11 proceeds to step S1.
[0036] On the other hand, if the game ball 48 falls (S5: YES), the control device 11 proceeds with a specific game (hereinafter referred to as the "intermediate game") (S6). The intermediate game consists of, for example, a physical lottery using the first lottery device 50 or the second lottery device 70, and an electronic lottery realized by the calculation processing of the control device 11, or both. The control device 11 determines whether the second condition has been met by the progress of the intermediate game (S7). The second condition is, for example, that the intermediate game has been repeated a predetermined number of times, or that the number of wins in the intermediate game has reached a predetermined value.
[0037] If the second condition is not met (S7: NO), the control device 11 proceeds to step S1. The normal game consists of steps S1 to S7 as described above. That is, the normal game control unit 110 shown in Figure 3, which controls the normal game, is realized when the control device 11 executes the processes from step S1 to S7. As illustrated above, the normal game of the first embodiment is a pusher game in which game tokens 47 and game balls 48 are dropped from a fixed table 41. Note that the normal game is an example of a "specific game," and the normal game control unit 110 is an example of a "specific game control unit."
[0038] If the second condition is met (S7: YES), the control device 11 executes an initial lottery game (S8). The initial lottery game is a lottery game in which one of several special lotteries is selected. For example, an electronic lottery implemented by the calculation processing of the control device 11 is exemplified as the initial lottery game. The control device 11 executes the special lottery game (first special lottery game, second special lottery game) selected by the initial lottery game (S9).
[0039] Figure 7 is a plan view of the first lottery device 50. The first lottery device 50 is a lottery mechanism used in the first special lottery game. The first lottery device 50 is a simple baseball game device (a so-called baseball board) that hits the game ball 80 in response to an operation from the player to the operating device 31 (hereinafter referred to as "hitting operation"). The game ball 80 is a spherical game body that can roll. Specifically, the game ball 80 is a sphere with an appearance that mimics a baseball. The size of the game ball 80 may be the same as or different from the size of the game ball 48.
[0040] As illustrated in Figure 7, the first lottery device 50 comprises a game table 51, a guide groove 52, a supply unit 53, a biasing unit 54, and a moving unit 55.
[0041] The game table 51 is a plate-shaped member that includes a top surface (hereinafter referred to as "game board F") that simulates the ground of a baseball field. As illustrated in Figure 1, the game table 51 overlaps with a part of the game mechanism 40 (specifically, a part of the movable table 42) in a plan view. The game board F is a flat surface (game field) on which the game ball 80 can roll. The game board F is formed into a polygonal shape with its outlines composed of periphery E1, periphery E2, periphery E3, and periphery E4.
[0042] Peripheral edge E1 is a linear end of the game board F that lies along the X-axis in the Y2 direction. Peripheral edge E2 is a linear end of the game board F that lies along the X-axis in the Y1 direction. Peripheral edge E1 is longer than peripheral edge E2. Peripheral edge E3 is a linear end of the game board F that lies along the Y-axis in the X1 direction. Peripheral edge E4 is a folded edge of the game board F located in the X2 direction. Peripheral edge E3 is located further in the X1 direction than peripheral edge E4.
[0043] Periphery E4 includes portions E41 and E42. Portion E41 is a section of periphery E4 that is continuous with the end of periphery E1. Portion E41 extends in directions inclined with respect to the X and Y axes. Specifically, the distance between the Y2 end of portion E41 and periphery E3 is greater than the distance between the Y1 end of portion E41 and periphery E3. On the other hand, portion E42 is a section of periphery E4 that is continuous with the end of periphery E2 and extends along the Y axis. The rectangular area of the game board F located between portions E42 and periphery E3 of periphery E4 corresponds to the batter's box on a baseball field.
[0044] The game table 51 is fitted with side walls W2, W3, and W4. Side walls W2, W3, and W4 are wall-like structures that project vertically upward from the game board F, preventing the game balls 80 from falling off the game board F. Specifically, side wall W3 extends along the periphery E3 in the direction of the Y axis. Side wall W4 extends along a portion E41 of the periphery E4. Side wall W2 is installed near the periphery E2 and connected to side wall W4. On the other hand, no side walls are installed on the periphery E1. Therefore, the game balls 80 rolling on the game board F can fall only from the periphery E1.
[0045] Figure 8 is a cross-sectional view taken along line VIII-VIII in Figure 7. As illustrated in Figure 8, the game board surface F is an inclined surface that descends in the Y1 direction. That is, the peripheral edge E2 is at a lower position than the peripheral edge E1. Therefore, the game ball 80 placed on the game board surface F rolls in the Y1 direction by its own weight along the inclination of the game board surface F.
[0046] As illustrated in Figures 7 and 8, a guide groove 52 is provided in the Y2 direction of the game board surface F. The guide groove 52 is a depression whose bottom surface 521 is lower than the game board surface F and extends along the peripheral edge E1. Specifically, the guide groove 52 extends in the X-axis direction between both ends of the peripheral edge E1. The lateral width (dimension in the Y-axis direction) of the bottom surface 521 of the guide groove 52 exceeds the diameter of the game ball 80. Therefore, the game ball 80 can be accommodated inside the guide groove 52.
[0047] The bottom surface 521 of the guide groove 52 is an inclined surface that descends in the X1 direction. That is, the end portion in the X1 direction of the bottom surface 521 of the guide groove 52 is at a lower position than the end portion in the X2 direction. Therefore, the game ball 80 accommodated in the guide groove 52 rolls in the X1 direction by its own weight along the inclination of the bottom surface 521.
[0048] The display device 20 is installed at a distance from the peripheral edge E1 of the game board surface F. Specifically, the display device 20 is installed such that the display surface 20a for displaying an image is along the X-axis. The guide groove 52 is located between the peripheral edge E1 of the game board surface F and the display surface 20a of the display device 20. The lower side 20b of the display surface 20a is located at the same height as the peripheral edge E1 of the game board surface F.
[0049] As illustrated in Figure 7, the supply unit 53 and the biasing unit 54 are installed at a distance from each other in the Y-axis direction. Specifically, the supply unit 53 is installed near the corner where the peripheral edge E1 and the peripheral edge E3 intersect, and the biasing unit 54 is installed near the peripheral edge E2. The supply unit 53 corresponds to a pitcher, and the biasing unit 54 corresponds to a batter.
[0050] The supply unit 53 discharges the game ball 80 onto the game board surface F. Specifically, the supply unit 53 discharges the game ball 80 in the Y1 direction toward the biasing unit 54. The supply unit 53 of the first embodiment includes a pitching arm 531 and a driving device 532.
[0051] The pitching arm 531 is a member that can rotate about an axis of rotation along the X-axis. The pitching arm 531 includes a concave holding portion 533 capable of holding a game ball 80. The drive device 532 is an electric motor that rotates the pitching arm 531. Driven by the drive device 532, the pitching arm 531 transitions from one state to the other, either a standby state or a pitching state. In Figure 8, the pitching arm 531 in the standby state is shown with a solid line, and the pitching arm 531 in the pitching state is shown with a dashed line.
[0052] The standby state is when the holding portion 533 has descended to the vicinity of the bottom surface 521 of the guide groove 52. The game ball 80 housed in the guide groove 52 rolls in the X1 direction along the slope of the bottom surface 521 and is held by the holding portion 533 of the throwing arm 531 in the standby state. On the other hand, the throwing state is when the holding portion 533 is facing in the Y1 direction (towards the biasing portion 54).
[0053] The pitching arm 531 transitions from a standby state to a pitching state by rotating in direction α1 as shown in Figure 8. The game ball 80, held in the holding unit 533 in the standby state, is released from the holding unit 533 toward the biasing unit 54 during the transition to the pitching state. Once the game ball 80 is released, the pitching arm 531 transitions from the pitching state to a standby state by rotating in direction α2, opposite to direction α1, and waits for the supply of game balls 80 by the guide groove 52. As described above, the guide groove 52 is a path for returning the game ball 80 to the supply unit 53.
[0054] The game balls 80 are released from the supply unit 53 in the Y1 direction, and the game board surface F is an inclined surface that descends in the Y1 direction. Therefore, the game balls 80 released by the supply unit 53 move toward the biasing unit 54, as illustrated in Figure 7. The biasing unit 54 biases the game balls 80 arriving from the supply unit 53 in response to the player's striking operation. As illustrated in Figures 7 and 8, the biasing unit 54 of the first embodiment comprises a striking member 541 and a drive device 542.
[0055] The striking member 541 is a rod-shaped member that can rotate about an axis of rotation perpendicular to the game board surface F. That is, the striking member 541 rotates in a plane parallel to the game board surface F. Specifically, the striking member 541 is a member with an appearance that mimics a baseball bat. The drive device 542 is an electric motor that rotates the striking member 541. Driven by the drive device 542, the striking member 541 transitions from one state to the other, either a starting state or an ending state. In Figure 7, the striking member 541 in the starting state is shown with a solid line, and the striking member 541 in the ending state is shown with a dashed line. In Figure 8, an example is shown in which the striking member 541 rotates about an axis of rotation perpendicular to the game board surface F (i.e., an axis of rotation inclined with respect to the vertical direction), but the striking member 541 may also rotate about an axis of rotation along the vertical direction.
[0056] The starting state is when the tip of the striking member 541 faces the periphery E3 (or periphery E2). That is, in the starting state, the striking member 541 faces the supply unit 53 laterally. On the other hand, the ending state is when the tip of the striking member 541 faces the periphery E1 (or periphery E4). The striking member 541 is biased to the starting state by an elastic body such as a spring.
[0057] The drive unit 542 rotates the striking member 541 from the starting position to the ending position in response to a striking operation from the player to the operating device 31. In other words, the timing of the rotation of the striking member 541 corresponds to the timing of the striking operation by the player. During the transition from the starting position to the ending position, the striking member 541 may collide with the game ball 80 released from the supply unit 53. As a result of being struck by the striking member 541, the direction of movement of the game ball 80 is reversed, and the game ball 80 rolls toward the periphery E1 of the game board surface F. In other words, as a result of being struck by the striking member 541, the game ball 80 moves toward the display surface 20a (or guide groove 52) of the display device 20.
