WO2020194478A1 - Machine de jeu - Google Patents

Machine de jeu Download PDF

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Publication number
WO2020194478A1
WO2020194478A1 PCT/JP2019/012626 JP2019012626W WO2020194478A1 WO 2020194478 A1 WO2020194478 A1 WO 2020194478A1 JP 2019012626 W JP2019012626 W JP 2019012626W WO 2020194478 A1 WO2020194478 A1 WO 2020194478A1
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WO
WIPO (PCT)
Prior art keywords
game
probability
bets
bet
free
Prior art date
Application number
PCT/JP2019/012626
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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
Original Assignee
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/JP2019/012626 priority Critical patent/WO2020194478A1/fr
Publication of WO2020194478A1 publication Critical patent/WO2020194478A1/fr

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • 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 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 number of bets can be changed in the middle. Therefore, if the number of bets is reduced in the base game, the number of bets is increased in the chance game, and the game shifts to the free game, the payout may be unreasonably large. If you move to a free game by increasing the number of bets in the base game and decreasing the number of bets in the chance game, the payout may be unreasonably low.
  • the present invention has been made in view of the above points, and an object of the present invention is to provide a gaming machine capable of giving a fair payout so that a change in the number of bets does not cause an unfair payout.
  • the features of the gaming machine according to the present invention are A bet reception device that accepts bets to start the game, A memory that stores the number of bets and a memory that shows the history of the number of bets.
  • a controller that executes a base game that requires a bet, a plurality of chance games, and a plurality of free games that do not require a bet.
  • the base game is transitioned to one of the multiple chance games
  • the second transition condition different from the first transition condition is satisfied, the base game or chance game is transferred to one of the plurality of free games.
  • Embodiment 1-1 A display that displays game results by relocating the multiple symbols after scrolling a video reel with multiple symbols, A controller that executes a base game and a plurality of chance games that require a bet, and a plurality of free games that do not require a bet.
  • the first transition condition is satisfied
  • the first chance game of the plurality of chance games is shifted to the first free game of the plurality of free games.
  • the second transition condition different from the first transition condition is satisfied, the second chance game among the plurality of chance games is shifted to the second free game among the plurality of free games.
  • a gaming machine including a controller having a higher probability of satisfying the second transition condition than a probability of satisfying the first transition condition.
  • the gaming machine is equipped with a display and a controller.
  • the display shows the game result.
  • Game results are obtained by rearranging multiple symbols after scrolling the video reels. A plurality of symbols are arranged on the video reel.
  • 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 controller is (1-1-1) When the first transition condition is satisfied, the first chance game among the plurality of chance games is shifted to the first free game among the plurality of free games. (1-1-2) When the second transition condition different from the first transition condition is satisfied, the second free of the plurality of free games from the second chance game of the plurality of chance games Move to the game, (1-1-3) The probability that the second transition condition is satisfied is higher than the probability that the first transition condition is satisfied.
  • the probability that the second transition condition to the second free game is satisfied is higher than the probability that the first transition condition to the first free game is satisfied, the first free game and the second
  • the dividend that the player can get in the free game can be adjusted appropriately, and the dividend given to the player in the free game can be prevented from becoming excessive. It is possible to balance the interests of players with the interests of amusement facilities such as casinos.
  • the first and second embodiments are the first and second embodiments.
  • the controller When the second free game is finished, the game is shifted to the first chance game. When the first free game is finished, the game shifts to the second chance game.
  • 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.
  • the first-fourth embodiment is the first-first embodiment.
  • the controller Each of the plurality of chance games has a plurality of unit games. In one unit game, the video reels are scrolled and then temporarily stopped, the video reels are scrolled and then stopped again, and the plurality of symbols are rearranged by rescrolling at least once. The probability of re-scrolling in each of the plurality of chance games is made higher than the probability of re-scrolling in the base game. Increase the probability of transitioning from a chance game to a free game each time you scroll again.
  • Embodiment of the 1st-5th >> The 1st to 5th embodiments are the same as the 1-1 embodiments.
  • the embodiment of the fifth A is in the embodiment of the first 1-A. Further equipped with a credit output device that outputs credits, The controller In the base game and the chance game, the output of credits from the credit output device is permitted. In the free game, the output of credits from the credit output device is prohibited.
  • the first to sixth embodiments are the first to third embodiments.
  • the controller When the first free game or the second free game is executed a plurality of times and then the base game is transferred to the first chance game or the second chance game, the first free game Alternatively, the dividend obtained in the second free game is displayed on the display.
  • the player can see the payout by winning, and can feel a sense of fulfillment.
  • 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 second embodiment of the second embodiment is the second embodiment of the second embodiment.
  • the controller When the second free game is finished, the game is shifted to the first chance game. When the first free game is finished, the game is shifted to the second chance game. When the third free game ends, the game shifts to the third chance game.
  • the player's expectation can be further increased and the game can be sustained.
  • the second embodiment is A display that displays game results by relocating the multiple symbols after scrolling a video reel with multiple symbols, A controller that executes a base game and a plurality of chance games that require a bet, and a plurality of free games that do not require a bet.
  • the first transition condition is satisfied
  • the first chance game of the plurality of chance games is shifted to the first free game of the plurality of free games.
  • the second transition condition different from the first transition condition is satisfied, the second chance game among the plurality of chance games is shifted to the second free game among the plurality of free games.
  • the third chance game among the plurality of chance games to the first among the plurality of free games.
  • the probability that the second transition condition is satisfied is higher than the probability that the first transition condition is satisfied.
  • a gaming machine including a controller having a higher probability of satisfying the third transition condition than the probability of satisfying the first transition condition and the second transition condition.
  • Embodiment of 2-3 The second and third embodiments are the same as the 2-1 embodiments.
  • the probability of transition from the third free game to the third free game via the third chance game is from the first free game to the second free game through the second chance game. It is higher than the probability of transition to the first free game and the probability of transition from the second free game to the first free game through the first chance game.
  • 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.
  • ⁇ Third embodiment >>> On the gaming machine, a base game that requires a bet and a free game that does not require a bet are executed. By shifting to the free game, the player can play the game in a more advantageous state than the base game. Players may get bored on the way because the game progresses automatically without any operation in the free game.
  • An operation reception device that accepts player operations and A display that displays the game result by rearranging the multiple symbols after scrolling the video reel on which multiple symbols are arranged, and A controller that executes a base game and a plurality of chance games that require a bet, and a plurality of free games that do not require a bet.
  • a gaming machine is provided that comprises a controller that executes a skill game that stops a scrolling video reel in response to an operation of the operation receiving device by a player during execution of a free game.
  • the player can actively participate in the game while giving the player a feeling of tension and expectation.
  • the embodiment of the third-2 is the embodiment of the third 3-1.
  • a memory for storing the reel data of the specific video reel for stopping and displaying the specific symbol is further provided.
  • Each of the plurality of free games has a plurality of unit games.
  • the skill game In one unit game in a free game, the specific video is switched to the specific video reel on the condition that the arrangement of the specific symbols stopped and displayed when the video reel is temporarily stopped after scrolling is set to a predetermined arrangement. This is a game in which after scrolling the reels, the specific video reel is stopped and the plurality of symbols are rearranged in response to an operation of the operation receiving device by the player to establish a winning combination of the specific symbols.
  • the player can participate in the game regardless of the skill level of the player, and the player can feel a sense of accomplishment and not get bored.
  • the third embodiment of the third embodiment is the third embodiment of the third embodiment.
  • the specific symbol includes a normal specific symbol having a normal aspect and a special specific symbol having a special aspect.
  • the first dividend is given.
  • the winning combination of the special specific symbol and the normal specific symbol is established, a second dividend that is more advantageous than the first dividend is given.
  • the special specific symbol can be stopped and a favorable payout can be obtained, so that the player can actively participate in the game in an attempt to improve the skill level.
  • Embodiment of the third 3-4 is the third embodiment of the third embodiment. Whether or not to execute the skill game is selected by operating the operation receiving device of the player.
  • the game can be executed by reflecting the player's intention.
  • the jackpot is a function that adds the added value for accumulation to the bet accumulation value and accumulates it as the game progresses, and when the jackpot is won, the accumulated bet accumulation value is paid out.
  • the added value for accumulation is kept constant and accumulated, there is a possibility that the bet accumulation value to be paid out may be unfair depending on the magnitude of the BET multiple.
  • 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.
  • the memory has a plurality of accumulated value storage areas allocated according to the number of bets. Further, the bet accumulation value to be accumulated is calculated by adding the added value which is a part of the number of bets, and the bet accumulation value is stored in at least one accumulation value storage area. When paying out the jackpot, at least one stored value storage area is selected from a plurality of stored value storage areas according to the number of bets, and the sum of the bet accumulated values stored in the selected stored value storage area is calculated. Pay out.
  • the bet accumulation value is accumulated according to the number of bets, and at least one accumulation value storage area is selected according to the number of bets. Therefore, an appropriate bet accumulation value is given to the player regardless of the size of the bet number. Can be paid out.
  • 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 bet accumulation value is stored in each of the plurality of distribution storage areas, the bet accumulation value can be stored more finely according to the number of bets, and the unfairness that occurs between players can be more accurately eliminated.
