WO2020194477A1 - Machine de jeu - Google Patents

Machine de jeu Download PDF

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Publication number
WO2020194477A1
WO2020194477A1 PCT/JP2019/012625 JP2019012625W WO2020194477A1 WO 2020194477 A1 WO2020194477 A1 WO 2020194477A1 JP 2019012625 W JP2019012625 W JP 2019012625W WO 2020194477 A1 WO2020194477 A1 WO 2020194477A1
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WIPO (PCT)
Prior art keywords
game
free
specific symbols
special color
bonus
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Application number
PCT/JP2019/012625
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English (en)
Japanese (ja)
Inventor
隆哉 米田
慎弥 大谷
祐助 橋本
鉄兵 東
太治 菅井
順 西岡
和晃 宇都宮
宏行 伊藤
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サミー株式会社
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by サミー株式会社 filed Critical サミー株式会社
Priority to PCT/JP2019/012625 priority Critical patent/WO2020194477A1/fr
Publication of WO2020194477A1 publication Critical patent/WO2020194477A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Definitions

  • the free game is a game that can be played without consuming credits, there is a possibility that the player will be excessively profited depending on the conditions for transition to the free game.
  • the controller executes a base game, a plurality of chance games, and a plurality of free games.
  • the base game and the plurality of chance games are games that require betting.
  • a plurality of free games are games that do not require betting.
  • the first-third embodiment is the same as the first-first embodiment.
  • the controller The probability of transition from the first free game to the second free game via the second chance game is increased from the second free game to the first free game via the first chance game. Higher than the probability of transition.
  • Embodiment of the second 2-1 is the embodiment of the first embodiment.
  • the third chance game among the plurality of chance games to the first among the plurality of free games.
  • the probability that the third transition condition is satisfied is higher than the probability that the first transition condition and the second transition condition are satisfied.
  • the third A transition route can be provided between the free game and the third chance game, the player's expectation can be further increased, and the game can be sustained.
  • Embodiment of 4-1 A bet reception device that accepts bets to start the game, A memory having a plurality of accumulated value storage areas allocated according to the number of bets, and A controller that calculates the bet accumulation value to be accumulated by adding the added value that is a part of the number of bets received by the bet reception device and stores the bet accumulation value in at least one accumulation value storage area.
  • At least one accumulated value storage area is selected from the plurality of accumulated value storage areas according to the number of bets, and the sum of the bet accumulated values stored in the selected accumulated value storage area.
  • a gaming machine equipped with a controller that pays out is provided.
  • Embodiment of the second 4-2 is the embodiment of the 4-1.
  • Each of the plurality of accumulated value storage areas is a plurality of distributed storage areas in which distribution ratios are assigned to each.
  • the controller adds a new bet accumulation value to the bet accumulation value already stored in each of the plurality of distribution storage areas by adding the distribution addition value obtained by distributing the addition value according to the distribution ratio. It is calculated and stored in the plurality of distributed storage areas.
  • the free game maintains the number of bets on the base game and chance game before the transition to the free game. Therefore, if the number of bets is increased in the base game and the chance game, the number of bets is also increased in the free game. On the other hand, if the number of bets is reduced in the base game and the chance game, the number of bets is also reduced in the free game.
  • the skill game is a game in which the operation skill of the player is reflected in the result of the game.
  • the player determines the timing of the stop operation and performs the stop operation (target symbol stop operation) aiming at the stop display of the symbol targeted by the player.
  • the player's operation skill is reflected in the judgment of the timing of the stop operation.
  • the lower display 210 further has a credit number display area and a payout number display area (not shown). The number of credits owned by the player is displayed in the credit number display area. Further, in the payout number display area, the number of credits to be paid out when a predetermined winning combination is established is displayed.
  • each of the five BET buttons 320a to 320e will be simply referred to as a BET button 320 when it is not necessary to distinguish them or when they cannot be distinguished.
  • BET magnification 1 is assigned to the BET button 320a
  • BET magnification 2 is assigned to the BET button 320b
  • BET magnification 3 is assigned to the BET button 320c
  • BET magnification 4 is assigned to the BET button 320d
  • a BET magnification of 5 is assigned to the button 320e.