[0058] The moving unit 55 moves the game ball 80 between the release by the supply unit 53 and the biasing by the biasing unit 54. The moving unit 55 is installed between the supply unit 53 and the biasing unit 54. While the biasing unit 54 biases the game ball 80 in response to the player's striking operation, the moving unit 55 moves the game ball 80 independently of the player's operation. In other words, the biasing of the game ball 80 by the moving unit 55 is not affected by the player's operation.
[0059] As illustrated in Figures 7 and 8, the moving unit 55 comprises a turntable 551 and a drive unit 552. The turntable 551 is a disc-shaped member that can rotate about an axis of rotation perpendicular to the game board surface F. The turntable 551 is installed inside a circular opening 511 formed in the game table 51. The drive unit 552 is an electric motor that rotates the turntable 551. The drive unit 552 continuously rotates the turntable 551 during the period in which the first special lottery game is performed. The drive unit 552 is an example of a "drive unit". In Figure 8, a configuration in which the turntable 551 rotates about an axis of rotation perpendicular to the game board surface F (i.e., an axis of rotation inclined with respect to the vertical direction) is illustrated, but the turntable 551 may also rotate about an axis of rotation along the vertical direction.
[0060] The rotating disc 551 is located between the pitching arm 531 and the striking member 541 in a plan view from the vertical. That is, the rotating disc 551 is positioned where the game ball 80 released by the supply unit 53 reaches if it is not struck by the striking member 541. The aforementioned side wall W2 is installed in the Y1 direction of the rotating disc 551 and extends in an arc shape along the outer circumference of the rotating disc 551. That is, the rotating disc 551 is located between the pitching arm 531 and the side wall W2.
[0061] Furthermore, the rotating disc 551 is located within the movable range of the striking member 541 in a plan view. The movable range of the striking member 541 is a fan-shaped region through which the striking member 541 passes between the starting position and the ending position. Part or all of the rotating disc 551 may be located outside the movable range of the striking member 541 in a plan view. The side wall portion W2 is also located within the movable range of the striking member 541. The top of the side wall portion W2 is lower than the striking member 541. Therefore, the striking member 541 and the side wall portion W2 do not interfere with each other.
[0062] The rotating disc 551 includes an upper surface (hereinafter referred to as the "placement surface 553") on which the game balls 80 can be placed. The placement surface 553 is a flat surface parallel to the game board surface F. Therefore, the placement surface 553 is an inclined surface that slopes downward in the Y1 direction. However, the placement surface 553 may also be a plane parallel to the horizontal plane (X-Y plane).
[0063] As illustrated in Figure 8, the mounting surface 553 of the rotating disc 551 is lower than the game board surface F. The height difference between the mounting surface 553 and the game board surface F is less than the diameter of the game ball 80. Specifically, the height difference is less than half the diameter of the game ball 80.
[0064] As described above, a cylindrical recess 56 is formed with the inner circumferential surface of the opening 511 of the game table 51 as the side surface and the mounting surface 553 as the bottom surface. For a game ball 80 that has reached the mounting surface 553 to move to the outside of the recess 56, it must overcome the step between the mounting surface 553 and the game board surface F. Therefore, the game ball 80 on the mounting surface 553 remains inside the recess 56.
[0065] As described above, the game ball 80 remains on the mounting surface 553 due to the difference in height between the mounting surface 553 and the game board surface F. In other words, the game ball 80 remains within the range in which the biasing unit 54 can bias. According to the first embodiment, it is possible to keep the game ball 80 on the mounting surface 553 by a simple configuration that makes the heights of the mounting surface 553 and the game board surface F different.
[0066] The rotating disk 551 of the first embodiment includes a projection 554 installed on the mounting surface 553. The projection 554 is a projection that protrudes upward from the mounting surface 553. The projection 554 is installed on the mounting surface 553 at a position spaced apart from the rotation axis of the rotating disk 551. Therefore, as the rotating disk 551 rotates, the projection 554 moves along a circumference concentric with the rotating disk 551 within the recess 56.
[0067] The projection 554 is, for example, a cylindrical portion. However, the shape of the projection 554 can be arbitrarily changed. For example, a hemispherical or conical projection 554 may be installed on the mounting surface 553. Also, the projection 554 is integrally formed with the mounting surface 553. Alternatively, a projection 554 separate from the mounting surface 553 may be fixed to the mounting surface 553.
[0068] The top of the projection 554 is located lower than the striking member 541. Therefore, the striking member 541 and the projection 554 do not interfere with each other. The height difference between the top of the projection 554 and the game board surface F is arbitrary. That is, configurations are conceivable in which the top of the projection 554 is located higher than the game board surface F, in which the game board surface F is located higher than the top of the projection 554, or in which the top of the projection 554 and the game board surface F are at the same height.
[0069] The game ball 80 on the mounting surface 553 moves irregularly by repeatedly colliding with the projection 554 within the recess 56. That is, the moving unit 55 moves the game ball 80 released by the supply unit 53 while keeping it within a range that the biasing unit 54 can bias. As described above, in the first embodiment, the movement of the game ball 80 changes when the projection 554 comes into contact with (typically collide with) the game ball 80 on the mounting surface 553. Therefore, it is possible to move the game ball 80 irregularly with a simple configuration.
[0070] When the striking member 541 rotates while the game ball 80 is trapped in the recess 56, the striking member 541 strikes the game ball 80. As a result of the strike by the striking member 541, the game ball 80 moves to the outside of the recess 56, overcoming the step between the mounting surface 553 and the game board surface F, and rolls on the game board surface F towards the periphery E1 (and further toward the display surface 20a of the display device 20). In the above explanation, we have focused on the strike by the striking member 541, but the game ball 80 may also move to the outside of the recess 56 as a result of collision with the projection 554. In other words, the strike by the striking member 541 is not essential for the game ball 80 to fly out of the recess 56.
[0071] When a game ball 80 reaches the periphery E1 of the game table 51, it falls from the periphery E1 into the guide groove 52. As described above, the game ball 80 contained in the guide groove 52 moves in the X1 direction due to the inclination of the bottom surface 521. The supply unit 53 holds the game ball 80 supplied from the guide groove 52 with the holding unit 533 and waits for the next release of the game ball 80. As described above, the game ball 80 basically circulates in the following order: release by the supply unit 53 → movement by the movement unit 55 → biasing by the biasing unit 54 → falling from the periphery E1 into the guide groove 52 → holding by the supply unit 53.
[0072] As described above, in the first embodiment, the game balls 80 released into the supply unit 53 move independently of player operation due to the action of the moving unit 55. Therefore, compared to a configuration in which the moving unit 55 is not installed, the movement of the game balls 80 is diversified, and as a result, the enjoyment of the game can be improved. Furthermore, in the first embodiment, the game balls 80 can be moved by a simple configuration in which the turntable 551 is rotated by the drive device 552.
[0073] In the first embodiment, the game ball 80 moves within a range that the biasing unit 54 can bias (specifically, within the recess 56). Therefore, in order to strike the game ball 80 in the recess 56 in the appropriate direction with the striking member 541, it is necessary to carefully observe or predict the behavior of the game ball 80 within the recess 56. As described above, the player can be provided with the enjoyment of determining the timing of the striking operation while observing the game ball 80.
[0074] The imaging device 60 in Figure 1 is installed above the first lottery device 50 in the vertical direction. The imaging device 60 is a video device that images the first lottery device 50 from above in the vertical direction. Specifically, the imaging device 60 generates video data representing a moving image by imaging the vicinity of the periphery E1 of the game table 51 (guide groove 52 and display surface 20a). The imaging device 60 comprises, for example, an optical system such as a photographic lens and an image sensor that receives incident light from the optical system.
[0075] Figure 7 illustrates the reference line R. The reference line R is a virtual line (straight or curved) extending along the periphery E1 in the direction of the X axis. Specifically, in a plan view, the reference line R is set inside the guide groove 52. The reference line R can also be described as a virtual line along the guide groove 52 or the display surface 20a. As described above, the game ball 80, which is biased by the biasing unit 54, falls from the periphery E1 into the guide groove 52. The game ball 80 that falls into the guide groove 52 reaches the reference line R. Note that the reference line R is just one example of a "specific position".
[0076] The control device 11 can determine the position reached by the game ball 80 after it has been biased by the biasing unit 54. Specifically, the control device 11 can determine the position reached by the game ball 80 on the reference line R (hereinafter referred to as the "reach position") by analyzing the video data generated by the imaging device 60. The reach position is a position in the direction of the X axis. Specifically, the control device 11 recognizes the game ball 80 by analyzing the video data and estimates the position on the reference line R that the game ball 80 has passed through as the reach position. Note that the method for determining the reach position of the game ball 80 is not limited to the above examples. For example, the reach position of the game ball 80 may be detected using a detection device (not shown) installed on the game table 51 or guide groove 52. Any sensor, such as an optical or mechanical sensor, can be used to detect the reach position.
[0077] [Lottery Process A] Figure 9 is an explanatory diagram of a lottery using the first lottery device 50 (hereinafter referred to as "Lottery Process A"). Lottery Process A is executed, for example, in the first special lottery game. As illustrated in Figure 9, the control device 11 displays a plurality of lottery panels 21 on the display device 20. The plurality of lottery panels 21 are continuously displayed during the period in which Lottery Process A is executed. Each lottery panel 21 is a display object that is the subject of the lottery by Lottery Process A. In other words, Lottery Process A is a lottery process that selects one of the plurality of lottery panels 21.
[0078] Multiple lottery panels 21 are displayed on a strip-shaped area of the display surface 20a of the display device 20 that extends in the direction of the X-axis along the lower edge 20b of the display surface 20a. Multiple lottery panels 21 are arranged in the direction of the X-axis. As described above, the lower edge 20b of the display surface 20a extends along the reference line R (periphery E1 or guide groove 52). Therefore, multiple lottery panels 21 are arranged along the reference line R.