  • Embodiment of the 4th-3rd >> The fourth-third embodiment is the same as the fourth-fourth embodiment.
  • the controller stores the bet accumulated value in one of the plurality of accumulated value storage areas.
  • the fourth-fourth embodiment is the embodiment of the 4-1st embodiment.
  • the controller will be used when the jackpot payout conditions are met.
  • the number of bets is the minimum, the bet accumulated value stored in the accumulated value storage area of one of the plurality of accumulated value storage areas is paid out.
  • the number of bets is larger than the minimum, the bet accumulated value stored in the accumulated value storage area corresponding to the number of bets in the plurality of accumulated value storage areas is paid out.
  • ⁇ Fifth Embodiment On the gaming machine, a base game and a chance game that require a bet and a free game that does not require a bet are executed. The player bets on the base game and the chance game to start the game. On the other hand, in free games, the game is started without betting.
  • 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 number of bets can be changed in the middle. Therefore, if the number of bets is reduced in the base game, the number of bets is increased in the chance game, and the game shifts to the free game, the payout may be unreasonably large. If you move to a free game by increasing the number of bets in the base game and decreasing the number of bets in the chance game, the payout may be unreasonably low.
  • a bet reception device that accepts bets to start the game, A memory that stores the number of bets and a memory that shows the history of the number of bets.
  • a controller that executes a base game that requires a bet, a plurality of chance games, and a plurality of free games that do not require a bet.
  • the base game is transitioned to one of the multiple chance games
  • the base game or chance game is transferred to one of the plurality of free games.
  • a gaming machine is provided that comprises a controller that adjusts the number of historical bets in the base game, the number of bets in the chance game, and the payouts that can be earned in the chance game or the free game.
  • the bet reception device accepts bets for starting the game.
  • the bet receiving device can be operated by the player.
  • the embodiment of the 5-2 is the embodiment of the 5-1.
  • the controller If the number of bets in the chance game is larger than the number of historical bets in the base game, adjust so that the payout that can be obtained in the chance game is smaller. If the number of bets in the chance game is smaller than the number of historical bets in the base game, the payout that can be obtained in the chance game is adjusted to be larger.
  • the fifth-3rd embodiment is the embodiment of the 5-1st embodiment.
  • the controller If the number of bets in the chance game is larger than the number of historical bets in the base game, adjust so that the payout that can be obtained in the free game is smaller. If the number of bets in the chance game is smaller than the number of historical bets in the base game, the payout that can be obtained in the chance game is adjusted to be larger.
  • the fifth-fourth embodiment is the embodiment of the 5-1st embodiment.
  • the controller If the number of bets in the chance game is larger than the number of historical bets in the base game, adjust so that the number of games in the chance game is smaller. If the number of bets in the chance game is smaller than the number of historical bets in the base game, the number of games in the chance game is adjusted to be larger.
  • the fifth-5th embodiment is the embodiment of the 5-1st embodiment.
  • the controller stores the average value of the number of bets in the base game in the memory as the number of historical bets.
  • the processing can be simplified and the change in the number of bets can be accurately judged.
  • Embodiment of the 5th-6th is the same as the fifth-fourth embodiment. If the adjusted number of games of the chance game is not an integer value, the controller determines whether or not to additionally execute one game based on the number of historical bets.
  • the fifth-7th embodiment is the same as the 5th-6th embodiment.
  • the controller Determine the management counter value that manages the number of games based on the number of historical bets, Calculate the number of games in the chance game from the management counter value, Every time one game is played in the chance game, 1 is subtracted from the number of games. When the number of games is less than 1, it is determined whether or not to add one game by the lottery process.
  • Scrolling refers to a display in which the video reels 410a to 410e (see FIG. 1) are moved in the symbol display area 400. By scrolling the video reel 410, the symbols assigned to the video reel 410 are also displayed so as to move in the symbol display area 400. In general, the scroll moves from the top to the bottom in principle, but it may move from the bottom to the top depending on the type and direction of the game. Note that spin is synonymous with scrolling.
  • the re-scrolling is a process of temporarily stopping the scrolled video reels 410a to 410e in the symbol display area 400 and then scrolling again in one unit game. It is not necessary to re-scroll all the video reels 410a to 410e, and any of the video reels 410 can be selectively re-scrolled according to the result of the symbol lottery process or the like. Respin is synonymous with rescroll.
  • the stop display means a process of displaying a symbol in a stopped state at each of the stop positions of the symbol display area 400 when the video reels 410a to 410e are stopped.
  • the rearrangement means stopping the video reels 410a to 410e and stopping and displaying the symbol in the symbol display area 400. By scrolling the video reels 410a to 410e, the arrangement of the symbols is once released, and then the symbols are arranged again.
  • the unit game In both the normal game and the free game, which will be described later, the period from the time when the BET process is executed until the video reels 410a to 410e are stopped and the payout process is completed is referred to as a unit game.
  • the BET process is an internal process and is different from the BET operation by the player.
  • the unit game may be from the time when scrolling of the video reels 410a to 410e is started until the video reels 410a to 410e are stopped and the payout process is completed.
  • the winning combination means a sequence of symbols stopped and displayed along the payline 420 of the symbol display area 400, which is a target of profit.
  • the number of the scatter symbols displayed as stopped is a predetermined number, and the winning combination is the one to which the profit is given.
  • the profit grant is not limited to the provision (payment) of dividends, as long as it is advantageous to the player, such as when shifting to an advantageous game.
  • the scatter symbol is a symbol whose establishment of the winning combination is judged by the number of stopped and displayed symbols. Scatter symbols are determined by the number of stopped displays, whether or not they are lined up along a valid payline 420.
  • the wild symbol is a symbol that can be substituted for another symbol that is stopped and displayed in the symbol display area 400.
  • the establishment of the winning combination is determined by substituting with other symbols. Wild symbols are replaced with other symbols so that a favorable winning combination is established.
  • the wild symbol is stopped and displayed at the stop position where the stop position of the symbol overlaps with a plurality of valid paylines 420, the wild symbol is replaced for each payline 420 and the establishment of the winning combination is determined.
  • the transition continuity means a transition from a normal game to a free game (outward route), which will be described later, and a return from the free game to the normal game (return route, and a transition from the normal game to the free game again.
  • 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.
  • FIG. 1 is a front view showing the appearance of the gaming machine 10 of the present embodiment.
  • the gaming machine 10 is a video slot machine, and like a mechanical slot machine in which a physical reel is driven by a motor or the like, the establishment of a winning combination is determined by a symbol stopped and displayed in the symbol display area 400. Any device that can transition from a reference base game to another game (preferably a game that is more advantageous to the player than the base game) will do.
  • the gaming machine 10 mainly has a lower display 210, an upper display 220, a control panel 300, and a controller 100.
  • the gaming machine 10 has a lower display 210 approximately in the center of the housing 12.
  • the lower display 210 includes, for example, a liquid crystal display panel 212 and a touch panel 340.
  • the touch panel 340 is provided so as to be superimposed on the liquid crystal display panel 212. By touching the touch panel 340, the player can input an instruction corresponding to the image displayed on the liquid crystal display panel 212 from the touch panel 340.
  • 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.
  • Upper display 220 The gaming machine 10 has an upper display 220 above the lower display 210.
  • the upper display 220 includes a liquid crystal display panel. Various images such as an effect image are displayed on the upper display 220.
  • Control Panel 300 The gaming machine 10 has a control panel 300 below the lower display 210.
  • the control panel 300 mainly includes a BET button 320, a SPIN button 330, a card reading device 250, a bill insertion device 260, a ticket payout device 270, and the like.
  • the control panel 300 has a "BET x 1" button 320a, a "BET x 2" button 320b, a “BET x 3" button 320c, a "BET x 4" button 320d, and a "BET x 5" button 320e.
  • the BET magnification is set to 1
  • the BET magnification is set to 2
  • the BET magnification is set to 3
  • the player operates the "BET x 3" button 320c when the player operates the "BET x 3" button 320c.
  • the BET magnification is set to 3, and when the "BET x 4" button 320d is operated, the BET magnification is set to 4, and when the "BET x 5" button 320e is operated, the BET magnification is set to 5.
  • 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.
  • the manager mode is provided in the gaming machine 10, and the magnification assigned to each of the five BET buttons 320a to 320e can be changed by operating the clerk or the like.
  • the magnification can be changed by selecting any of the following BET patterns A to C.
  • 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.
  • BET magnification 1 is assigned to BET button 320a
  • BET magnification 2 is assigned to BET button 320b
  • BET magnification 3 is assigned to BET button 320c
  • BET magnification 5 is assigned to BET button 320d
  • BET is assigned to the button 320e.
  • BET magnification 1 is assigned to BET button 320a
  • BET magnification 3 is assigned to BET button 320b
  • BET magnification 5 is assigned to BET button 320c
  • BET magnification 10 is assigned to BET button 320d
  • BET is assigned to the button 320e.