  • the controller 100 of the gaming machine 10 mainly includes a CPU (central processing unit) 110, a ROM (read-only memory) 120, a RAM (random access memory) 130, a storage device 140, an image processing unit 150, an audio processing unit 160, and peripherals. It has a device interface 170 and a communication interface 180. These are connected so that various commands and signals can be transmitted and received via an input / output bus (not shown).
  • the image processing unit 150 is connected to the lower display 210 and the upper display 220.
  • the CPU 110 outputs various commands and signals to the image processing unit 150.
  • the image processing unit 150 displays various images on the lower display 210 and the upper display 220 in response to a command or signal from the CPU 110. For example, the image processing unit 150 displays the images of the video reels 410a to 410e on the lower display 210. In addition, the image processing unit 150 displays images such as various effect images on the upper display 220.
  • the voice processing unit 160 is connected to the speaker 230.
  • the CPU 110 outputs various commands and signals to the voice processing unit 160.
  • the audio processing unit 160 supplies an audio signal for production to the speaker 230 in response to a command or signal from the CPU 110.
  • the normal payout is 50.
  • the normal payout is 200.
  • transition conditions for the transition between the base game, the high-probability game 1, the high-probability game 2, the high-probability game 3, and the high-probability game 4 and the transition between the free game A, the free game B, and the free game C. May be used as.
  • the ticket payout device 270 prints the number of credits owned by the player on the ticket. By doing so, the payment can be made with the gaming machine 10.
  • the free game A, the free game B, and the free game C have a multi-feature game.
  • the multi-feature game is executed when the lottery process is won.
  • a special multiplying factor or an addition multiplying factor to be multiplied by a normal payout, a JACKPOT payout, etc. are determined by lottery processing. Furthermore, the number of payouts can be increased.
  • the special rate, addition rate, and JACKPOT dividend will be described later.
  • a specific symbol is a symbol associated with a bonus game type. Specifically, the specific symbols are associated as follows. W1, G1, and S1 are associated with the lion bonus game (without skill game). W1, G2, and S2 are associated with the gorilla bonus game (without skill game). W1, G3, and S3 are associated with the ostrich bonus game (without skill game). W1, G4, and S4 are associated with the elephant bonus game (without skill game). W1, G1, and S1 are associated with the lion bonus game (with skill game). W1, G2, and S2 are associated with the gorilla bonus game (with skill game). W1, G3, and S3 are associated with the ostrich bonus game (with skill game). W1, G4, and S4 are associated with the elephant bonus game (with skill game).
  • FIG. 11B is a number table of the game transition lottery process 2, and shows the ease of winning or non-winning of the base game, the high-probability game 1 to the high-probability game 4.
  • the number is a ratio comparing the numerical range corresponding to the winning, which is determined to determine the winning or non-winning (loss) by extracting the random number value, and the numerical range corresponding to the non-winning. Is. If the extracted random number value is included in the numerical range corresponding to winning, the lottery result is won, and if it is included in the numerical range corresponding to non-winning, the lottery result is non-winning.
  • FIG. 11B is a number table of the game transition lottery process 2, and shows the ease of winning or non-winning of the base game, the high-probability game 1 to the high-probability game 4.
  • the number is a ratio comparing the numerical range corresponding to the winning, which is determined to determine the winning or non-winning (loss) by extracting the random number value, and the numerical range corresponding to the non
  • the free game A is uniquely returned to the high probability game 3
  • the free game B is uniquely returned to the high probability game 2
  • the free game C is uniquely returned to the high probability game 4.
  • the number of games is fixed.
  • the number of values shown in the game transition number table 2 can be appropriately determined, and can be variously returned to any one of a free game, a base game, and a high-probability game 1 to a high-probability game 4. ..
  • FIG. 8 is a symbol table selection table for selecting a symbol table in a normal game.
  • the symbol table selection table is used in the process of step S617 of the normal game process of FIG.
  • the CPU 110 of the controller 100 selects the symbol table of Respin C1 when respin A is selected, the respin is the third time, and the bonus symbol B1 is not stopped and displayed before the respin is performed. ..
  • the CPU 110 of the controller 100 selects the symbol table of Respin C2 when respin A is selected, respin is the third time, and one bonus symbol B1 is stopped and displayed before the respin is performed. To do.