[0079] The control device 11 moves the multiple lottery panels 21 displayed on the display device 20 in the direction of the X axis. Specifically, the multiple lottery panels 21 move in the X2 direction at a predetermined speed. As described above, the multiple lottery panels 21 displayed on the display device 20 move along the reference line R while being arranged along the reference line R. That is, the position of each lottery panel 21 on the display device 20 changes over time.
[0080] In the lottery process A, the control device 11 selects a lottery panel 21 from among the multiple lottery panels 21 that corresponds to the landing position of the game ball 80. Specifically, the control device 11 selects the lottery panel 21 that is closest to the landing position of the game ball 80 at the moment the game ball 80 reaches the reference line R. Since the arrangement of the multiple lottery panels 21 is close to the reference line R, the player recognizes that the lottery panel 21 that the game ball 80 struck by the striking member 541 has collided with has been selected from among the multiple lottery panels 21.
[0081] As described above, the first embodiment provides the player with the enjoyment of determining the conditions for striking the game ball 80 (e.g., the timing of the striking operation) so that the game ball 80 reaches a position corresponding to a desired lottery panel 21 among the multiple lottery panels 21. In particular, in the first embodiment, since the position of each lottery panel 21 changes over time, the player can be provided with the enjoyment of determining the conditions for striking the game ball 80 (especially the timing of the striking operation) while observing or predicting the change in the position of the desired lottery panel 21. As described above, the lottery process A is a game in which the result changes according to the player's operation.
[0082] Figure 10 is a flowchart of the processes executed by the control device 11 for lottery process A. When lottery process A is started, the control device 11 displays a plurality of lottery panels 21 on the display device 20 and moves the arrangement of the plurality of lottery panels 21 in the direction of the X axis (Sa1). The control device 11 also drives the moving part 55 (Sa2). Specifically, the control device 11 rotates the turntable 551 by controlling the drive device 552.
[0083] The control device 11 causes the supply unit 53 to release the game balls 80 (Sa3). Specifically, the control device 11 controls the drive unit 532 to transition the throwing arm 531 from a standby state to a throwing state. The game balls 80 released from the supply unit 53 move irregularly across the game board surface F toward the biasing unit 54. When they reach the mounting surface 553 of the rotating disc 551, the game balls 80 move irregularly by colliding with the protrusions 554 within the recesses 56.
[0084] The control device 11 determines whether or not it has received a striking operation from the player to the operating device 31 (Sa4). If a striking operation is received (Sa4: YES), the control device 11 drives the biasing unit 54 (Sa5). Specifically, the control device 11 rotates the striking member 541 by controlling the drive unit 542. When the striking member 541 rotates while the game ball 80 is within the range of motion of the striking member 541, the game ball 80 is struck by the striking member 541 and rolls toward the periphery E1 of the game board surface F. On the other hand, if a striking operation is not received (Sa4: NO), the control device 11 does not drive the biasing unit 54 (Sa5).
[0085] The control device 11 analyzes the video data supplied from the imaging device 60 to determine whether or not the game ball 80 has reached the reference line R (Sa6). If the game ball 80 has not reached the reference line R (Sa6: NO), the control device 11 proceeds to step Sa4 to determine whether or not a striking operation has been performed.
[0086] When the game ball 80 reaches the reference line R (Sa6: YES), the control device 11 identifies the lottery panel 21 corresponding to the position reached by the game ball 80 from among the multiple lottery panels 21 (Sa7). Specifically, the control device 11 selects the lottery panel 21 that is closest to the position reached by the game ball 80 at the moment it reaches the reference line R. Through the above process, the lottery panel 21 selected by the control device 11 is determined to be the lottery result in lottery process A.
[0087] [Lottery Process B] Figure 11 is an explanatory diagram of a lottery using the second lottery device 70 (hereinafter referred to as "lottery process B"). Lottery process B is performed, for example, in the first special lottery game. A cross-sectional view of the second lottery device 70 is illustrated in Figure 11. As illustrated in Figure 11, the second lottery device 70 comprises a lottery board 71, a supply device 72, and a detection device 73.
[0088] The lottery board 71 is a disc-shaped structure (a so-called roulette wheel) that is lower in the center than in the periphery. A lottery hole 74 (for example, a through hole) is formed in the center of the lottery board 71. The supply device 72 supplies lottery balls 75 to the lottery board 71. The lottery balls 75 are spheres that resemble baseballs in appearance, similar to the game balls 48 and 80. The size of the lottery balls 75 may be the same as or different from the size of the game balls 48 or 80.
[0089] The lottery balls 75 supplied from the supply device 72 to the lottery plate 71 gradually approach the center while rolling circumferentially on the surface of the lottery plate 71, and finally enter the lottery hole 74. The detection device 73 detects that the lottery balls 75 have passed through the lottery hole 74. As described above, the second lottery device 70 is a physical lottery mechanism that draws the timing of when the lottery balls 75 pass through the lottery hole 74.
[0090] As illustrated in Figure 11, in lottery process B, the lottery roulette 25 and the instruction image 26 are displayed on the display device 20. The lottery roulette 25 is a display object representing a roulette wheel in which multiple lottery areas 27 are arranged in the circumferential direction. Each lottery area 27 is a fan-shaped region. In lottery process B, the lottery roulette 25 rotates. The instruction image 26 is a display object that indicates a specific position in the circumferential direction of the lottery roulette 25. That is, one of the multiple lottery areas 27 is indicated by the instruction image 26.
[0091] Figure 12 is a flowchart of the processes that the control device 11 executes for lottery process B. When lottery process B is started, the control device 11 rotates the lottery roulette 25 (Sb1).
[0092] The control device 11 supplies the lottery balls 75 to the lottery board 71 by controlling the supply device 72 (Sb2). The control device 11 waits until the detection device 73 detects that the lottery balls 75 have passed through the lottery hole 74 (Sb3: NO). When the lottery balls 75 have passed through the lottery hole 74 (Sb3: YES), the control device 11 stops the rotation of the lottery roulette 25 (Sb4). The control device 11 selects one of the multiple lottery areas 27 of the lottery roulette 25 indicated by the instruction image 26 at the time the lottery balls 75 fall into the lottery hole 74 of the lottery board 71 (Sb5). In other words, the second lottery device 70, the display device 20, and the control device 11 work together to realize lottery processing B, which selects one of the multiple lottery areas 27 of the lottery roulette 25.
[0093] [First Special Lottery Game] Figures 13 and 14 are flowcharts of the processes executed by the control device 11 for the progress of the first special lottery game. As illustrated in Figures 13 and 14, the first special lottery game includes a first game Sc and a second game Sd. The second game Sd is executed after the first game Sc is executed. In the second game Sd, the winners or losers of the players are determined by lottery. The first game Sc is a game equivalent to a practice session for the baseball team (or a specific player on the baseball team) owned by the player, and the second game Sd is a game equivalent to a match in which the baseball team participates after the practice session.
[0094] When the first game Sc of the first special lottery game begins, the control device 11 displays the first game screen G1, which represents the progress of the first game Sc, on the display device 20 (Sc1). Figure 15 is a schematic diagram of the first game screen G1. As illustrated in Figure 15, the first game screen G1 includes an ability parameter image 22, a plurality of progress images 23, and a plurality of lottery panels 21.
[0095] The ability parameter image 22 is an image representing the ability parameter P assigned to the player in the first game Sc of the first special lottery game. The ability parameter P is a parameter (point) that represents the ability value of the baseball team (or player) owned by the player. The ability parameter image 22 is an image of a gauge that represents the ability parameter P. Specifically, the lower end of the ability parameter image 22 corresponds to the minimum value of the ability parameter P (for example, the initial value of 0), and the upper end of the ability parameter image 22 corresponds to the maximum value of the ability parameter P. The control device 11 displays the ability parameter P by making the display manner (for example, color) different between the section of the ability parameter image 22 from the lower end to the position corresponding to the numerical value of the ability parameter P and the section from that position to the upper end.
[0096] Each lottery panel 21 on the first game screen G1 represents a change D in the ability parameter P. That is, multiple lottery panels 21 corresponding to different change Ds are displayed on the first game screen G1. Positive numbers (e.g., "+2") signifying an increase in the ability parameter P and negative numbers (e.g., "-2") signifying a decrease in the ability parameter P are displayed on each lottery panel 21 as the change D in the ability parameter P. Also, "???" in Figure 15 means that the change D is selected by lottery. That is, if a lottery panel 21 displaying "???" is selected, the control device 11 probabilistically determines the change D, for example, by electronic lottery. As described above, lottery process A is the process of drawing one of the multiple lottery panels 21. The selection of a lottery panel 21 in the first game Sc means the selection of the change D corresponding to that lottery panel 21. That is, in the first game Sc, lottery process A is executed to select one of the multiple change Ds.
[0097] As illustrated in Figure 13, the first game Sc is a game in which a unit process that changes the ability parameter P by a change amount D selected by the lottery process A is repeated for a predetermined number of times (for example, 5 times). That is, during the first game Sc, the ability parameter P changes iteratively over a predetermined number of times. As illustrated in Figure 15, the first game screen G1 displays multiple (for example, 5) progress images 23 corresponding to different unit processes. Each progress image 23 is initially set to an image simulating a baseball. When the unit process corresponding to each progress image 23 is executed, the progress image 23 is changed to the change amount D selected by the lottery process A of that unit process. That is, the number of progress images 23 set to initial images (images in which the change amount D is not displayed) among the multiple progress images 23 corresponds to the remaining number of unit processes to be executed in the first game Sc.
[0098] When the first game screen G1 described above is displayed, the control device 11 executes unit processing (Sc2, Sc3). First, the control device 11 selects one of several change amounts D by lottery processing A using multiple lottery panels 21 (Sc2). The procedure for lottery processing A is as described above with reference to Figure 9. Note that lottery processing A (Sc2) is an example of the "first processing".
[0099] When lottery process A is executed, the control device 11 changes the capability parameter P by the amount of change D selected by lottery process A (Sc3). Specifically, the control device 11 adds the amount of change D to the current capability parameter P. Therefore, if the amount of change D is a positive number, the capability parameter P increases, and if the amount of change D is a negative number, the capability parameter P decreases. The control device 11 updates the capability parameter image 22 according to the change in capability parameter P. Note that the process of changing the capability parameter P according to the amount of change D (Sc3) is an example of the "second process".