  • the SPIN button 330 can be operated by the player to start scrolling of the video reels 410a to 410e. As will be described later, the skill game is executed on the gaming machine 10 of the present embodiment. In the skill game, when any of the video reels 410a to 410e is scrolling, the scrolling video reel 410 can be stopped by operating the SPIN button 330.
  • FIG. 2 is a block diagram showing a main hardware configuration of the gaming machine 10.
  • 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 CPU 110 executes various processes such as calculations.
  • the CPU 110 reads and executes a game program stored in the storage device 140.
  • the ROM 120 stores the firmware of the controller 100 and the like, and functions as one of the main storage devices of the CPU 110.
  • the RAM 130 functions as one of the main storage devices of the CPU 110, expands and stores a program for execution by the CPU 110, and temporarily stores the result of arithmetic processing of the CPU 110.
  • the storage device 140 functions as an auxiliary storage device for the CPU 110, and includes an HDD (hard disk drive), an SSD (solid state drive), a non-volatile memory, and the like.
  • the storage device 140 includes a game program (see FIGS. 6, 7, 8, 10, 12, 12, 16, 17, 17 to 28, and 19 to 22 described later) and various tables (see FIG. 4). (Payout table, etc.), image data of symbols, image data for production, and audio data for production are stored.
  • 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 peripheral device interface 170 is connected to peripheral devices such as an operation input device 240, a card reading device 250, a bill insertion device 260, and a ticket payout device 270.
  • the operation input device 240 includes BET buttons 320a to 320e, SPIN buttons 330, a touch panel 340, and the like.
  • BET buttons 320a to 320e When the player operates the BET buttons 320a to 320e, a signal indicating the BET magnification is supplied to the CPU 110 via the peripheral device interface 170.
  • SPIN button 330 When the player operates the SPIN button 330, a signal indicating spin start permission is supplied to the CPU 110 via the peripheral device interface 170.
  • the player operates the touch panel 340 a command or the like associated with the image displayed on the liquid crystal display panel 212 is supplied to the CPU 110 via the peripheral device interface 170.
  • the card reading device 250 reads information from a card owned by the player.
  • the card stores the player's game information. For example, the points acquired depending on the game situation of the player are stored.
  • the bill insertion device 260 reads the inserted bills and tickets.
  • the ticket payout device 270 outputs a ticket to be given to the player. The number of credits owned by the player is printed on the ticket.
  • the gaming machine 10 can use banknotes, tickets, and electronic valuable information corresponding thereto as a game medium.
  • the game medium is not limited to these, and for example, medals, tokens, electronic money, and the like can be used.
  • the communication interface 180 is communicably connected to the management server via a network (not shown).
  • Management servers are installed in casinos and amusement facilities.
  • the management server supplies commands and signals corresponding to operations by a clerk or the like to the CPU 110 via the communication interface 180.
  • ⁇ Symbol type >>>
  • the CPU 110 of the gaming machine 10 displays a symbol on the lower display 210.
  • there are 26 types of symbols specifically, wild, golden lion, golden ostrich, golden ostrich, golden elephant, large lion, large gorilla, large ostrich, large ostrich.
  • the wild is W1
  • the golden lion is G1
  • the golden ostrich is G2
  • the golden ostrich is G3, the golden ostrich is G4, and the large lion is S1.
  • a large gorilla is S2, a large ostrich is S3, a large ostrich is S4, a small lion is M1, a small lion is M2, a small ostrich is M3, a small ostrich is M4, and Mangoose.
  • M5 A to L1, K to L2, Q to L3, J to L4, 10 to L5, BONUS to B1, ostrich to T1, RESPIN to T2, BRANK1 to BK1, and BRANK2.
  • BK2 BRANK3
  • BRANK4 is referred to as BK4.
  • W1 is a wild symbol.
  • B1, T1 and T2 are scatter symbols.
  • a golden lion (G1), a golden gorilla (G2), a golden ostrich (G3), and a golden elephant (G4) are referred to as special color specific symbols.
  • FIG. 3 is a table showing an example of a symbol table.
  • the symbol table shown in FIG. 3 is used in a base game described later. As will be described later, the symbols assigned to the video reels 410a to 410e are switched depending on the type of game.
  • the video reels 410a to 410e scroll and stop in the symbol display area 400.
  • the symbol is displayed as moving or stopped in the symbol display area 400.
  • the symbol display area 400 has a stop position (cell) of 4 rows and 5 columns (broken line in FIG. 1).
  • the symbols are stopped and displayed at each of the stop positions in rows 4 and 5 columns. That is, when the video reels 410a to 410e are stopped, a total of 20 symbols are displayed (rearranged) in a matrix of 4 rows and 5 columns.
  • a plurality of symbols are rearranged in the symbol display area 400, and the lottery result of the symbols in the unit game is displayed.
  • the gaming machine 10 has a payline 420 in the symbol display area 400.
  • FIG. 1 only the representative payline 420 is shown.
  • all 1024 paylines 420 are enabled regardless of the operation of the BET button 320.
  • the payline 420 is formed by connecting one stop position selected for each of the video reels 410a to 410e.
  • the establishment of the winning combination is determined by the type and number of symbols lined up continuously along the payline 420 from the leftmost stop position.
  • the target of the winning combination determination is the arrangement of symbols along the payline 420 continuously from the leftmost stop position.
  • FIG. 4 is a payout table showing the correspondence between the winning combination and the payout (hereinafter referred to as a normal payout).
  • the number of ordinary dividends shown in FIG. 4 is a credit value, which is a value associated with a predetermined amount.
  • the correspondence of the payout tables shown in FIG. 4 is stored in advance in the storage device 140.
  • a normal payout is associated with the winning combination.
  • the symbol lottery process is executed, and the types and numbers of symbols that are continuously arranged along the payline 420 from the leftmost stop position are No. 2-No. If it matches one of the 15 winning combinations, the winning combination is established and the normal payout corresponding to the winning combination is paid out (stored in the RAM 130).
  • the gaming machine 10 of the present embodiment has not only a normal payout but also a special multiplier and a JACKPOT payout, and the special payout and the JACKPOT payout will be described later.
  • the normal payout is 50.
  • the normal payout is 200.
  • No. 19-No. No. 22 has no winning combination and usually no dividend.
  • No. 1 is a wild symbol and there is usually no dividend.
  • No. 16-No. Reference numeral 18 denotes a scatter symbol, and in the present embodiment, there is usually no payout and it is used as a condition for transition to a different type of game. For example, transition conditions from a normal game (base game, high probability game 1, high probability game 2, high probability game 3, high probability game 4) to a free game (free game A, free game B, free game C) described later. Used as.
  • 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.
  • FIG. 5 is a diagram showing a transition of a game executed by the gaming machine 10.
  • the gaming machine 10 has a normal game and a free game. When a winning combination with a normal payout is established in a normal game or a free game, the normal payout corresponding to the winning combination is paid out.
  • the game shifts to the free game according to the number of bonus symbols B1.
  • a free game it becomes easier to establish a winning combination with a normal payout, and it becomes easier to obtain a higher normal payout than in a normal game.
  • the free game is an advantageous game because the winning combination is more likely to be established than the normal game.
  • the normal game has five types of games: a base game, a high-probability game 1, a high-probability game 2, a high-probability game 3, and a high-probability game 4.
  • the high-probability game 1, the high-probability game 2, the high-probability game 3, and the high-probability game 4 have different symbol tables. When the game shifts to the high-probability game 1, the high-probability game 2, the high-probability game 3, or the high-probability game 4, the corresponding symbol table is selected.
  • the high-probability game 1, the high-probability game 2, the high-probability game 3, and the high-probability game 4 have a higher probability of shifting to the free game than the base game, and are easy to shift to the free game. Therefore, the high-probability game 1, the high-probability game 2, the high-probability game 3, and the high-probability game 4 are more advantageous games than the base game.
  • the high probability game 1, the high probability game 2, and the high probability game 2 are established according to the number of the CHANGE symbol T1 and the RESPIN symbol T2. It shifts to the probability game 3 and the high probability game 4.
  • the end condition of the high-probability game 1, the high-probability game 2, the high-probability game 3, and the high-probability game 4 is that the unit game is played up to a predetermined number of times, for example, five times, and when the unit game is completed, the game returns to the base game.
  • the symbol lottery process is executed again, and when the bonus symbol B1 is stopped and displayed, the number of bonus symbols B1 stopped and displayed in the symbol display area 400 can be additionally increased. In this way, the possibility that the winning combination of the bonus symbol B1 is established can be increased, and the transition to the free game can be facilitated.
  • the gaming machine 10 has three types of respins, respin A, respin B, and respin C.
  • Respin A, Respin B, and Respin C have different symbol tables from each other. Respin A, respin B, and respin C are selected when conditions such as stop display of the bonus symbol B1 are satisfied, and the corresponding symbol table is selected.
  • Respin A is a normal respin, and when respin A is selected, it can be respinned up to 3 times in the unit game.
  • Respin B is selected, after the four bonus symbols B1 are stopped and displayed, the unit game is re-spinned only once.
  • respin C is selected, after 3 or 4 bonus symbols B1 are stopped and displayed in the high-probability game 4, the unit game is re-spinned only once, and as a result, 5 bonus symbols B1 are stopped. It is displayed and the winning combination of the bonus symbol B1 is always established.