  • the CPU 110 of the controller 100 selects the symbol table of Respin C3 when respin A is selected, the respin is the third time, and the two bonus symbols B1 are stopped and displayed before the respin is performed. To do.
  • the CPU 110 of the controller 100 determines whether or not to respin (step S711).
  • step S711 determines in the determination process of step S711 that the respin is to be performed (YES). If the CPU 110 of the controller 100 determines in the determination process of step S711 that the respin is to be performed (YES), the CPU 110 immediately terminates this subroutine.
  • step S713 determines whether or not the SPIN button 330 has not been operated (NO)
  • step S713 determines whether or not the SPIN button 330 has been operated (YES)
  • step S721 determines whether or not the BET button 320 has already been operated
  • the CPU 110 of the controller 100 ends this subroutine when the symbol determined in the process of step S1013 is stored in the RAM 130 of the controller 100 (step S1015).
  • the CPU 110 of the controller 100 By storing the symbol determined in the process of step S1013 in the RAM 130, it can be used for controlling the stop display of the symbol and calculating the payout.
  • FIG. 12 is a flowchart showing the respin determination process. This process is called and executed in step S913 of the lottery process of FIG.
  • the respin lottery process 1 is executed in each of the base game of the normal game, the high probability game 1, the high probability game 2, the high probability game 3, and the high probability game 4. Further, the respin lottery process 1 refers to the respin lottery table 1 according to the sum of the number of B1 (BONUS) stopped and displayed, the number of T1 (CHANGE) and the number of T2 (RESPIN), and a random number value. The maximum number of respins is determined from.
  • 13 and 14 are table numbers of the re-spin lottery process 1, and show the ease of winning or non-winning the maximum number of times to re-spin.
  • the maximum number of respins is determined to be 0 regardless of the sum of the number of B1 (BONUS) stopped and displayed, the number of T1 (CHANGE) and the number of T2 (RESPIN). Will be done.
  • the maximum number of respins is performed. The number of times is one of 1, 2, and 3.
  • FIG. 15A is a number table of the respin lottery process 2, and shows the ease of winning or non-winning the maximum number of times of respinning.
  • the maximum number of respins is determined from the random number according to the number of B1 (BONUS) displayed as stopped. In the example shown in FIG. 15A, when the number of B1 (BONUS) stopped and displayed is 3 or 4, the maximum number of respins is 1.
  • step S1225 When the CPU 110 of the controller 100 determines in the determination process of step S1225 that the number of B1 (BONUS) stopped and displayed is 4 (YES), the respin lottery process 3 is executed (step S1227), and the type of respin Is determined to be respin B (step S1229), and this subroutine is terminated.
  • Respin B Respin D in FIG. 8
  • four B1s are used in games other than the high-probability game 4, that is, in the base game, the high-probability game 1, the high-probability game 2, and the high-probability game 3.
  • (BONUS) is stopped and displayed, it is possible to inspire a sense of expectation that the winning combination of the five bonus symbols B1 will be established.
  • step S1615 determines in the determination process of step S1615 that it is not the timing to stop scrolling (NO)
  • the process returns to step S1615.
  • step S1615 When the CPU 110 of the controller 100 determines in the determination process of step S1615 that it is the timing to stop scrolling (YES), the symbol determined by the stop symbol lottery process of FIG. 10 is the stop at the bottom of the symbol display area 400.
  • the video reel 410 is stopped so as to be displayed at the position (step S1617).
  • step S1621 stores the video reel 410 in which the bonus symbol B1 is stopped and displayed in the normal game.
  • the scroll display control process of FIG. 16 when executed, only the video reel 410 in which the bonus symbol B1 is not stopped and displayed is re-scrolled (respinned), and additionally, the symbol display area 400 is displayed.
  • the number of bonus symbols B1 to be stopped and displayed can be increased.
  • step S1621 stores the video reel 410 in which the specific symbol is stopped and displayed at the time of the free game.
  • the arrangement of 20 symbols is temporarily released in the symbol display area 400, and then rearranged.
  • 20 symbols are stopped and displayed in a matrix of 4 rows and 5 columns.