[0100] When the unit processing (Sc2, Sc3) is executed, the control device 11 determines whether a predetermined termination condition has been met (Sc4). The termination condition is, for example, that the unit processing has been repeated a predetermined number of times (for example, 5 times). If the termination condition is not met (Sc4: NO), the control device 11 moves the process to step Sc1. That is, the unit processing is repeated until the termination condition is met. On the other hand, if the termination condition is met (Sc4: YES), the control device 11 terminates the first game Sc and moves to the second game Sd. As can be understood from the above explanation, in the first game Sc, the unit processing including the lottery process A (Sc2) and the change of the ability parameter P (Sc3) is repeated a predetermined number of times. The value of the ability parameter P is determined to be the value at the time the first game Sc is completed.
[0101] As explained above, the control device 11 executes the processes from step Sc1 to step Sc4, thereby realizing the first game control unit 111 shown in Figure 3, which controls the first game Sc. The capability parameter P is a parameter (result parameter) that numerically represents the degree of the result of the first game Sc.
[0102] When the first game Sc is executed according to the above procedure, the control device 11 starts the second game Sd. When the second game Sd starts, the control device 11 initializes the auxiliary reward amount C (Sd1) as illustrated in Figure 14. The auxiliary reward amount C is the amount of the supplementary reward (hereinafter referred to as "auxiliary reward") that is given to the player of the first special lottery game.
[0103] The auxiliary reward amount C is initialized to a value corresponding to the ability parameter P acquired by the player in the first game Sc. Specifically, the control device 11 sets the initial value of the auxiliary reward amount C as a value obtained by multiplying the ability parameter P by a predetermined value (for example, 10). In other words, the larger the ability parameter P, the higher the initial value of the auxiliary reward amount C. Note that the relationship between the auxiliary reward amount C and the ability parameter P is arbitrary and is not limited to the above examples.
[0104] The control device 11 displays the second game screen G2, which represents the progress of the second game Sd, on the display device 20 (Sd2). Figure 16 is a schematic diagram of the second game screen G2. As illustrated in Figure 16, the second game screen G2 includes an auxiliary reward amount C, a plurality of progress images 24, a lottery roulette 25, an instruction image 26, and a plurality of lottery panels 21.
[0105] The second game Sd is a game in which the process of determining whether a player wins or loses is repeated a predetermined number of times (for example, three times). The second game screen G2 displays multiple (for example, three) progress images 24 corresponding to each draw in the second game Sd. Each progress image 24 is initially set to an image simulating a baseball. When the draw corresponding to each progress image 24 is performed, the progress image 24 is changed to an image representing the result of that draw (for example, losing). In other words, the number of progress images 24 that are initially set as images among the multiple progress images 24 corresponds to the remaining number of draws to be performed in the second game Sd.
[0106] Each lottery panel 21 in the second game screen G2 represents whether the player has won or lost. That is, each lottery panel 21 is assigned either a win or a loss. As mentioned above, lottery process A is the process of drawing one of the multiple lottery panels 21. The selection of a lottery panel 21 in the second game Sd means the selection of a win or a loss. That is, in the second game Sd, lottery process A, which selects whether the player has won or lost, is executed.
[0107] The lottery roulette 25 and instruction image 26 in the second game screen G2 are used in the lottery process B described above, with reference to Figures 11 and 12. The multiple lottery areas 27 of the lottery roulette 25 include a winning area 27a and a losing area 27b. The winning area 27a is the lottery area 27 that signifies a player's win in the first special lottery game. The losing area 27b is the lottery area 27 that signifies a player's loss in the first special lottery game. Different reward amounts are set for each losing area 27b. The reward amount is the amount of reward added to the auxiliary reward amount C. For example, values such as "10", "30", and "50" are set as reward amounts for each losing area 27b.
[0108] Figure 17 is an explanatory diagram of the lottery roulette 25. As illustrated in Figure 17, in the second game Sd, the control device 11 sets the size (center angle) of the winning area 27a of the lottery roulette 25 based on the result of the first game Sc (ability parameter P). Specifically, the larger the ability parameter P, the larger the size of the winning area 27a. For example, if the ability parameter P is "5", the size of the winning area 27a is set to 5% of the entire lottery roulette 25. That is, the center angle of the winning area 27a is set to 18° (= 360° × 0.05). On the other hand, if the ability parameter P is "30", the size of the winning area 27a is set to 30% of the entire lottery roulette 25. That is, the center angle of the winning area 27a is set to 108° (= 360° × 0.3). Meanwhile, the size of each losing area 27b is relatively reduced due to the expansion of the winning area 27a. In other words, the larger the ability parameter P, the smaller the size of the rejection area 27b becomes.
[0109] As illustrated in Figure 14, the second game Sd includes a first stage T1 and a second stage T2. The first stage T1 is the stage in which lottery processing A using the first lottery device 50 is executed (Sd3, Sd4). The second stage T2 is the stage in which lottery processing B using the second lottery device 70 is executed (Sd5, Sd6).
[0110] When the first stage T1 begins, the control device 11 determines whether the player has won or lost through a lottery process A using the first lottery device 50 and the display device 20 (Sd3). As mentioned above, lottery process A is a game whose result changes according to the player's actions. That is, the first stage T1 progresses according to the player's actions. After executing lottery process A, the control device 11 determines whether the result of lottery process A is a win or a loss (Sd4).
[0111] If the result of lottery process A is a win (Sd4: YES), the control device 11 starts the second stage T2. When the second stage T2 starts, the control device 11 determines whether the player has won or lost by lottery process B using the second lottery device 70 and the display device 20 (Sd5).
[0112] In lottery process B, from among the multiple lottery areas 27 of the lottery roulette 25, the lottery area 27 indicated by the instruction image 26 at the time the lottery roulette 25 stops is selected. Therefore, the larger the size of the winning area 27a, the higher the probability that the winning area 27a will be selected in lottery process B. In other words, the larger the size of the winning area 27a, the higher the probability that the player will win (hereinafter referred to as "winning probability").
[0113] As explained above, the larger the ability parameter P acquired by the player in the first game Sc, the higher the probability of the player winning in the lottery process B. In other words, the control device 11 adjusts the probability of winning in the second game Sd based on the ability parameter P. For example, as illustrated in Figure 17, if the ability parameter P acquired by the player in the first game Sc is "5", the probability of winning in the second game Sd is 5%. On the other hand, if the ability parameter P acquired by the player in the first game Sc is "30", the probability of winning in the second game Sd is 30%.
[0114] As illustrated above, the control device 11 (second game control unit 112) varies the probability of winning in the second game Sd based on the capability parameter P. That is, the control device 11 (second game control unit 112) changes the probability of winning in the second game Sd based on the capability parameter P after a predetermined number of changes in the first game Sc. Specifically, the control device 11 (second game control unit 112) controls the probability of winning in the second game Sd by setting the size of the winning area 27a based on the result of the first game Sc (i.e., the capability parameter P).
[0115] As described above, in the first embodiment, the size of the winning area 27a among the multiple lottery areas 27 changes based on the result of the first game Sc (ability parameter P). Therefore, the player can visually and intuitively grasp the change in the winning probability in the second game Sd according to the size of each lottery area 27.
[0116] When lottery process B is executed, the control device 11 determines whether the result of lottery process B is a win or a loss (Sd6). As described above, by the control device 11 executing the processes from step Sd3 to step Sd6, the second game control unit 112 shown in Figure 3, which draws the winner or loser of the player in the second game Sd, is realized.
[0117] As mentioned above, the selection of the losing area 27b in the lottery roulette 25 means that the player is eliminated. If the result of lottery process B is elimination (Sd6: NO), the control device 11 updates the auxiliary reward amount C (Sd7). For example, the control device 11 updates the auxiliary reward amount C according to the result of lottery process B. Specifically, the control device 11 adds the reward amount corresponding to the losing area 27b selected in lottery process B to the current auxiliary reward amount C.
[0118] If the result of lottery process A is a loss (Sd4: NO), or if the result of lottery process B is a loss (Sd6: NO, Sd7), the control device 11 determines whether a predetermined termination condition has been met (Sd8). The termination condition is that the first stage T1 has been repeated a predetermined number of times (for example, three times). If the termination condition is not met (Sd8: NO), the control device 11 moves the process to step Sd3. As illustrated above, in the first embodiment, the first stage T1 including lottery process A and the second stage T2 including lottery process B are repeated, and the amount of supplementary reward C is updated after each loss in lottery process B.
[0119] On the other hand, winning in lottery process B means winning the first special lottery game. In other words, winning in both lottery process A and lottery process B is a condition for winning the first special lottery game. If the result of lottery process B is a win (Sd6: YES), the control device 11 grants a special reward to the player (Sd9). Specifically, the control device 11 adds the amount of the special reward (hereinafter referred to as "special reward amount") to the player's credits. The special reward amount is a fixed value set in advance or a variable value set according to various conditions. The special reward amount exceeds the auxiliary reward amount C. The granting of the special reward ends the second game Sd. As described above, when the control device 11 executes the process in step Sd9, the reward granting unit 113 in Figure 3 is realized, which grants a special reward to the player when the result of the second game Sd is a win.
[0120] If the termination conditions for the second game Sd are met (Sd8: YES), or if a special reward is awarded to the player (Sd9), the control device 11 awards a supplementary reward to the player (Sd10). Specifically, the control device 11 adds the current amount of supplementary reward C to the player's credits. As mentioned above, the amount of supplementary reward C is the amount corresponding to the ability parameter P acquired by the player in the first game Sc. In other words, the control device 11 (reward awarding unit 113) awards the player a supplementary reward corresponding to the ability parameter P. In the first embodiment, the supplementary reward is awarded to the player in both cases: when the result of the second game Sd is a loss (Sd8: YES), and when the result of the second game Sd is a win (Sd6: YES).
[0121] The above is a concrete example of the first special lottery game. In the first special lottery game, the probability of winning changes according to the result of the first game Sc (ability parameter P). On the other hand, in the second special lottery game, players can win with a predetermined probability. That is, the probability of winning changes in the first special lottery game, whereas the probability of winning does not change in the second special lottery game. However, the probability of winning may also change in the second special lottery game.