  • the symbol table is switched to the symbol table in which the winning combination of three or more bonus symbols B1 is established by at least the third re-spin. After the winning combination of 3 or 4 bonus symbols B1 is established in the high probability game 4, the symbol table is switched to the symbol table in which the winning combination of 5 bonus symbols B1 is established. Other than the high-probability game 4, after the winning combination of the four bonus symbols B1 is established, it is switched to the symbol table that fuels the expectation that the winning combination of the five bonus symbols B1 is established. Other than the high-probability game 4, when the winning combination of the three bonus symbols B1 is established, the re-spin ends.
  • the free game has three types of games, a free game A, a free game B, and a free game C.
  • a winning combination with a normal payout is likely to be established, and a higher normal payout can be obtained than in a normal game.
  • Free game A and free game B have different return destinations in the normal game. The return destination will be described later.
  • Free game A and free game B have three types of bonus games, a lion bonus game, a gorilla bonus game, and a ostrich bonus game. The lion bonus game, gorilla bonus game, and ostrich bonus game can be selected by the player's operation.
  • Free game C has an elephant bonus game.
  • the elephant bonus game cannot be selected by the player's operation.
  • the end condition of the lion bonus game, gorilla bonus game, ostrich bonus game, and elephant bonus game is to play the unit game up to a predetermined number of times, for example, 5 times, and when it ends, high probability game 2, high probability game 3, high Return to any of the probability games 4.
  • 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.
  • the free game A, the free game B, and the free game C have a skill game.
  • the skill game can be selected by the operation of the player.
  • the skill game is executed when the specific symbols are arranged in a predetermined line along the payline. The specific symbol will be described later.
  • the video reel 410 in which the bonus symbol B1 is stopped and displayed does not scroll, and the video reel 410 in which the symbol B1 is not stopped and displayed scrolls again.
  • the symbol lottery process is executed again and the specific symbol can be stopped and displayed along the payline, the number of the specific symbol to be stopped and displayed in the symbol display area 400 is additionally increased. Can be done. In this way, the possibility of establishing a winning combination of specific symbols is increased.
  • 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).
  • FIGS. 6, 7, 9, 9, 12, 16 to 20, FIG. 22, and FIGS. 27 to 28 It is assumed that the gaming machine 10 has completed startup processing such as initialization and is operating steadily. Further, it is assumed that the reading device 250, the bill insertion device 260, and the like are operated by the player to insert the necessary credits.
  • FIG. 6 is a flowchart showing a normal game process called and executed in the normal game.
  • the CPU 110 of the controller 100 reads the BIOS from the ROM 120 and executes it, then reads the game program from the storage device 140, deploys it executably in the RAM 130, and stores it ( Step S611).
  • the CPU 110 of the controller 100 executes the initialization process at the end of the unit game (step S613). For example, the number of BETs, symbols determined by the lottery process, and the like are initialized. Also, the number of games is subtracted. When the re-spin described later is performed, the number of games is not subtracted, but the number of re-spins is subtracted.
  • the CPU 110 of the controller 100 reads and executes the BET process / SPIN button process shown in FIG. 7 (step S615). In this process, it is determined whether or not the BET button 320 or the SPIN button 330 has been operated by the player, and the processing of the number of credits owned by the player is executed.
  • the CPU 110 of the controller 100 selects the symbol table (step S617).
  • the symbol table is selected according to the conditions of the symbol table selection table shown in FIG.
  • This lottery process includes a stop symbol lottery process, a respin determination process, a game transition lottery process 3, a game transition lottery process 1, and an effect lottery process.
  • the stop symbol lottery process determines a predetermined position in the symbol display area 400, for example, a symbol to be stopped and displayed at the bottom. The details of the lottery process will be described in detail later.
  • step S621 the CPU 110 of the controller 100 calls and executes the scroll display control process shown in FIG. 16 (step S621).
  • the five video reels 410a to 410e are scrolled and then stopped in the symbol display area 400 of the lower display 210. In this way, a total of 20 symbols are rearranged in a 4-by-5 matrix.
  • the details of the scroll display control process will be described in detail later.
  • step S623 the CPU 110 of the controller 100 calls and executes the payout number determination process shown in FIG. 17 (step S623). It is determined whether or not the winning combination has been established, and the total payout to be paid out is determined by calculating the sum of the payouts for which the winning combination has been established. The details of the payout number determination process will be described in detail later.
  • the CPU 110 of the controller 100 permits the settlement process (step S624).
  • the player can print out the possessed credits on the ticket payout device 270 and end the play on the gaming machine 10.
  • the free game transition condition is that the winning combination of the bonus symbol B1 is established. Specifically, when 3 to 5 bonus symbols B1 are stopped and displayed in the symbol display area 400, the free game transition condition is satisfied.
  • step S625 determines whether or not there is a transition in the normal game (step S627).
  • the transition to any one of the base game and the high-probability game 1 to the high-probability game 4 is determined by the game transition lottery process 1 and the game transition lottery process 3 described later.
  • step S627 determines in the determination process of step S627 that there is no transition in the normal game (NO)
  • the process immediately returns to step S613.
  • a new unit game is started while maintaining the same game as the normal game.
  • step S627 determines in the determination process of step S627 that there is a transition in the normal game (YES)
  • the CPU 110 of the controller 100 executes the game transition process shown in FIG. 27 (step S628), and the game of the migration destination
  • step S629 the game is transferred to the destination game (step S631), and the process is returned to step S613.
  • a new unit game in the destination game in the normal game is started.
  • step S625 When the CPU 110 of the controller 100 determines in the determination process of step S625 that the free game transition condition is satisfied (YES), the CPU 110 of the controller 100 calls and executes the free game process of FIG. 19 (step S633).
  • step S635 the CPU 110 of the controller 100 executes the game transition lottery process 2 (step S635), executes the processes of step S629 and step S631, and returns the process to step S613.
  • the game returns from the free game to the base game, the high-probability game 1 to the high-probability game 4, and a new unit game is started.
  • the game transition lottery process 2 is a process of determining whether to return to the base game of the normal game, the high-probability game 1 to the high-probability game 4 when returning from the free game to the normal game by the lottery process. is there.
  • the lottery process is executed according to the types of the free games A, B, and C, and the winning or non-winning of the base game, the high-probability game 1 to the high-probability game 4 is determined.
  • 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 for the base game when it is a base game when none of the respins A to C is selected, and when it is the high probability game 1, the high probability game The symbol table for 1 is selected, the symbol table for the high probability game 2 is selected when the high probability game 2 is used, and the symbol table for the high probability game 3 is selected when the high probability game 3 is used.
  • the CPU 110 of the controller 100 selects the symbol table of Respin A when respin A is selected, the respin is the first 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 B when respin A is selected, respin is the second 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 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 Respin is the first time, and the four bonus symbols B1 are stopped and displayed before the respin is performed, the symbol of Respin D is displayed. Select a table.
  • the CPU 110 of the controller 100 when the respin C is selected, the respin is the first time, and the three bonus symbols B1 are stopped and displayed before the respin is performed, the symbol table of the Respin E1 is displayed. Select.
  • the CPU 110 of the controller 100 selects the symbol table of Respin E2 when respin C is selected, the respin is the first time, and the four bonus symbols B1 are stopped and displayed before the respin is performed. To do.
  • FIG. 7 is a flowchart showing BET processing and SPIN button processing. This process is called and executed in step S615 of the normal game process of FIG.
  • 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 been operated.
  • step S713 determines whether or not the SPIN button 330 has not been operated (NO)
  • step S715 If the CPU 110 of the controller 100 determines in the determination process of step S715 that the BET button 320 has not been operated (NO), the process returns to step S715. Since the BET multiplier has not been determined yet and the game cannot be started, the process returns to step S715.
  • the CPU 110 of the controller 100 determines in the determination process of step S715 that the BET button 320 has been operated (YES)
  • the CPU 110 stores the BET magnification corresponding to the operated BET button 320 (step S717), and BET.
  • the number of BETs is determined by multiplying the magnification by the minimum number of BETs (step S719), and the process returns to step S713.
  • the minimum number of BETs can be 100 credits or the like.
  • the BET magnification is set to 2. In this case, the number of BETs is 200 by multiplying 2 by 100.
  • 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
  • step S713 If the CPU 110 of the controller 100 determines in the determination process of step S713 that the operation of the BET button 320 has not yet been performed (NO), the process shifts to step S715.
  • step S713 If it is determined in the determination process of step S713 that the operation of the BET button 320 has already been performed (YES), the CPU 110 of the controller 100 calls and executes the jackpot accumulation process shown in FIG. 28 (step S725).
  • the CPU 110 of the controller 100 subtracts the number of BETs from the number of credits owned by the player (step S727).
  • the CPU 110 of the controller 100 prohibits the settlement process (step S729) and ends this subroutine.
  • FIG. 9 is a flowchart showing the lottery process. This process is called and executed in step S619 of the normal game process of FIG.
  • the CPU 110 of the controller 100 calls and executes the stop symbol lottery process shown in FIG. 10 (step S911). The details of the stop symbol lottery process will be described later.