  • step S1613 determines in the determination process of step S1613 that the skill game is being executed (YES)
  • step S1625 When the CPU 110 of the controller 100 determines that the SPIN button 330 has been operated in the determination process of step S1623 (YES), the CPU 110 of the controller 100 calls and executes the multi-feature process shown in FIG. 22 (step S1625).
  • FIG. 17 is a flowchart showing a payout number determination process. This process is called and executed in step S623 of the lottery process of FIG. The payout number determination process of FIG. 17 is commonly executed in both the normal game and the free game.
  • the maximum number of respins may be 3.
  • the maximum number of respins is always 3.
  • the ease of winning the bonus symbol B1 is almost the same. ..
  • the ease of winning the bonus symbol B1 of the symbol tables of Respin A and Respin B is from the symbol tables for the base game, high probability game 1, high probability game 2, high probability game 3, and high probability game 4. Is also expensive.
  • the ease of winning the bonus symbol B1 in the symbol tables of Respin C1, Respin C2, and Respin C3 is higher than that of the symbol tables of Respin A and Respin B.
  • the ease of winning the bonus symbol B1 in the symbol tables of Respin E1 and Respin E2 is higher than that of the symbol tables of Respin C1, Respin C2, and Respin C3.
  • the game shifts to the free game B via the high probability game 3, and the free game B is finished. After that, it becomes difficult to shift to the free game A, and it becomes difficult to continue the three free games.
  • the CPU 110 of the controller 100 determines whether or not to execute the skill game in this unit game (step S1915).
  • the skill game runs when selected by the player.
  • step S1915 determines in the determination process of step S1915 that the skill game is to be executed (YES), or when the process of step S1917 is executed, the type of bonus game, the presence or absence of the skill game, and so on.
  • the symbol table is selected according to whether or not to execute the skill game (step S1919).
  • step S1929 When the CPU 110 of the controller 100 executes the process of step S1923 or the process of step S1927, it executes the scroll display control process of FIG. 16 (step S1929).
  • FIG. 20A is a flowchart showing a free game start process. This process is called in step S1911 of the free game process of FIG.
  • the CPU 110 of the controller 100 selects the free game A when the normal game immediately before shifting to the free game is the base game.
  • the CPU 110 of the controller 100 selects the free game A when the normal game immediately before shifting to the free game is the high probability game 1.
  • the CPU 110 of the controller 100 selects the free game A when the normal game immediately before shifting to the free game is the high probability game 2.
  • the CPU 110 of the controller 100 selects the free game B when the normal game immediately before shifting to the free game is the high probability game 3.
  • the CPU 110 of the controller 100 displays a bonus game selection screen on the lower display 210, and the player operates the touch panel 340 to determine the selected bonus game type (step S2015).
  • the bonus games that the player can select in the process of step S2015 are three types of bonus games, excluding the elephant bonus game, the lion bonus game, the gorilla bonus game, and the ostrich bonus game. Players can choose one of these types of bonus games.
  • the free game continuation counter is a counter for counting the number of times the free game continues when the free game continues.
  • FIG. 20B is a flowchart showing the skill chance lottery process. This process is called in step S1923 of the free game process of FIG.
  • FIG. 21 is a figurative table showing the ease of winning or not winning a skill chance. As shown in FIG. 21, when only the video reel 410a is not aligned ( ⁇ ⁇ ) and when only the video reel 410b is not aligned ( ⁇ ⁇ ⁇ ), only the video reel 410c is not aligned. ( ⁇ ⁇ ⁇ ), when only the video reel 410d is not available ( ⁇ ⁇ ⁇ ), and when only the video reel 410e is not available ( ⁇ ⁇ ). The number is fixed. In the example of the number table shown in FIG. 21, the case where the skill chance is always won is shown, but the number of the number table can be appropriately determined, and the skill chance may not be won.
  • FIG. 22 is a flowchart showing the multi-feature processing. This process is called in step S1927 of the free game process of FIG.
  • the CPU 110 of the controller 100 determines whether or not the winning combination of the specific symbols has been established (step S2211).
  • step S2211 When the CPU 110 of the controller 100 determines in the determination process of step S2211 that the winning combination of the specific symbols has been established (YES), the CPU 110 executes the multi-feature lottery process (step S2213).
  • FIG. 23 is a number table for the multi-feature lottery process, and shows the ease of winning or not winning the multi-feature.