[0122] As explained above, in the first embodiment, the probability of winning in the second game Sd is set based on the ability parameter P, which represents the degree of the result in the first game Sc. Therefore, it is possible to provide the interest of players aiming to acquire special rewards by having them progress through the first game Sc in a way that increases the probability of winning in the second game Sd. For example, it is possible to make players expect to acquire the ability parameter P that maximizes the probability of winning in the second game Sd in the first game Sc, while giving players a variety of expectations corresponding to the degree represented by the ability parameter P. Furthermore, by winning the second game Sd when the probability of winning in the second game Sd is set to a low probability based on the ability parameter P, it is possible to give players a great sense of accomplishment.
[0123] Furthermore, in the first embodiment, the ability parameter P changes iteratively in the first game Sc. Therefore, the player can be provided with the intrigue of aiming for the iterative changes in the ability parameter P in the first game Sc so that the probability of winning in the second game Sd increases. In particular, in the first embodiment, a unit process including a lottery process A (Sc2) that selects one of a plurality of change amounts D, and a change in the ability parameter P according to the change amount D (Sc3) is repeated. Therefore, the player can be provided with the intrigue of aiming for the change amount D to be selected in each lottery process A in the first game Sc so that the probability of winning in the second game Sd increases.
[0124] In the first embodiment, even if the result of the second game Sd is a loss, the player is given a supplementary reward according to the ability parameter P. Therefore, even if the result of the second game Sd is a loss, an effective incentive can be given to the player to continue playing the first game Sc so that a large number of supplementary rewards can be obtained. Furthermore, the ability parameter P is used for both controlling the probability of winning the second game Sd and setting the amount of supplementary reward C. Therefore, compared to a form in which the ability parameter P only affects the probability of winning the second game Sd, an effective incentive can be given to the player to increase the ability parameter P. In addition, compared to a form in which the amount of supplementary reward C is set based on a parameter separate from the ability parameter P, it can be expected that the processing load on the control device 11 can be reduced.
[0125] Furthermore, in the first embodiment, the result of the first game Sc (lottery process A) changes according to the player's actions. Therefore, it is possible to provide the player with an effective incentive to improve their skills in advancing the first game Sc in such a way that the probability of winning in the second game Sd increases. Similarly, in the first embodiment, the result of the first stage T1 (lottery process A) in the second game Sd changes according to the player's actions. Therefore, it is possible to provide the player with an effective incentive to improve their skills in advancing the first stage T1 to an advantage.
[0126] [Second Embodiment] A second embodiment will now be described. For elements whose function is the same as in the first embodiment in each of the embodiments described below, the same reference numerals as in the first embodiment will be used, and detailed explanations of each will be omitted as appropriate.
[0127] In the first embodiment, the size of each lottery panel 21 in the lottery process A (Sd3) of the second game Sd is the same. In the second embodiment, the size of the "winning" lottery panel 21 and the "losing" lottery panel 21 may differ among the multiple lottery panels 21.
[0128] Figure 18 is a schematic diagram of the second game screen G2 in the second embodiment. As described above, the first stage T1, which includes the lottery process A, is repeated until the termination condition is met (Sd8: YES) or a win occurs in the lottery process B (Sd6: YES). If the result of the lottery process A in the second game Sd is a win (Sd4: YES), the control device 11 sets the "win" lottery panel 21 to a smaller size than the "lose" lottery panel 21 in the next lottery process A of the first stage T1. Specifically, the width of the "win" lottery panel 21 is less than the width of the "lose" lottery panel 21. In other words, the control device 11 shrinks the "win" lottery panel 21 and enlarges the "lose" lottery panel 21.
[0129] On the other hand, if the result of lottery process A is a loss (Sd4: NO), the control device 11 sets the "loss" lottery panel 21 to a smaller size than the "win" lottery panel 21 in the next lottery process A of the first stage T1. Specifically, the width of the "loss" lottery panel 21 becomes less than the width of the "win" lottery panel 21. In other words, the control device 11 shrinks the "loss" lottery panel 21 and enlarges the "win" lottery panel 21.
[0130] As described above, in the second embodiment, the probability of winning in subsequent lottery processes A is controlled according to the result of lottery process A. Therefore, the possibility of a player losing excessively in a row in lottery process A can be reduced. For example, it is possible to win lottery process A with a reasonable probability. In the second embodiment, the configuration and operation other than the control of the size of the lottery panel 21 are the same as in the first embodiment. Therefore, the same effects as in the first embodiment are achieved in the second embodiment as well.
[0131] [Third Embodiment] In the first embodiment, an example was given of a configuration in which a winner or loser is determined in the lottery process A of the second game Sd. In the third embodiment, the subject of the lottery by lottery process A includes elements other than "winner" and "loser".
[0132] Figure 19 is a schematic diagram of the second game screen G2 in the third embodiment. In the third embodiment, the control device 11 (second game control unit 112) includes a "special prize" lottery panel 21 in addition to the "winning" lottery panel 21 and the "losing" lottery panel 21 among the multiple lottery panels 21 that are the subject of the lottery in lottery process A. For example, the control device 11 determines whether the ability parameter P acquired by the player in the first game Sc exceeds a predetermined threshold, and if the ability parameter P exceeds the threshold, the "special prize" lottery panel 21 is included as a target of the lottery in lottery process A. The "special prize" lottery panel 21 may be larger or smaller than the "winning" or "losing" lottery panel 21. On the other hand, if the ability parameter P falls below the threshold, the "special prize" lottery panel 21 is not set. That is, similar to the first embodiment, lottery process A that determines winning or losing is executed.
[0133] The "Special Prize" is a reward that guarantees a player's win in the first special lottery game, without requiring them to win in the second stage T2. In other words, if the "Special Prize" is selected in the lottery process A of the first stage T1, the control device 11 grants the player the special reward without proceeding to the second stage T2 (Sd9).
[0134] As described above, in the third embodiment, the conditions of the lottery process A (specifically, the target of the lottery) change according to the ability parameters P acquired by the player in the first game Sc. Therefore, an effective incentive can be given to the player to proceed with the first game Sc in a way that allows them to acquire a large number of ability parameters P. In the third embodiment, the configuration and operation other than the conditions of the lottery process A are the same as in the first embodiment. Therefore, the same effects as in the first embodiment are achieved in the third embodiment as well. Furthermore, the configuration of the second embodiment may also be applied to the third embodiment.
[0135] In the above explanation, we have provided an example in which the "Special Prize" lottery panel 21 is included in the lottery when the ability parameter P exceeds a threshold. However, the conditions for including the "Special Prize" lottery panel 21 in the lottery of lottery process A are not limited to the above example. For example, the probability of including the "Special Prize" lottery panel 21 in the lottery of lottery process A may be controlled according to the ability parameter P. For example, the larger the ability parameter P, the higher the probability of including the "Special Prize" lottery panel 21 in the lottery. As illustrated in the above example, the control device 11 (second game control unit 112) decides whether or not to include the "Special Prize" lottery panel 21 in the lottery of lottery process A according to the ability parameter P.
[0136] In the above configuration, in which the ability parameter P is used to control both the probability of winning in the second game Sd and the lottery panel 21 for the "special prize," it is possible to provide the player with an effective incentive to increase the ability parameter P, compared to a configuration in which the ability parameter P only affects the probability of winning in the second game Sd. Furthermore, compared to a configuration in which the lottery panel 21 for the "special prize" is controlled based on a parameter separate from the ability parameter P, it is also expected that the processing load on the control device 11 can be reduced.
[0137] [Fourth Embodiment] Figure 20 is a flowchart of the process by which the control device 11 of the fourth embodiment controls the first game Sc. In the fourth embodiment, steps Sc5 and Sc6 in Figure 20 are added to the first embodiment.
[0138] When the first game screen G1 is displayed (Sc1), the control device 11 (first game control unit 111) determines whether a special condition has been met (Sc5). A special condition is a condition that is met with a predetermined probability. For example, the control device 11 generates a random number within a predetermined range, and determines that the special condition has been met if the random number exceeds a threshold, and determines that the special condition has not been met if the random number falls below the threshold. The probability of the special condition being met is, for example, a variable value depending on the game situation by the player, or a fixed value set in advance. The meeting of the special condition corresponds, for example, to the appearance of a collaborator in the practice represented by the first game Sc. Therefore, if the special condition is met, an image representing the appearance of a collaborator (a so-called helper) is displayed on the display device 20.
[0139] If the special condition is met (Sc5: YES), the control device 11 changes the multiple change amounts D that are subject to the lottery in the lottery process A from their initial values (Sc6). For example, the control device 11 initially changes all of the multiple change amounts D, including negative numbers, to positive numbers. In other words, when the special condition is met, each change amount D is changed to a value that makes it easier to increase the capability parameter P.
[0140] On the other hand, if the special condition is not met (Sc5: NO), the control device 11 does not perform any changes to the change amounts D (Sc6). That is, each change amount D is maintained at a predetermined initial value. As can be understood from the above explanation, the control device 11 (first game control unit 111) of the fourth embodiment makes the multiple change amounts D different depending on whether the special condition is met or not.
[0141] After executing the above process, the control device 11 performs unit processing (Sc2, Sc3) similar to that of the first embodiment. That is, the control device 11 selects one of the multiple change amounts D by lottery process A (Sc2), and changes the capability parameter P by the change amount D selected by lottery process A (Sc3). When the special condition is met, the capability parameter P is more likely to increase compared to when the special condition is not met.
[0142] The control device 11 repeats the above process until the termination condition is met (Sc4: YES). That is, the determination of whether the special condition is met (Sc5) and the change in the amount of change D when it is met (Sc6) are repeated for each unit process.
[0143] As described above, in the fourth embodiment, since each change amount D changes according to whether the special condition is met or not, the player can be provided with the excitement of expecting not only the result of the first game Sc but also the fulfillment of the special condition. In addition, the fourth embodiment is the same as the first embodiment except that each change amount D is changed when the special condition is met. Therefore, the same effects as the first embodiment are achieved in the fourth embodiment as well. Furthermore, the configuration of the second or third embodiment may be applied to the fourth embodiment.