  • the CPU 110 of the controller 100 calls and executes the respin determination process shown in FIG. 12 (step S913).
  • the details of the respin determination process will be described later.
  • the CPU 110 of the controller 100 executes the game transition lottery process 3 (step S915).
  • the game transition lottery process 3 is the next transition destination when the number of games becomes 0 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. This is the process for deciding the game.
  • the base game of the normal game the base game of the high probability game, the high probability game of the high probability game 1, the high probability game 2, the high probability game 3, and the high probability game 4 are executed. 1. High probability game 2, high probability game 3, high probability game 4 can be transferred.
  • the lottery process is executed according to 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 base game, the high-probability game 1 to the high-probability game 4 are won or not won. Is determined.
  • FIG. 11C is a numbering table for the game transition lottery process 3, and is a numbering table showing the ease of winning or non-winning of the base game, the high-probability game 1 to the high-probability game 4.
  • the game when the base game ends, the game uniquely shifts to the high-probability game 1, and when the high-probability game 1, the high-probability game 2, and the high-probability game 3 end, the game uniquely shifts to the base game.
  • the transition is made and the high-probability game 4 is completed, the transition is uniquely made to the base game.
  • the number of values shown in the game transition number table 3 can be appropriately determined, and can be variously returned to any one of the base game and the high-probability game 1 to the high-probability game 4.
  • the CPU 110 of the controller 100 executes the game transition lottery process 1 (step S917).
  • the game transition lottery process 1 is a process for determining the next transition destination game according to the number of the CHANGE symbols T1 stopped and displayed when the CHANGE symbol T1 is stopped and displayed in the base game. By executing the game transition lottery process 1, it is possible to shift from the base game to any one of the base game, the high probability game 1, the high probability game 2, the high probability game 3, and the high probability game 4. The lottery process is executed according to the number of the CHANGE symbols T1, and the winning or non-winning of the base game, the high-probability game 1 to the high-probability game 4 is determined.
  • FIG. 11A is a placement table of the game transition lottery process 1, 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 game transition lottery table 1 shown in FIG. 11A can be appropriately determined and can be variously transferred.
  • the CPU 110 of the controller 100 executes the effect lottery process (step S917), and ends this subroutine.
  • the effect lottery process is determined according to the result of the stop symbol lottery process in step S911.
  • the lower display 210, the upper display 220, the speaker 230, and the like can perform an effect of inspiring or encouraging expectations.
  • FIG. 10 is a flowchart showing a stop symbol lottery process. This process is called and executed in step S911 of the lottery process of FIG.
  • the CPU 110 of the controller 100 extracts a random number value for each of the video reels 410a to 410e according to the symbol table selected in the symbol table selection process of step S617 of FIG. 6 (step S1011).
  • the random number value is extracted from the range corresponding to the number of symbols specified in the symbol table.
  • the CPU 110 of the controller 100 refers to the symbol table selected in the symbol table selection process of step S617 of FIG. 6 and determines a stop symbol for each of the video reels 410a to 410e from the random value (step S1013).
  • the scrolling of the video reels 410a to 410e is stopped so that the symbol determined by this process is stopped and displayed at a predetermined position in the symbol display area 400, for example, at the bottom.
  • the symbol symbol to be rearranged
  • 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 CPU 110 of the controller 100 determines whether or not the current number of respins is greater than 0 (step S1211). That is, it is determined whether or not respin remains.
  • step S1211 When the CPU 110 of the controller 100 determines in the determination process of step S1211 that the current number of respins is greater than 0 (YES), it immediately terminates this subroutine.
  • step S1211 When the CPU 110 of the controller 100 determines in the determination process of step S1211 that the current number of respins is not greater than 0 (NO), that is, when the respin is not determined, the number of B1 (BONUS) displayed as a stop is displayed. Is 0, 1 or 2 (step S1213).
  • step S1213 When the CPU 110 of the controller 100 determines in the determination process of step S1213 that the number of B1 (BONUS) stopped and displayed is 0, 1 or 2 (YES), the respin lottery process 1 is executed (step S1215). , The type of respin is determined to be respin A (step S1217), and this subroutine is terminated.
  • 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.
  • step S1213 When the CPU 110 of the controller 100 determines in the determination process of step S1213 that the number of B1 (BONUS) stopped and displayed is not 0, 1 or 2 (NO), the number of B1 (BONUS) stopped and displayed is 3. Or, it is determined whether or not the game is a high-probability game 4 (step S1219).
  • step S1219 When the CPU 110 of the controller 100 determines in the determination process of step S1219 that the number of B1 (BONUS) stopped and displayed is 3 or 4 and is a high-probability game 4 (YES), the respin lottery process 2 Is executed (step S1221), the type of respin is determined to be respin C (step S1223), and this subroutine is terminated.
  • 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 S1219 When the CPU 110 of the controller 100 determines in the determination process of step S1219 that the number of B1 (BONUS) stopped and displayed is not 3 or 4, or is not the high-probability game 4 (NO), the stopped displayed B1 (NO) It is determined whether or not the number of BONUS) is 4 (step S1225).
  • 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.
  • FIG. 15B is a number table of the respin lottery process 3, and shows the ease of winning or non-winning the maximum number of times to respin.
  • the maximum number of respins is determined from the random value according to the type of game in the normal game. In the example shown in FIG. 15B, the maximum number of respins is 1 in each of the base game and the high-probability game 1 to the high-probability game 4.
  • FIG. 16 is a flowchart showing the scroll display control process. This process is called and executed in step S621 of the lottery process of FIG.
  • the scroll display control process of FIG. 16 is commonly executed in both the normal game and the free game.
  • the processes of steps S1623 to S1629 of FIG. 16 are executed when a skill game of a free game described later is performed.
  • the CPU 110 of the controller 100 starts scrolling of the five video reels 410a to 410e in the symbol display area 400 (step S1611).
  • the CPU 110 of the controller 100 determines whether or not the skill game is being executed (step S1613).
  • step S1613 When the CPU 110 of the controller 100 determines in the determination process of step S1613 that the skill game is not being executed (NO), it determines whether or not it is the timing to stop scrolling of any of the video reels 410a to 410e (NO). Step S1615).
  • 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).
  • the CPU 110 of the controller 100 determines whether or not all the video reels 410a to 410e have been stopped (step S1619).
  • 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 S1623 When the CPU 110 of the controller 100 determines in the determination process of step S1623 that the SPIN button 330 is not operated (NO), the process returns to step S1623.
  • 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).
  • the CPU 110 of the controller 100 stops scrolling of the video reel 410 corresponding to the operated SPIN button 330 according to the timing at which the SPIN button 330 is operated, and stops and displays the symbol (step S1627).
  • step S1629 the CPU 110 of the controller 100 clears the occurrence of the skill chance (step S1629), and shifts the process to step S1621.
  • 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 CPU 110 of the controller 100 determines whether or not there is a remaining respin (step S1711).
  • the CPU 110 of the controller 100 immediately terminates this subroutine when it is determined in the determination process of step S1711 that there is a remaining respin (YES), that is, when the unit game is continued by further respinning.
  • the CPU 110 of the controller 100 determines in the determination process of step S1711 whether or not the skill chance has been won when it is determined that there is no remaining respin (NO), that is, when the unit game is ended (step). S1713).
  • step S1713 When the CPU 110 of the controller 100 determines in the determination process of step S1713 that the skill chance has not been won (NO), the sum of the ordinary payouts from the ordinary payouts of all the paylines 420 for which the winning combination has been established is calculated. The total dividend is determined (step S1715). After that, the process is transferred to step S1821 of FIG. 18, the number of payout credits is calculated, and the number of payout credits is added to the number of possessed credits in the process of step S1823.
  • step S1713 determines in the determination process of step S1713 that the skill chance has been won (YES)
  • step S1717 When the CPU 110 of the controller 100 determines in the determination process of step S1717 that the winning combination of the specific symbol is established (YES), the normal payout of each of all the paylines 420 in which the winning combination of the specific symbol is established. To obtain the sum of the ordinary dividends from, and determine all the specific symbol dividends (step S1719).
  • step S1717 When the CPU 110 of the controller 100 determines in the determination process of step S1717 that the winning combination of the specific symbol is not established (NO), or when the process of step S1719 is executed, the winning of the non-specific symbol other than the specific symbol is performed.
  • the sum of the regular payouts is obtained from the regular payouts of all the paylines 420 for which the combination is established, and all the non-specific symbol payouts are determined (step S1721).
  • the special color specific symbol is a specific symbol decorated with a specific color among the specific symbols, for example, gold, and specifically, G1, G2, G3, and G4.
  • step S1723 When the CPU 110 of the controller 100 determines in the determination process of step S1723 that the winning combination of the established specific symbols includes the special color specifying symbol (YES), the special color specifying symbol included in the established winning combination
  • the addition ratio is determined according to the total number of (step S1725).
  • the CPU 110 of the controller 100 adds the value obtained by multiplying the value obtained by adding the special multiplier and the addition multiplier by all the specific symbol dividends, all the non-specific symbol dividends, and the JACKPOT dividend (step S1811).