  • FIG. 23 shows a table of numbers when a skill game is not selected in the lion bonus game. For each of the lion bonus game, gorilla bonus game, ostrich bonus game, and elephant bonus game, all number tables are defined when the skill game is not selected and when it is selected (not shown).
  • the number of winning or non-winning multi-features is determined according to the number of special color specific symbols and the number of specific symbols included in the established winning combination.
  • the skill game is not selected or is selected in the gorilla bonus game, regardless of the number of special color specific symbols, the player will always win when the number of specific symbols is 2 to 5.
  • the skill game is not selected or selected in the ostrich bonus game, regardless of the number of special color specific symbols, when the number of specific symbols is 2 to 4, it is always non-winning and specific You will always win when the number of symbols is five.
  • step S2215 the CPU 110 of the controller 100 determines whether or not the multi-feature has been won by the process of step S2213 (step S2215).
  • step S2215 when the CPU 110 of the controller 100 determines in the determination process of step S2215 that the multi-feature has been won (YES), the JACKPOT winning number of times is initialized (step S2217), and the JACKPOT payout is initialized (step S2219). ..
  • the CPU 110 of the controller 100 refers to the multi-feature distribution lottery table selected in step S2221 and executes the multi-feature distribution lottery process (step S2223).
  • FIGS. 24 and 25 are table numbers for the multi-feature distribution lottery process, and show the ease of winning or not winning the special payout ratio or JACKPOT payout. As shown in FIGS. 24 and 25, the number of winning or non-winning multi-features is determined according to the number of special color specific symbols and the number of specific symbols included in the established winning combination.
  • the number table shown in FIGS. 24 and 25 is the first multi-feature distribution lottery process, and is a number table when the lion bonus game is selected and the skill game is not selected.
  • the number table is also set for the bonus game (with or without skill game). That is, the following 24 types (L-1-1) to (E-3-2) are defined as the number table for the multi-feature distribution lottery process.
  • the special payout ratio is determined according to the number of special color specific symbols included in the established winning combination, and the special payout ratio is (1 + number of special color specific symbols) times, (2 + number of special color specific symbols) times, (3 + number of special color specific symbols) times, (5 + number of special color specific symbols) times, (10 + number of special color specific symbols) times, (20 + number of special color specific symbols) times, (50 + number of special color specific symbols) times (Number of) times, (100 + number of special color specific symbols) times.
  • the special payout ratios are 1x, 2x, 3x, 5x, 10x, 20x, 50x, and 100x, respectively. It becomes.
  • the number of units is set for four types: MINI, MINIOR, and GRAND.
  • the number table of (G-2-1) of the gorilla bonus game shows that (1 + special color specific symbol) for all 2 to 5 specific symbols regardless of the number of special color specific symbols.
  • the number of times is 0, the number of times (2 + number of special color specific symbols) is 878972, and the number of times (3 + number of special color specific symbols) is 115899, (5 + number of special color specific symbols).
  • the ostrich bonus game is easy to win 3 times regardless of the presence or absence of skill games, and may win 5 times, 10 times, 20 times, 50 times, 100 times.
  • the ostrich bonus game does not win 1x and 2x. In the third lottery process, only 100 times will be won.
  • the elephant bonus game In the elephant bonus game, if there is no skill game, it is easy to win 3 times, and in some cases, 5 times, 10 times, 20 times, 50 times, 100 times. The elephant bonus game does not win once. In the third lottery process, only 100 times will be won. In the elephant bonus game, if there is a skill game, it is easy to win 3 times, and in some cases, 5 times, 10 times, 20 times, 50 times, and 100 times are won. Elephant bonus games do not win 1x or 2x. In the third lottery process, only 100 times will be won.
  • the ostrich bonus game is the largest, then the lion bonus game is the largest, then the elephant bonus game is the largest, and the gorilla bonus game is the smallest.
  • step S2223 the JACKPOT payout won in the multi-feature distribution lottery process is added (step S2229), and 1 is added to the number of JACKPOT winnings. (Step S2231), the process returns to step S2221.
  • the multi-feature distribution lottery table is selected according to the number of JACKPOT wins.
  • the stop symbol lottery process is executed in step S1921 of FIG. 19 to determine the stop symbol.