[0144] [Fifth Embodiment] As described above with reference to Figure 6, in a normal game, an intermediate game is executed when a game ball 48 falls from the fixed table 41 (S5: YES) (S6). The intermediate game includes, for example, a lottery process A using the first lottery device 50. Specifically, the control device 11 increases the reserve parameter Q by 1 each time a game ball 48 falls, and starts an intermediate game in exchange for consuming a quantity of 1 of the reserve parameter Q.
[0145] An intermediate game requires a predetermined amount of time to execute. Therefore, if the game balls 48 fall from the fixed table 41 at a higher frequency than the frequency at which the reserved parameter Q is consumed by the execution of the intermediate game, the reserved parameter Q will increase cumulatively with each fall of the game balls 48. In other words, if the rate of increase of the reserved parameter Q exceeds the rate of decrease (consumption) of the reserved parameter Q, the reserved parameter Q will increase over time.
[0146] Figure 21 is a schematic diagram of the image displayed on the display device 20 during the intermediate game. The control device 11 displays a pending parameter image 28 on the display device 20 during the execution of the intermediate game. The pending parameter image 28 is an image that schematically represents the numerical value of the pending parameter Q using five pending icons 29. Each pending icon 29 is an image that simulates a baseball. Each pending icon 29 is assigned a level (Lv1 to Lv3). Specifically, if the pending parameter Q is 5 or less, the number of pending icons 29 corresponding to the numerical value of the pending parameter Q are displayed. Each pending icon 29 is set to level 1 (Lv1).
[0147] If the pending parameter Q exceeds 5, the number of pending icons 29 corresponding to the excess will be set to level 2 (Lv2). If the pending parameter Q exceeds 10, the number of pending icons 29 corresponding to the excess will be set to level 3 (Lv3). The upper limit for the pending parameter Q is 15. The level of the pending icons 29 may also be considered as the level of the player's baseball team.
[0148] As illustrated above, the numerical range of the hold parameter Q is divided into multiple ranges corresponding to different levels. For example, if the value of the hold parameter Q is 1 or greater and 5 or less, the hold icon 29 is set to level 1; if the value of the hold parameter Q is 6 or greater and 10 or less, the hold icon 29 is set to level 2; and if the value of the hold parameter Q is 11 or greater and 15 or less, the hold icon 29 is set to level 3. As mentioned above, the hold parameter Q increases when the frequency of game ball 48 dropping is high. Therefore, the level of the hold icon 29 corresponds to an indicator of the frequency of game ball 48 dropping from the fixed table 41. In other words, the higher the frequency of game ball 48 dropping, the higher the level of the hold icon 29.
[0149] The control device 11 (first game control unit 111) of the fifth embodiment, similar to the fourth embodiment, determines whether the special condition is met in the first game Sc (Sc5) and adjusts the change amount D according to the result of the determination (Sc6). In addition to the same operation as the fourth embodiment, the control device 11 of the fifth embodiment changes the probability of the special condition being met according to the level of the pending icon 29. Specifically, the higher the level of the pending icon 29, the higher the probability of the special condition being met is set to. For example, the more pending icons 29 set to level 3, the higher the probability of the special condition being met is set to.
[0150] As mentioned above, the level of the hold icon 29 (hold parameter Q) depends on the frequency of the game ball 48 falling. Therefore, the operation of changing the probability of the special condition being met according to the level of the hold icon 29 corresponds to the operation of changing the probability of the special condition being met according to the frequency of the game ball 48 falling. In other words, the control device 11 (first game control unit 111) of the fifth embodiment changes the probability of the special condition being met according to the frequency of the game ball 48 falling from the fixed table 41. Furthermore, the frequency of the game ball 48 falling is an example of the progress of a pusher game (normal game) using the game mechanism 40. Therefore, the control device 11 (first game control unit 111) of the fifth embodiment can also be described as an element that changes the probability of the special condition being met based on the progress of the normal game.
[0151] As described above, in the fifth embodiment, the probability of a special condition being met changes depending on the progress of the normal game. Therefore, the player can be provided with the excitement of progressing through the normal game in a way that increases the probability of a special condition being met. For example, in the fifth embodiment, the probability of a special condition being met changes depending on the frequency with which the game ball 48 falls from the fixed table 41. Therefore, a player aiming to efficiently increase their ability parameter P by meeting the special condition can be given an effective incentive to drop the game ball 48 at a high frequency during the normal game.
[0152] [Modifications] The following are examples of specific modifications that can be added to each of the embodiments exemplified above. Two or more embodiments can be arbitrarily selected from the following examples and merged as appropriate, provided they do not contradict each other.
[0153] (1) In the above-described forms, examples were given in which the probability of winning in the lottery process B changes according to the ability parameter P, but the relationship between the ability parameter P and the probability of winning can be changed arbitrarily. For example, the probability of winning in the lottery process B may be controlled according to the range to which the value of the ability parameter P belongs.
[0154] Figure 22 is a schematic diagram of the ability parameter image 22 according to a modified example. As illustrated in Figure 22, the numerical range of the ability parameter P is divided into multiple ranges H (H1 to H6) corresponding to different winning probabilities. Ranges H1 to H5 are ranges obtained by dividing the numerical range of the ability parameter P into equal parts with a predetermined width (e.g., 6). Range H6 corresponds to the maximum value of the ability parameter P (e.g., 30).
[0155] The control device 11 identifies a range H from among several ranges H that includes the numerical value of the ability parameter P acquired by the player in the first game Sc, and sets the winning probability corresponding to that range H as the winning probability for the lottery process B. Alternatively, the control device 11 may calculate the winning probability for the lottery process B by adding the winning probability corresponding to the range H including the ability parameter P to a predetermined base value (for example, 10%).
[0156] (2) In the above-described configurations, the change amounts D drawn by the lottery process A of the first game Sc are shown to be fixed values, but each change amount D may be a variable value. For example, each change amount D that is drawn may change with each lottery process A that is repeated within the first game Sc.
[0157] For example, as illustrated in Figure 23, the control device 11 may increase each change amount D as the lottery process A is later in time in the first game Sc. In the above configuration, the ability parameter P tends to increase as the lottery process A is later in time. It should be noted that a configuration in which each change amount D decreases as the lottery process A is later in time is also conceivable.
[0158] Furthermore, as illustrated in Figure 24, the control device 11 may expand the distribution range of the multiple change amounts D as the lottery process A is later in time in the first game Sc. The distribution range is the difference between the maximum and minimum values of the multiple change amounts D. In the above configuration, the ability parameter P is more likely to change significantly as the lottery process A is later in time. Therefore, it is possible to increase the player's sense of tension over time. Alternatively, the distribution range of the multiple change amounts D may be reduced as the lottery process A is later in time.
[0159] Depending on the progress of the first game Sc (for example, the result of each lottery process A), the change amount D drawn in each lottery process A may change. For example, if the ability parameter P immediately before starting each lottery process A is below a predetermined target value (for example, 5), the control device 11 sets each change amount D in lottery process A to make it easier for the ability parameter P to increase. For example, the control device 11 increases the number of positive change amounts D among the multiple change amounts D, or sets the positive change amounts D to larger values. On the other hand, if the ability parameter P immediately before starting each lottery process A is above a predetermined target value, the control device 11 sets each change amount D in lottery process A to make it easier for the ability parameter P to decrease. For example, the control device 11 increases the number of negative change amounts D among the multiple change amounts D, or sets the negative change amounts D to larger values in absolute terms.
[0160] (3) In each of the above-described embodiments, one type of ability parameter P was exemplified, but the control device 11 may control multiple types of ability parameters P. For example, the control device 11 controls ability parameter P1 and ability parameter P2. Ability parameter P1 corresponds to, for example, the batting power of a baseball team, and ability parameter P2 corresponds to, for example, the defensive power of a baseball team. In the lottery process A of the first game Sc, the change amount D of ability parameter P1 and the change amount D of ability parameter P2 are drawn individually.
[0161] The effect of the lottery process B on the probability of winning differs between ability parameter P1 and ability parameter P2. For example, if ability parameter P1 increases by 1, the probability of winning in lottery process B increases by 1%. On the other hand, if ability parameter P2 increases by 1, the probability of winning in lottery process B increases by 2%. In other words, the rate of change in the probability of winning with respect to ability parameter P differs between ability parameter P1 and ability parameter P2.
[0162] Furthermore, it is conceivable that the effect on each lottery area 27 (especially the winning area 27a) of the lottery roulette 25 may differ depending on the capability parameter P1 and the capability parameter P2. For example, if capability parameter P1 increases, the control device 11 expands the size of the winning area 27a, as in the first embodiment. On the other hand, if capability parameter P2 increases, the control device 11 increases the number of winning areas 27a, as illustrated in Figure 25. In both cases of expansion of the winning areas 27a and increase in the number of winning areas 27a, the probability of winning in the lottery process B increases. Multiple winning areas 27a are evenly distributed in the circumferential direction of the lottery roulette 25. However, multiple winning areas 27a may be unevenly distributed on the lottery roulette 25.
[0163] (4) In each of the above-described embodiments, the size of the winning area 27a was changed according to the ability parameter P, but the configuration for controlling the probability of winning in the second game Sd according to the ability parameter P is not limited to the above examples. For example, the probability of winning in the second game Sd may be controlled by controlling the number of winning areas 27a in the lottery roulette 25 according to the ability parameter P, similar to what was described above for the ability parameter P2 in Figure 25. For example, the larger the ability parameter P, the more the number of winning areas 27a in the lottery roulette 25 increases. The size of each winning area 27a and each losing area 27b may be kept constant.