  • the CPU 110 of the controller 100 determines whether or not the skill game is being executed (step S1813).
  • step S1813 determines in the determination process of step S1813 that the skill game is not being executed (NO), that is, when it is determined that the skill game has not started yet.
  • the value calculated in step S1811 is used as the skill. It is stored in the RAM 130 as a payout before the start of the game (step S1815), and this subroutine is terminated.
  • step S1813 When the CPU 110 of the controller 100 determines in the determination process of step S1813 that the skill game is being executed (YES), the value calculated in step S1811 is stored in the RAM 130 as the skill game dividend (step S1817).
  • the CPU 110 of the controller 100 adds the skill game payout stored in step S1817 and the skill game pre-start payout stored in step S1815 to calculate the total payout (step S1819).
  • the CPU 110 of the controller 100 calculates the number of payout credits by multiplying the total dividend calculated in step S1819 by the BET multiple (step S1821).
  • the CPU 110 of the controller 100 adds the number of payout credits to the number of possessed credits (step S1823).
  • the CPU 110 of the controller 100 displays the number of payout credits on the lower display 210 (step S1825). Players can see all the credits paid out in the free game.
  • the CPU 110 of the controller 100 adds the number of payout credits to the total number of free game continuous payout credits (step S1827).
  • the player can see all the total number of credits paid out in the continuous free game.
  • the CPU 110 of the controller 100 determines whether or not the JACKPOT has been won (step S1829).
  • step S1829 When the CPU 110 of the controller 100 determines in the determination process of step S1829 that the JACKPOT has been won (YES), the JACKPOT accumulated dividend is paid out (step S1831), and this subroutine is terminated.
  • ⁇ Continuation of the first transition and continuation of the second transition >>>
  • the gaming machine 10 can once shift to the free game and then shift to the free game again, and has continuity of the shift to the free game.
  • the gaming machine 10 has a first transition continuation and a second transition continuation that is different from the first transition continuation. The first transition continuation and the second transition continuation will be described.
  • High-probability game 2 high-probability game 3 and high-probability game 4
  • the maximum number of respins is determined by the number of bonus symbols B1 stopped and displayed in the symbol display area 400 and the total number of the CHANGE symbol T1 and the RESPIN symbol T2. It is determined (see step S913 in FIG. 9 and step S1215 in FIG. 12).
  • the maximum number of re-spins tends to be smaller in the number of high-probability games 2 than in the high-probability games 3 and 4. It is stipulated as.
  • the number of high-probability games 3 and the high-probability game 4 is set so that the maximum number of respins tends to be relatively large as compared with the number of high-probability games 1 and high-probability game 2.
  • the maximum number of re-spins tends to be larger in the high-probability game 3 and the high-probability game 4 than in the high-probability game 2.
  • 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 ease of winning the bonus symbol B1 in the Respin D symbol table is higher than 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 low.
  • the symbol table for the high-probability game 3 is selected (see steps S617 and 8 in FIG. 6). As described above, in the high-probability game 3, the maximum number of re-spins tends to be larger than in the high-probability game 2 (see FIG. 14). Further, the symbol table of Respin A (Respin A) is selected (see steps S1217 and 8 of FIG. 12). Since the symbol table Respin A is used, it becomes easy to win the bonus symbol B1.
  • Respin is performed up to the maximum number of respins, and each time the respin is performed, the symbol tables of RespinB, RespinC1, RespinC2, and RespinC3 are selected according to the number of bonus symbols B1 stopped and displayed in the symbol display area 400. , It becomes easier to win the bonus symbol B1.
  • the transition condition to the free game B is satisfied.
  • the high probability game 3 is shifted to the free game B. The transition from the high-probability game 3 to the free game B is uniquely determined.
  • the game can be shifted to the free game B via the high probability game 3, and the two free games continue. It will be easier. In this way, the first continuation of the transition is realized.
  • the symbol table for the high-probability game 2 is selected (see steps S617 and 8 in FIG. 6). As described above, in the high-probability game 2, the maximum number of re-spins tends to be smaller than that in the high-probability game 3 (see FIG. 14), and re-spins are less likely to occur. Even in the high-probability game 2, since the symbol table (Respin A) of Respin A is selected (see steps S1217 and 8 in FIG. 12), it becomes easy to win the bonus symbol B1.
  • the number of games reaches a predetermined number of times before the three or four bonus symbols B1 are stopped and displayed in the symbol display area 400, and the high probability game 2 starts. It will be easier to move to the base game. In this way, it becomes difficult to shift from the high-probability game 2 to the free game A.
  • 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 transition condition is satisfied and the game shifts to the free game A. To do.
  • the transition from the high-probability game 2 to the free game A is uniquely determined.
  • the game shifts to the free game B via the high probability game 3, and after the free game B is finished, the game is changed to the free game A. If the game can be transferred, as described above, it becomes easier to transfer to the free game B again, and the four free games will continue.
  • the symbol table for the high-probability game 4 is selected (see steps S617 and 8 in FIG. 6). As described above, in the high-probability game 4, as in the high-probability game 3, the maximum number of respins tends to be larger than in the high-probability game 2 (see FIG. 14). Further, also in the high probability game 4, the symbol table (Respin A) of Respin A is selected (see steps S1217 and 8 in FIG. 12). Since the symbol table Respin A is used, it becomes easy to win the bonus symbol B1.
  • Respin is performed up to the maximum number of respins, and each time the respin is performed, the symbol tables of RespinB, RespinC1, RespinC2, and RespinC3 are selected according to the number of bonus symbols B1 stopped and displayed in the symbol display area 400. , It becomes easier to win the bonus symbol B1.
  • the symbol table of respin C (RespinE1 and RespinE2) is selected, and it becomes easier to win the bonus symbol B1.
  • the transition condition is satisfied when the five bonus symbols B1 are stopped and displayed in the symbol display area 400.
  • the transition condition is satisfied, the high-probability game 4 is shifted to the free game C. The transition from the high-probability game 4 to the free game C is uniquely determined.
  • the high-probability game 4 is easy to shift to the free game C. Therefore, a second round trip between the high-probability game 4 and the free game C due to the transition of the outbound route from the high-probability game 4 to the free game C and the transition of the return route from the free game C to the high-probability game 4.
  • the transition will be continued. That is, two types of transition continuation different from each other are realized: the first transition continuation and the second transition continuation separate from the first transition continuation.
  • FIG. 19 is a flowchart showing free game processing. This process is called and executed in step S633 of the normal game process of FIG.
  • the BET multiplier of the unit game immediately before the transition to the free game is maintained and used.
  • the BET magnification step S717 in FIG. 7 stored in the RAM 130 in the unit game of the normal game immediately before the transition to the free game is read and used.
  • the CPU 110 of the controller 100 executes the free game start process shown in FIG. 20A (step S1911).
  • the free game start process executes determination of the type of free game, selection of the type of bonus game, selection of presence / absence of skill game, and the like. The details of the free game start process will be described later.
  • the CPU 110 of the controller 100 executes the unit game initialization process (step S1913). For example, a symbol determined by the lottery process is initialized. As described above, the BET multiplier is maintained at the value in the normal game and is not initialized in the free game.
  • 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 When the CPU 110 of the controller 100 determines in the determination process of step S1915 that the skill game is not executed (NO), 1 is subtracted from the number of free games (step S1917).
  • 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).
  • the bonus games are Lion Bonus Game (No Skill Game), Gorilla Bonus Game (No Skill Game), Butterfly Bonus Game (No Skill Game), Elephant Bonus Game (No Skill Game), Lion Bonus Game (Skill) It has eight types of games: gorilla bonus game (with skill game), ostrich bonus game (with skill game), and elephant bonus game (with skill game).
  • the symbol table used in the free game is a lion bonus game (without skill game), a gorilla bonus game (without skill game), a ostrich bonus game (without skill game), and an elephant bonus game (skill game).
  • a lion bonus game without skill game
  • a gorilla bonus game without skill game
  • a ostrich bonus game without skill game
  • an elephant bonus game (skill game).
  • None Lion bonus game (with skill game) skill game before start
  • skill game of ostrich bonus game with skill game
  • skill game of ostrich bonus game with skill game
  • skill game of elephant bonus game with skill game
  • elephant It is defined for each of the 12 types of skill games of bonus games (with skill games).
  • the process of step S1919 is a process of selecting a symbol table corresponding to these 12 types of games according to the type of bonus game, the presence
  • step S1921 the CPU 110 of the controller 100 executes the stop symbol lottery process using the symbol table selected in step S1919 (step S1921).
  • the CPU 110 of the controller 100 determines whether or not the skill game is selected in the process of step S2017 in FIG. 20A (step S1925).
  • the multi-feature process is a process of executing a multi-feature distribution lottery process when a multi-feature is won and determining a special payout ratio and a JACKPOT payout. Details of multi-feature processing will be described later.
  • step S1923 the skill chance lottery process shown in FIG. 20B is executed (step S1923).
  • 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).
  • the CPU 110 of the controller 100 executes the payout number determination process shown in FIG. 17 (step S1931).
  • the CPU 110 of the controller 100 determines whether or not the number of free games is 0 (step S1933).