  • the specific symbols are arranged in a predetermined arrangement (“ ⁇ ⁇ ⁇ ” in FIG. 26) along the valid payline.
  • indicates a specific symbol
  • x indicates a symbol other than the specific symbol.
  • the predetermined sequence is an incomplete sequence immediately before the final state in which the winning combination is established.
  • the skill game is started, and only the video reel 410c for which the specific symbol is not stopped and displayed is re-scrolled.
  • the player operates the SPIN button 330 so that the specific symbols are lined up along the valid payline.
  • the video reel 410c is stopped, stopped and displayed in the symbol display area 400, the specific symbols are lined up along the valid payline, the winning combination of the specific symbols is established, and the corresponding payout is established. Is paid out and the skill game ends and the unit game ends.
  • By displaying the number of transitions on the lower display 210, the upper display 220, etc. it is possible to show the player the total number of dividends obtained by the continuation of the first transition and the continuation of the second transition, and the number of continuations. ..
  • the continuous number of times can be cleared.
  • the CPU 110 of the controller 100 initializes the free game continuation counter (step S2717), initializes the total number of free game continuation payout credits (step S2719), and ends this subroutine.
  • JACKPOT processing is executed by the process of FIG. 28 described above.
  • a predetermined accumulated value (accumulated credit number) is accumulated in the JACKPOT accumulated dividend at a predetermined timing, for example, every time a unit game is played. Further, when the predetermined conditions are satisfied, the accumulated JACKPOT accumulated dividend is paid out. For example, in the present embodiment, as shown in FIG. 18, when the JACKPOT is won, the JACKPOT accumulated dividend is paid out.
  • predetermined accumulated values are accumulated in all the storage areas A1 to A5.
  • the BET magnification is ⁇ 1
  • the accumulated values corresponding to the ratios are accumulated in all of the storage areas A1 to A5 corresponding to the BET magnification of ⁇ 1.
  • the BET magnification is ⁇ 3
  • the accumulated values corresponding to the ratios are accumulated in all of the storage areas A1 to A5 corresponding to the BET magnification of ⁇ 3. In this way, the ratio of accumulation in the storage areas A1 to A5 is changed according to the BET magnification, and the accumulated value is accumulated.
  • JACKPOT is won when the BET ratio is x1, all JACKPOT accumulated dividends in the storage area A1 are paid out (R11). If JACKPOT is won when the BET ratio is ⁇ 2, all JACKPOT accumulated dividends in the storage areas A1 and A2 are paid out (R12). If JACKPOT is won when the BET ratio is ⁇ 3, all JACKPOT accumulated dividends in the storage areas A1 to A3 are paid out (R13). If JACKPOT is won when the BET ratio is ⁇ 4, all JACKPOT accumulated dividends in the storage areas A1 to A4 are paid out (R14). If JACKPOT is won when the BET ratio is ⁇ 5, all JACKPOT accumulated dividends in the storage areas A1 to A5 are paid out (R15).
  • FIG. 29B is a conceptual diagram showing a storage area of the RAM 130 for storing the JACKPOT accumulated dividend.
  • A1 to A5 shown in FIG. 29B are storage areas of the RAM 130 for storing the JACKPOT accumulated dividend.
  • ⁇ 1 to ⁇ 5 shown in FIG. 29B indicate BET multiples.
  • the numerical value shown in each of the cells of FIG. 29B is the ratio of the accumulated value.
  • the accumulated value corresponding to the ratio (1%) is accumulated only in the storage area A1 of the BET magnification ⁇ 1.
  • the accumulated value corresponding to the ratio (2%) is accumulated only in the storage area A2 of the BET magnification ⁇ 2.
  • the accumulated value corresponding to the ratio (3%) is accumulated only in the storage area A3 of the BET magnification ⁇ 3.
  • the BET magnification is ⁇ 4
  • the accumulated value corresponding to the ratio (4%) is accumulated only in the storage area A4 of the BET magnification ⁇ 4.
  • the BET magnification is ⁇ 5
  • the accumulated value corresponding to the ratio (5%) is accumulated only in the storage area A5 of the BET magnification ⁇ 5.