[0164] Furthermore, the control device 11 (second game control unit 112) may reduce the rotation speed of the lottery roulette 25 during the period when the instruction image 26 indicates the winning area 27a (hereinafter referred to as the "effective period") compared to the period when the instruction image 26 indicates the losing area 27b. Specifically, the larger the capability parameter P, the lower the rotation speed of the lottery roulette 25 during the effective period. For example, if the capability parameter P is 10, the control device 11 reduces the rotation speed of the lottery roulette 25 during the effective period by 10% compared to the rotation speed of the lottery roulette 25 outside the effective period. In other words, the duration of the effective period during which the instruction image 26 indicates the winning area 27a is extended according to the capability parameter P. Therefore, the larger the capability parameter P, the higher the probability of winning in the second game Sd. Note that in the above configuration for controlling the rotation speed of the lottery roulette 25 (or the duration of the effective period), the size of the winning area 27a and each losing area 27b may be kept constant.
[0165] (5) In the fourth embodiment, the change amount D was changed to a positive number when the special condition was met, but the method of making the change amount D different when the special condition is met and when it is not met is not limited to the above examples.
[0166] For example, as illustrated in Figure 26, if special conditions are met, the control device 11 may add a predetermined value (for example, 3) to the initial value of each change amount D. If special conditions are met, the control device 11 may multiply the initial value of each change amount D by a predetermined positive number greater than 1.
[0167] Furthermore, in the above explanation, we have illustrated a form in which the change amount D increases when the special condition is met compared to when the special condition is not met, but it is not necessary for all of the multiple change amounts D to increase. For example, as illustrated in Figure 27, when the special condition is met, the control device 11 may expand the distribution range of the multiple change amounts D. With the above configuration, when the special condition is met, the player can be given the expectation that the capability parameter P can be greatly increased, and the tension of wanting to avoid a significant decrease in the capability parameter P.
[0168] (6) In the fourth embodiment, the fulfillment or non-fulfillment of the special condition was determined, but the fulfillment of the special condition may include the selection of either of two types of characters. For example, if the random number generated within a predetermined range is a number within the first range, the control device 11 determines that the special condition is fulfilled along with the selection of the first character. Also, if the random number is a number within the second range other than the first range, the control device 11 determines that the special condition is fulfilled along with the selection of the second character. On the other hand, if the random number is not included in either the first or second range, the control device 11 determines that the special condition is not fulfilled.
[0169] The first and second characters represent collaborators who support the baseball team's practice (first game Sc). The control device 11 has different set of change amounts D selected by the lottery process A depending on whether the first character or the second character is selected. For example, the set of change amounts D when the first character is selected is set to a value that is more likely to increase the ability parameter P than the set of change amounts D when the second character is selected. The probability of each character being selected may change with each determination of whether a special condition is met or not (Sc5).
[0170] (7) In each of the above-described forms, we have illustrated a configuration in which the probability of winning in lottery process B increases as the value of the ability parameter P increases. That is, the probability of winning in lottery process B increases monotonically with respect to the ability parameter P. However, the relationship between the ability parameter P and the probability of winning in lottery process B is not limited to the above examples.
[0171] For example, the closer the ability parameter P is to a predetermined target value, the higher the probability of winning in the lottery process B may be. That is, the control device 11 increases the probability of winning in the lottery process B as the absolute value of the difference between the ability parameter P and the target value decreases. Therefore, in the range where the ability parameter P is below the target value, the probability of winning increases with increasing ability parameter P, while in the range where the ability parameter P is above the target value, the probability of winning decreases with increasing ability parameter P.
[0172] (8) In each of the above forms, examples were given in which a supplementary reward is given to the player in both cases: when the result of the second game Sd is a loss (Sd8: YES) and when the result of the second game Sd is a win (Sd6: YES). However, the supplementary reward may be given to the player only in the case when the result of the second game Sd is a loss (Sd8: YES). In other words, the giving of a supplementary reward (Sd10) in the case when the result of the second game Sd is a win (Sd6: YES) may be omitted.
[0173] (9) In the fifth embodiment, the probability of the special condition being met was changed according to the frequency of the game balls 48 falling. However, the progress of the normal game that affects the probability of the special condition being met is not limited to the frequency of the game balls 48 falling. For example, the probability of the special condition being met may change according to the progress of the game, such as: [a] the number of game tokens 47 located on the surface of the fixed table 41 or the movable table 42; [b] the number of game balls 48 located on the surface of the fixed table 41 or the movable table 42; [c] the number of game tokens 47 that have fallen from the fixed table 41; [d] the number of game tokens 47 inserted by the insertion device 43; or [e] the number of game tokens 47 supplied by the supply device 44.
[0174] Furthermore, the factors that change the probability of a special condition being met are not limited to the progress of the game. For example, when the reception device 32 receives a coin (e.g., 100 yen) from a player, the control device 11 may increase the probability of a special condition being met. The coin may be used to increase the number of credits held, or it may be used to increase the probability of a special condition being met.
[0175] (10) In the above-described embodiments, examples were given in which the striking member 541 strikes the game ball 80, but the configuration for the biasing unit 54 to bias the game ball 80 is not limited to the above examples. For example, the game ball 80 may be biased by applying an external force such as magnetic force or wind force to the game ball 80 in a non-contact manner. As can be understood from the above examples, whether or not the biasing unit 54 makes contact with the game ball 80 is irrelevant in this disclosure.
[0176] (11) In each of the above-described forms, the ability parameter P was given as an example of the result of the first game Sc, but the parameter representing the result of the first game Sc (result parameter) is not limited to the ability parameter P. For example, any parameter that represents the degree of the result of the first game Sc, such as a level (stage) or class that changes as the first game Sc progresses, can be used as the result parameter.
[0177] (12) In each of the above-described embodiments, a game based on baseball was assumed, but the form of the game in this disclosure can be changed at will. For example, in a game based on soccer, a game ball 80 that mimics a soccer ball is used, and the game ball 80 is struck by a hitting member 541 that has an appearance that mimics the legs of the players.
[0178] (13) In each of the above-described embodiments, the game system 100 is shown as being installed in real space, but the game system 100 can also be realized as a virtual object installed in a virtual space realized by computational processing. Therefore, a service similar to the game system 100 in the above-described embodiments may be provided to the player by an information device such as a smartphone or tablet terminal. For example, a game similar to the game system 100 can be realized as an application game provided by a program executed by the information device, or as a cloud game provided by a server that can communicate with the information device.
[0179] (14) The functions of the game system 100 according to the above-described form are realized through the cooperation of one or more processors constituting the control device 11 and a program stored in the storage device 12. The program according to the above-described form can be provided in a form stored on a computer-readable recording medium and installed on a computer. The recording medium is, for example, a non-transitory recording medium, and optical recording media such as CD-ROMs (optical discs) are good examples, but any known form of recording medium such as semiconductor recording media or magnetic recording media is also included. A non-transitory recording medium includes any recording medium except for transient propagation signals (transitory, propagating signals), and volatile recording media are not excluded. Furthermore, in a configuration in which a distribution device distributes a program via a communication network, the recording medium in which the program is stored in the distribution device corresponds to the non-transitory recording medium described above.
[0180] [Note] From the above description, preferred embodiments of this disclosure can be understood, for example, as follows. In order to facilitate understanding of each embodiment, the reference numerals in the drawings are conveniently included in parentheses below, but this does not mean that this disclosure is limited to the embodiments shown.
[0181] [Note 1] In order to solve the above problems, a game system (100) according to one aspect of the present disclosure (Note 1) comprises a first game control unit (111) that controls a first game (Sc), a second game control unit (112) that draws a lottery to determine whether a player wins or loses in a second game (Sd), and a reward granting unit (113) that grants a special reward to the player if the result of the second game (Sd) is a win, wherein the first game control unit (111) controls a result parameter (P) that represents the degree of the result of the first game (Sc), and the second game control unit (112) changes the probability of winning in the second game (Sd) based on the result parameter (P).
[0182] In the above embodiment, the probability of winning in the second game (Sd) is set based on an outcome parameter (P) that represents the degree of the result in the first game (Sc). Therefore, it is possible to provide players aiming to acquire special rewards with the interest of progressing through the first game (Sc) in a way that increases the probability of winning in the second game (Sd). For example, it is possible to make players expect to acquire the outcome parameter (P) that maximizes the probability of winning in the second game (Sd) in the first game (Sc), while simultaneously giving players a variety of expectations corresponding to the degree represented by the outcome parameter (P). Furthermore, by winning the second game (Sd) when the probability of winning in the second game (Sd) is set to a low probability based on the outcome parameter (P), a great sense of accomplishment can be given to the player.
[0183] "Game 1 (Sc)" is any type of game that the player can play. "Result Parameter (P)" is a parameter that expresses the result of Game 1 (Sc) to a certain degree. Result Parameter (P) is, for example, a parameter whose value changes as Game 1 (Sc) progresses (e.g., points, level, or class).
[0184] "Game 2 (Sd)" is a game of any type that randomly determines whether a player wins or loses. "Winning" means being eligible for a special reward (the so-called jackpot). On the other hand, "losing" means any state other than "winning". Therefore, "losing" includes not only the state in which no reward is given, but also the state in which a reward less than the special reward is given.
[0185] "Changing the probability of winning in the second game (Sd) based on the result parameter (P)" means, for example, that the probability of winning in the second game (Sd) when the result parameter (P) is a first value is different from the probability of winning in the second game (Sd) when the result parameter (P) is a second value other than the first value. It is also possible that the probability of winning in the second game (Sd) does not change with respect to a change in the value of the result parameter (P).
[0186] [Note 2] In the specific example of Note 1 (Note 2), the result parameter (P) is a game parameter (P) that changes repeatedly over a predetermined number of times in the first game (Sc), and the second game control unit (112) changes the probability of winning in the second game (Sd) based on the game parameter (P) after the changes over the predetermined number of times. In the above embodiment, the player can be provided with the interest of aiming for repeated changes in the game parameter (P) in the first game (Sc) so that the probability of winning in the second game (Sd) increases. Note that "game parameter (P)" is a parameter (point) whose value can be changed in the game, and specifically, it is a numerical value to which the effect of changing the probability of winning in the second game (Sd) is attached. The change in "game parameter (P)" is either an increase or a decrease or both.