  • step S1935 the settlement process is permitted (step S1935), and this subroutine is terminated.
  • the owned credit can be printed by the ticket payout device 270 and the play on the gaming machine 10 can be finished.
  • the CPU 110 of the controller 100 returns to the high-probability game 3 when the free game A ends, returns to the high-probability game 2 when the free game B ends, and returns to the high-probability game 4 when the free game C ends.
  • 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 prohibits the settlement process (step S2010).
  • the CPU 110 of the controller 100 determines whether or not the five bonus symbols B1 are stopped and displayed in the unit game of the normal game immediately before the transition to the free game (step S2011).
  • step S2011 When the CPU 110 of the controller 100 determines in the determination process of step S2011 that the five bonus symbols B1 are not stopped and displayed (NO), the free game depends on the type of the normal game immediately before the transition to the free game. A or free game B is determined (step S2013).
  • 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.
  • step S2011 determines in the determination process of step S2011 that the five bonus symbols B1 are stopped and displayed (NO)
  • the CPU 110 determines the free game C (step S2021).
  • Free game C has an elephant bonus game. Therefore, when the five bonus symbols B1 are stopped and displayed and the game shifts to the free game, the free game C is selected and the elephant bonus game is executed without depending on the player's selection operation.
  • step S2015 After executing the process of step S2015 or S2221, the CPU 110 of the controller 100 displays a selection screen for executing or not executing the skill game on the lower display 210, and the player operates the touch panel 340 to select the skill game. Determining execution or non-execution (step S2017). When the player chooses to run the skill game, the skill game is run. The details of the skill game will be described later.
  • the CPU 110 of the controller 100 sets the number of games according to the type of the selected bonus game (step S2019).
  • 5 is set in the number of games regardless of which of the lion bonus game, the gorilla bonus game, the ostrich bonus game, and the elephant bonus game is selected.
  • the free game continuation counter is a counter for counting the number of times the free game continues when the free game continues.
  • step S2023 the CPU 110 of the controller 100 prohibits the printing of the owned credit on the ticket payout device 270 (step S2023), and ends this subroutine.
  • 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.
  • the CPU 110 of the controller 100 determines whether or not the skill chance lottery has already been executed (step S2051).
  • step S2053 When the CPU 110 of the controller 100 determines that the skill chance lottery has not been executed yet (NO), it executes the skill chance lottery process (step S2053), terminates this subroutine, and determines that the skill chance lottery has already been executed. When (NO), this subroutine is immediately terminated.
  • the skill chance lottery process is executed on the condition that the specific symbols are arranged in a predetermined line along the valid payline based on the stop symbol determined in the stop symbol lottery process in step S1921.
  • the predetermined sequence is a sequence in which only a part of a specific winning combination among the winning combinations is established. That is, if the remaining specific symbols are stopped and displayed on the valid payline (if they are aligned), there is a possibility that a specific winning combination will be established. In other words, it is a winning combination incomplete state immediately before the final state in which a specific winning combination is established.
  • one specific winning combination is one in which the specific symbols are stopped and displayed for each of all the video reels 410a to 410e, and the specific symbols are arranged in a predetermined arrangement along a valid payline.
  • 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 symbol is not established (NO), the subroutine is immediately terminated.
  • 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 selects the multi-feature distribution lottery table according to the number of times the JACKPOT is won (step S2221).
  • JACKPOT has not yet been won in the multi-feature distribution lottery in step S2223, or if the JACKPOT has been won only once, a multi-feature distribution lottery table that can win either the special payout ratio or the JACKPOT payout is selected.
  • a multi-feature distribution lottery table that can win only the special payout ratio is selected. That is, the JACKPOT can be won up to twice, and when the JACKPOT is won twice, only the special payout ratio is won.
  • 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).
  • ⁇ Special dividend rate> In the lion bonus game, it is easy to win 2 times and 3 times regardless of the presence or absence of the skill game, and in some cases, 5 times, 10 times, and 20 times are won. The lion bonus game does not win 1x, 50x, and 100x. In the third lottery process, only 10 times will be won.
  • the gorilla bonus game In the gorilla bonus game, it is easy to win twice, regardless of the presence or absence of the skill game, and in some cases, it wins three times or ten times. The gorilla bonus game does not win 1x, 5x, 20x, 50x, 100x. In the third lottery process, only 10 times will be won.
  • 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.
  • JACKPOT dividend> In all of the lion bonus game, gorilla bonus game, ostrich bonus game, and elephant bonus game, the JACKPOT payout decreases as the number of lottery increases.
  • 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.
  • the ostrich bonus game and the elephant bonus game are the largest, the lion bonus game is the second largest, and the gorilla bonus game is the smallest.
  • the JACKPOT payout is smaller with the skill game than without the skill game
  • the JACKPOT payout is larger with the skill game than without the skill game.
  • other gorilla bonus games and ostrich bonus games have the same number of JACKPOT payouts as those with skill games and those without skill games.
  • step S2223 After executing the process of step S2223 described above, the CPU 110 of the controller 100 determines whether or not the JACKPOT has been won in the multi-feature distribution lottery process of step S2223 (step S2225).
  • step S2223 the special payout ratio won in the multi-feature distribution lottery process is stored in the RAM 130 (step S2227), and this subroutine is stored. finish.
  • 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.
  • FIG. 26 is a time chart showing a rough flow of the skill game.
  • 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.
  • step 2123 of FIG. 19 the skill chance lottery process is executed and the skill chance is won.
  • 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.
  • FIG. 27 is a flowchart showing the game transition process. This process is called and executed in step S628 of the normal game process of FIG.
  • the CPU 110 of the controller 100 determines whether or not to shift to the base game (step S2711).
  • step S2713 when the CPU 110 of the controller 100 determines that the game shifts to the base game (YES), it determines whether or not the value of the free game continuation counter is greater than 0 (step S2713).
  • the CPU 110 of the controller 100 immediately terminates this subroutine when it determines that the game shifts to the base game (YES) and when it determines that the value of the free game continuation counter is 0 or less (NO). That is, if the free game has not continued, this subroutine is immediately terminated.
  • the value of the free game continuation counter is determined to be greater than 0 (YES), that is, the free game has been continued until now.
  • the total number of credits paid out for the continuation of the free game is displayed on the lower display 210 (step S2715). By displaying the total number of credits paid out in the continuous free game, the player can visually recognize all the credits paid out in the continuous free game.
  • 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.
  • FIG. 28 is a flowchart showing the JACKPOT accumulation process. This process is called and executed in step S725 of the BET process / SPIN button process of FIG. 7. The JACKPOT accumulation process of FIG. 28 is commonly executed in both the normal game and the free game.
  • the CPU 110 of the controller 100 calculates an additional value to be added to the JACKPOT accumulated dividend (step S2811).
  • the CPU 110 of the controller 100 adds an added value to the JACKPOT accumulated dividend and stores it in a predetermined storage area (step S2813), 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.
  • the accumulated value can be made constant regardless of the BET multiple. That is, the accumulated value can be kept constant regardless of whether the minimum BET (for example, the "BET x 1" button 320a is operated) or the maximum BET (for example, the "BET x 5" button 320e is operated). In this case, if you win JACKPOT while playing the game with the minimum BET, you can make the payout credit larger than the input credit, and it tends to be more advantageous than when you are playing the game with the maximum BET. , Unfairness may occur.
  • FIG. 29A is a conceptual diagram showing a storage area of the RAM 130 for storing the JACKPOT accumulated dividend.
  • A1 to A5 shown in FIG. 29A are storage areas of the RAM 130 for storing the JACKPOT accumulated dividend.
  • ⁇ 1 to ⁇ 5 shown in FIG. 29A indicate a BET multiple.
  • the numerical value shown in each of the cells of FIG. 29A is the ratio of the accumulated value.
  • 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.
  • the BET magnification which is the minimum BET
  • the largest percentage (0.6%) of accumulated values is accumulated in the storage area A1
  • the remaining storage areas A2 to A5 are small.
  • the accumulated value of the ratio (0.1%) is accumulated.
  • the BET magnification which is the maximum BET
  • the largest ratio (2.6%) of accumulated values is accumulated in the storage area A5
  • a small ratio (0) is accumulated in each of the remaining storage areas A1 to A4. 6.6%) 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).
  • the gaming machine 10 in the present specification has a base game, a high-probability game, and a free game.
  • the number of BETs can be changed for each unit game, and the BET number in the base game or the average BET number in the base game and the BET number in the high-probability game are different. If this is the case, the performance of the gaming machine 10 will change, resulting in a state in which the player is likely to lose or a state in which the player is likely to gain. Therefore, by adopting the following first to fourth specific examples, it is possible to provide a gaming machine having the same performance as the gaming machine 10 regardless of the BET status of the player.
  • any of the high-probability games A to E It is configured to migrate to Crab.
  • the free game ends when the unit game is executed a predetermined number of times (for example, 5 times), and the game shifts to a high-probability game (A to E).
  • the high-probability game ends when the high-probability game is executed a specific number of times (for example, 5 times), and the game shifts to the base game.