  • JACKPOT is won when the BET ratio is x1, the JACKPOT accumulated dividend in the storage area A1 is paid out (R21). If JACKPOT is won when the BET ratio is ⁇ 2, the JACKPOT accumulated dividends of the storage areas A1 and A2 are paid out (R22). If the JACKPOT is won when the BET ratio is ⁇ 3, the JACKPOT accumulated dividend of the storage areas A1 to A3 is paid out (R23). If JACKPOT is won when the BET ratio is ⁇ 4, the JACKPOT accumulated dividends in the storage areas A1 to A4 are paid out (R24). If JACKPOT is won when the BET ratio is ⁇ 5, the JACKPOT accumulated dividends in the storage areas A1 to A5 are paid out (R25).
  • Gaming Machine 100 Controller 210 Lower Display 320a, 320b, 320c, 320d, 320e BET Button 330 SPIN Button 400 Symbol Display Area

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Abstract

Le problème décrit par la présente invention est de fournir une machine de jeu pouvant équilibrer les récompenses aux joueurs avec les bénéfices d'une installation de divertissement. La solution selon l'invention porte sur une machine de jeu qui est pourvue d'un dispositif de commande qui : provoque une transition d'un premier jeu de hasard parmi une pluralité de jeux de hasard à un premier jeu libre parmi une pluralité de jeux libres lorsqu'une première condition de transition est satisfaite ; provoque une transition d'un second jeu de hasard parmi la pluralité de jeux de hasard à un second jeu libre parmi la pluralité de jeux libres lorsqu'une deuxième condition de transition, différente de la première condition de transition, est satisfaite ; règle la probabilité que la deuxième condition de transition soit satisfaite de manière à ce qu'elle soit supérieure à la probabilité que la première condition de transition soit satisfaite ; et règle la probabilité qu'une troisième condition de transition soit satisfaite de manière à ce qu'elle soit supérieure aux probabilités que la première condition de transition et que la deuxième condition de transition soient satisfaites.
PCT/JP2019/012625 2019-03-25 2019-03-25 Machine de jeu WO2020194477A1 (fr)

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JP2006311930A (ja) * 2005-05-09 2006-11-16 Aruze Corp 遊技機
JP2008200350A (ja) * 2007-02-21 2008-09-04 Aruze Corp サブゲームのゲーム結果によってフリーゲームを実行するスロットマシン
JP2012147897A (ja) * 2011-01-18 2012-08-09 Universal Entertainment Corp ベースゲームから移行できるゲーミングマシン
JP2016013367A (ja) * 2014-07-03 2016-01-28 株式会社ユニバーサルエンターテインメント ゲーミングマシン
JP2016158676A (ja) * 2015-02-26 2016-09-05 株式会社ユニバーサルエンターテインメント ゲーミングマシン
JP2016158697A (ja) * 2015-02-27 2016-09-05 株式会社ユニバーサルエンターテインメント 第1種のゲームから第2種のゲームに移行するゲーミングマシン
JP2017060704A (ja) * 2015-09-25 2017-03-30 株式会社ユニバーサルエンターテインメント ゲーミングマシン
JP2017131346A (ja) * 2016-01-26 2017-08-03 株式会社ユニバーサルエンターテインメント ゲーミングマシン

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2006311930A (ja) * 2005-05-09 2006-11-16 Aruze Corp 遊技機
JP2008200350A (ja) * 2007-02-21 2008-09-04 Aruze Corp サブゲームのゲーム結果によってフリーゲームを実行するスロットマシン
JP2012147897A (ja) * 2011-01-18 2012-08-09 Universal Entertainment Corp ベースゲームから移行できるゲーミングマシン
JP2016013367A (ja) * 2014-07-03 2016-01-28 株式会社ユニバーサルエンターテインメント ゲーミングマシン
JP2016158676A (ja) * 2015-02-26 2016-09-05 株式会社ユニバーサルエンターテインメント ゲーミングマシン
JP2016158697A (ja) * 2015-02-27 2016-09-05 株式会社ユニバーサルエンターテインメント 第1種のゲームから第2種のゲームに移行するゲーミングマシン
JP2017060704A (ja) * 2015-09-25 2017-03-30 株式会社ユニバーサルエンターテインメント ゲーミングマシン
JP2017131346A (ja) * 2016-01-26 2017-08-03 株式会社ユニバーサルエンターテインメント ゲーミングマシン

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