[0187] [Note 3] In the specific example of Note 2 (Note 3), the first game (Sc) is a game in which a unit process including a first process (Sc2) of selecting one of a plurality of change amounts (D) by lottery, and a second process (Sc3) of changing the game parameter (P) by the change amount (D) selected by the first process (Sc2), is repeated for a predetermined number of times. In the above embodiment, the player can be provided with the excitement of aiming to select a change amount (D) in each round of the first process (Sc2) of the first game (Sc) that will increase the probability of winning in the second game (Sd).
[0188] The "change amount (D)" can be set to either a positive or negative number, or both. For example, in addition to the increase or decrease in the game parameter (P), the "change amount (D)" also includes the rate of increase of the game parameter (P) (the ratio multiplied by the game parameter (P)).
[0189] [Note 4] In the specific example of Note 3 (Note 4), the first game control unit (111) determines whether the special condition is met and changes the plurality of change amounts (D) depending on whether the special condition is met or not. In the above embodiment, since the plurality of change amounts (D) change according to whether the special condition is met or not, the player can be provided with the excitement of expecting not only the result of the first game (Sc) but also the fulfillment of the special condition.
[0190] [Note 5] In the specific example of Note 4 (Note 5), a specific game control unit (110) that controls a specific game is further provided, and the first game control unit (111) changes the probability of the special condition being met based on the progress of the specific game. In the above embodiment, the player can be provided with the enjoyment of progressing the specific game in such a way that the probability of the special condition being met increases.
[0191] A "specific game" is any type of game. The relationship between a "specific game" and the "first game (Sc)" or "second game (Sd)" is arbitrary. For example, in a specific game, some or all of the game mechanisms used in the first game (Sc) or the second game (Sd) may be shared.
[0192] [Note 6] In the specific example of Note 5 (Note 6), the specific game is a pusher game in which a first game body (47) and a second game body (48) are dropped from a table (41), and the first game control unit (111) changes the probability of the special condition being met according to the frequency with which the second game body (48) is dropped from the table (41). In the above embodiment, since the probability of the special condition being met changes according to the frequency with which the second game body (48) is dropped from the table (41), an effective incentive can be given to the player to aim to drop the second game body (48) from the table (41) at a high frequency. The frequency with which the second game body (48) is dropped from the table (41) means the number of times the second game body (48) is dropped from the table (41) within a predetermined period of time.
[0193] [Note 7] In any specific example from Notes 2 to 6 (Note 7), the reward-granting unit (113) grants the player an auxiliary reward corresponding to the game parameter (P) if the result of the second game (Sd) is a loss. In the above embodiment, if the result of the second game (Sd) is a loss, the player is granted an auxiliary reward corresponding to the game parameter (P). Therefore, even if the result of the second game (Sd) is a loss, an effective incentive to continue the first game (Sc) can be provided to the player so that a large number of auxiliary rewards can be obtained.
[0194] In the above embodiment, at least if the result of the second game (Sd) is a loss, a supplementary reward is given to the player, and it is irrelevant whether or not a supplementary reward is given to the player if the result of the second game (Sd) is a win. That is, if the result of the second game (Sd) is a win, a supplementary reward according to the game parameter (P) may be given to the player along with a special reward, or if the result of the second game (Sd) is a win, only the special reward may be given to the player.
[0195] [Note 8] In any specific example from Notes 1 to 7 (Note 8), the first game (Sc) is a game in which the outcome changes according to the player's actions. In the above embodiment, the outcome of the first game (Sc) changes according to the player's actions. Therefore, it is possible to provide the player with an effective incentive to improve their skills in maneuvering the first game (Sc) in such a way that the probability of winning in the second game (Sd) increases. Note that "a game in which the outcome changes according to the player's actions" is any type of game in which the conditions of the player's actions (e.g., timing, direction, or intensity) are reflected in the outcome.
[0196] [Note 9] In any specific example of Notes 1 to 8 (Note 9), the second game (Sd) includes a first stage (T1) which progresses according to the player's actions, and a second stage (T2) which determines whether the player wins or loses in the second game (Sd) if predetermined conditions are met in the first stage (T1). In the above embodiment, the result of the first stage (T1) of the second game (Sd) changes according to the player's actions. Therefore, an effective incentive can be given to the player to improve their skills in operations so that predetermined conditions are met in the first stage (T1).
[0197] "Stage 1 (T1) which progresses according to player actions" is a game of any type in which the conditions of the player's actions (e.g., timing, direction, or intensity) are reflected in the progress of that stage.
[0198] [Note 10] In any specific example of Notes 1 to 9 (Note 10), the second game (Sd) includes a lottery to select one of the multiple lottery areas (27) using a rotating disc on which multiple lottery areas (27) are installed, including a winning area (27a) corresponding to a win and a losing area (27b) corresponding to a loss. The second game control unit (112) controls the probability of winning in the second game (Sd) by setting the size of the winning area (27a) based on the result of the first game (Sc). In the above embodiment, the size of the winning area (27a) among the multiple lottery areas (27) changes based on the result of the first game (Sc). Therefore, the change in the probability of winning in the second game (Sd) can be grasped visually and intuitively by the player according to the size of each lottery area (27).
[0199] [Note 11] An operating method according to one aspect of the present disclosure (Note 11) is an operating method for a game system (100) that controls a first game (Sc), draws a lottery to determine whether a player wins or loses in a second game (Sd), and grants a special reward to the player if the result of the second game (Sd) is a win, wherein in the first game (Sc), a result parameter (P) representing the degree of the result of the first game (Sc) is controlled, and in the second game (Sd), the probability of winning in the second game (Sd) is changed based on the result parameter (P).
[0200] [Note 12] A program relating to one aspect of the present disclosure (Note 12) is a program that causes a computer system to function as a first game control unit (111) that controls a first game (Sc), a second game control unit (112) that draws a lot to determine whether a player wins or loses in a second game (Sd), and a reward granting unit (113) that grants a special reward to the player if the result of the second game (Sd) is a win, wherein the first game control unit (111) controls a result parameter (P) that represents the degree of the result of the first game (Sc), and the second game control unit (112) changes the probability of winning in the second game (Sd) based on the result parameter (P).
[0201] 100...Game system, 10 (10-1, 10-2, 10-3, 10-4)...Station, 11...Control device, 110...Normal game control unit, 111...First game control unit, 112...Second game control unit, 113...Reward granting unit, 12...Storage device, 20...Display device, 20a...Display surface, 20b...Bottom edge, 21...Lottery panel, 22...Ability parameter image, 23...Progress image, 24...Progress image, 25...Lottery roulette, 26...Instruction image, 27...Lottery area, 27a...Winning area, 27b...Losing area, 28...Hold parameter image, 29...Hold icon, 30...Operation unit, 31...Operation device, 32...Reception device, 33...Payout device, 40...Game mechanism, 41...Fixed table, 42...Movable table, 43...Input device, 44...Supply device, 45...Fixed wall, 46...Detection device, 47...Game token, 48...Game ball, 50...First lottery device, 51...Game table, 52...Guide groove, 53...Supply unit, 54...Biasing unit, 55...Moving unit, 56...Recess, 60...Imaging device, 70...Second lottery device, 71...Lottery plate, 72...Supply device, 73...Detection device, 74...Lottery hole, 75...Lottery ball, 80...Game ball, 511...Opening 521...Bottom surface, 531...Pitching arm, 532...Drive device, 533...Holding part, 541...Striking member, 542...Drive device, 551...Rotating disc, 552...Drive device, 553...Placement surface, 554...Protrusion, C...Auxiliary reward amount, D...Change amount, F...Game board surface, G1...First game screen, G2...Second game screen, P, P1, P2...Ability parameters, Q...Hold parameters, R...Reference line.
Claims
1. A game system comprising: a first game control unit for controlling the first game; a second game control unit for drawing lots to determine whether a player wins or loses in the second game; and a reward granting unit for granting a special reward to the player if the result of the second game is a win, wherein the first game control unit controls result parameters representing the degree of the result of the first game, and the second game control unit changes the probability of winning in the second game based on the result parameters.
2. The game system according to claim 1, wherein the result parameter is a game parameter that changes repeatedly over a predetermined number of times in the first game, and the second game control unit changes the probability of winning in the second game based on the game parameter after it has changed over the predetermined number of times.
3. The game system of claim 2, wherein the first game is a game in which a unit process comprising a first process of selecting one of a plurality of change amounts by lottery and a second process of changing the game parameters by the change amount selected by the first process is repeated for a predetermined number of times.
4. The game system according to claim 3, wherein the first game control unit determines whether a special condition is met and changes the plurality of change amounts depending on whether the special condition is met or not.
5. The game system according to claim 4, further comprising a specific game control unit that controls a specific game, wherein the first game control unit changes the probability of the special condition being met based on the progress of the specific game.
6. The game system of claim 5, wherein the specific game is a pusher game in which a first game body and a second game body are dropped from a table, and the first game control unit changes the probability of the special condition being met according to the frequency with which the second game body is dropped from the table.
7. The game system according to claim 2, wherein the reward-granting unit grants the player an additional reward corresponding to the game parameters when the result of the second game is a loss.
8. The game system of claim 1, wherein the first game is a game in which the result changes according to the actions of the player.
9. The game system of claim 1, wherein the second game includes a first stage which progresses in accordance with the actions of the player, and a second stage which determines whether the player wins or loses in the second game if predetermined conditions are met in the first stage.
10. The game system of claim 1, wherein the second game includes a lottery in which a plurality of lottery areas are set on a rotating disc, the plurality of lottery areas including a winning area corresponding to a win and a losing area corresponding to a loss are set, and the second game control unit controls the probability of winning in the second game by setting the size of the winning area based on the result of the first game.
11. A method for operating a game system, which controls a first game, draws a lottery to determine whether a player wins or loses in a second game, and grants a special reward to the player if the result of the second game is a win, wherein in the first game, a result parameter representing the degree of the result of the first game is controlled, and in the second game, the probability of winning in the second game is changed based on the result parameter.
12. A program that causes a computer system to function as a first game control unit for controlling the first game, a second game control unit for drawing lots to determine whether a player wins or loses in the second game, and a reward granting unit for granting a special reward to the player if the result of the second game is a win, wherein the first game control unit controls result parameters representing the degree of the result of the first game, and the second game control unit is a program that changes the probability of winning in the second game based on the result parameters.