  • the RTP (%) can be calculated by "total payout ⁇ total number of BETs x 100" in the gaming machine 10.
  • the high-probability game to be migrated from the base game is determined according to the number of BETs when the transition to the high-probability game is determined in the base game. To.
  • the high-probability game A is determined as the transfer destination high-probability game.
  • the high-probability game B is determined as the transfer destination high-probability game.
  • the high-probability game C is determined as the transfer destination high-probability game.
  • the high-probability game D is determined as the transfer destination high-probability game.
  • the high-probability game E is determined as the destination high-probability game.
  • Basic pattern 1 is High-probability game to win: High-probability game A Number of base game bets: 50 BETs High probability game BET number: 50 BET Base game RTP (RTP in base game): 45% High probability game RTP (RPP in high probability game): 45% Free game RTP1 (RPP of free game when transitioning from base game to free game): 3500% Free game RTP2 (RTP of free game when shifting from high probability game to free game): 3500% Free game winning probability at base game: 1 / 1000.0 High probability game Free game winning probability: 1 / 20.0 High probability game winning probability at the time of base game: 1 / 15.0 Number of high-probability games: 5 games RTP: 91%, and since the number of BETs at the time of winning the high-probability game in the base game is 50 BET, when the game shifts to high-probability game A and the high-probability game A is played at 50 BET.
  • the base game RTP (%) is the “total payout ⁇ total number of BETs x 100" in the base game
  • the high-probability game RTP (%) is the “total payout ⁇ total number of BETs x 100" in the high-probability game.
  • the free game RTP1 (%) is “total payout ⁇ total number of BETs (total number of BETs of the base game) x 100" in the free game when shifting from the base game to the free game
  • the free game RTP2 ( %) Can be calculated by “total payout ⁇ total number of BETs (number of BETs in the high-probability game) x 100" in the free game when the high-probability game is changed to the free game.
  • Basic pattern 2 is High-probability game to win: High-probability game E Number of base game bets: 250 BETs High probability game BET number: 250 BET Base game RTP: 45% High probability game RTP: 45% Free game RTP 1: 3500% Free game RTP 2: 3500% Base game free game winning probability: 1 / 1000.0 High probability game Free game winning probability: 1 / 20.0 High probability game winning probability at the time of base game: 1 / 15.0 Number of high-probability games: 5 games RTP: 91%, and since the number of BETs at the time of winning the high-probability game in the base game is 250 BET, when shifting to high-probability game E and playing high-probability game E with 250 BET. It is a pattern of.
  • High-probability game to win High-probability game
  • a Number of base game bets 50 BETs
  • High probability game BET number 250 BET RTP is 156%. That is, when the number of BETs at the time of winning the high-probability game in the base game is 50 BET and the number of BETs in the high-probability game is 250 BET, if the specifications other than the number of BETs are the same as the basic pattern, the RTP as the gaming machine 10 is It will exceed 91%, making it easier for players to make a profit.
  • the player changes the number of BETs in this way, the RTP as the gaming machine 10 changes, and the number of BETs at the time of winning the high-probability game in the base game is 50 BET, and the number of BETs in the high-probability game is 250 BET. Specifications that only the player who knows that it is easy to make a profit will benefit are not preferable.
  • the RTPs of the machines 10 can be configured to be the same.
  • High-probability game to win High-probability game E Number of base game bets: 250 BETs High probability game BET number: 50 BET RTP: 59%. That is, when the number of BETs at the time of winning the high-probability game in the base game is 250 BET and the number of BETs in the high-probability game is 50 BET, if the specifications other than the number of BETs are the same as the basic pattern, the RTP as the gaming machine 10 is It will be less than 91%, making it difficult for players to make a profit.
  • the player changes the number of BETs in this way, the RTP as the gaming machine 10 changes, and the number of BETs at the time of winning the high-probability game in the base game is 250 BET, and the number of BETs in the high-probability game is 50 BET. Specifications that are difficult to lose only for players who know that it is difficult to make a profit are not preferable.
  • the RTPs of the machines 10 can be configured to be the same.
  • Countermeasure pattern 2-1 High-probability game to win: High-probability game E Number of base game bets: 250 BETs High probability game BET number: 50 BET Base game RTP: 45% High probability game RTP: 45% Free game RTP 1: 3500% Free game RTP 2: 13800% Base game free game winning probability: 1 / 1000.0 High probability game Free game winning probability: 1 / 20.0 High probability game winning probability at the time of base game: 1 / 15.0 High probability number of games: 5 games RTP: 91%. That is, by raising the free game RTP2 to 13800%, the RTP as the gaming machine 10 is adjusted to 91%.
  • the countermeasure pattern 1 and the countermeasure pattern 2 it is possible to adjust the RTP as the gaming machine 10 by lowering or raising the free game RTP2 or lowering or raising the free game winning probability at the time of a high probability game.
  • lowering or raising the free game RTP2, or lowering or raising the free game winning probability at the time of a high probability game can be specifically adjusted by the following method.
  • the target to be changed in order to adjust the RTP as the gaming machine 10 is not limited to these.
  • the transition of the game in the second specific example is the same as that in the first specific example, so the description thereof will be omitted.
  • the high-probability game A is determined as the transfer destination high-probability game.
  • the high-probability game B is determined as the transfer destination high-probability game.
  • the high-probability game C is determined as the transfer destination high-probability game.
  • the high-probability game D is determined as the transfer destination high-probability game.
  • the high-probability game E is determined as the destination high-probability game.
  • Base pattern 1 Since the average number of BETs at the time of winning the high-probability game in the base game is 50 BET, the basic pattern 1 is the same as the basic pattern 1 of the first specific example except that the game shifts to the high-probability game A, so details are omitted. To do. That is, the differences from the first specific example are as follows. High-probability game to win: High-probability game A Average number of base games BET: 50 BET
  • Basic pattern 2 is High-probability game to win: High-probability game C Average number of base games BET: 150 BET High probability game BET number: 150 BET Base game RTP: 45% High probability game RTP: 45% Free game RTP 1: 3500% Free game RTP 2: 3500% Base game free game winning probability: 1 / 1000.0 High probability game Free game winning probability: 1 / 20.0 High probability game winning probability at the time of base game: 1 / 15.0 Number of high-probability games: 5 games RTP: 91%, and since the average number of BETs at the time of winning a high-probability game in the base game is 150 BET, we moved to high-probability game C and played high-probability game C at 150 BET. This is the pattern of the case.
  • High-probability game to win High-probability game
  • the player changes the number of BETs in this way, the RTP as the gaming machine 10 changes, and the average number of BETs at the time of winning the high-probability game in the base game is 50 BET (50 or more and less than 100) in the high-probability game. It is not preferable to have a specification in which only a player who knows that it is easy to make a profit by playing a game with a BET number of 150 BET can make a profit.
  • the RTP as the gaming machine 10 becomes the same. Can be configured to be.
  • Countermeasure pattern 1 In countermeasure pattern 1, High-probability game to win: High-probability game A Average number of base games BET: 50 BET High probability game BET number: 150 BET Base game RTP: 45% High probability game RTP: 45% Free game RTP 1: 3500% Free game RTP 2: 1780% Base game free game winning probability: 1 / 1000.0 High probability game Free game winning probability: 1 / 20.0 High probability game winning probability at the time of base game: 1 / 15.0 High probability number of games: 5 games RTP: 91%. That is, by lowering the free game RTP2 to 1780%, the RTP as the gaming machine 10 is adjusted to 91%.
  • High-probability game to win High-probability game C Average number of base games BET: 150 BET High probability game BET number: 50 BET RTP: 66%. That is, when the average number of BETs at the time of winning the high-probability game in the base game is 150 BET (150 or more and less than 200) and the number of BETs in the high-probability game is 50 BET, if the specifications other than the number of BETs are the same as the basic pattern The RTP of the gaming machine 10 is less than 91%, which makes it difficult for the player to make a profit.
  • the player changes the number of BETs in this way, the RTP as the gaming machine 10 changes, and the average number of BETs at the time of winning the high-probability game in the base game is 150 BET, and the number of BETs in the high-probability game is 50 BET. Then, a specification that is hard to lose only for a player who knows that it is hard to make a profit is not preferable.
  • the gaming machine 10 RTP can be configured to be the same.
  • the target to be changed in order to adjust the RTP as the gaming machine 10 is not limited to these.
  • the transition of the game in the third specific example is almost the same as that of the first specific example, but the conditions for transitioning from the base game to the high probability game are different from the first specific example.
  • the game is configured to shift to the high probability game.
  • the points are configured so that 1 point for 50 BET, 2 points for 100 BET, 3 points for 150 BET, 4 points for 200 BET, and 5 points for 250 BET are added for each game. There is.
  • a high-probability game of the transition destination to be transferred from the base game is determined regardless of the number of BETs when the points reach a specific point in the base game.
  • the high-probability game A is determined as the transition destination high-probability game.
  • the basic pattern is the same as the basic pattern 1 of the first specific example except that points are added according to the number of BETs in the base game and the game shifts to the high probability game A when a specific point is reached, so details are omitted. To do. That is, the differences from the first specific example are as follows.
  • High-probability game to win High-probability game A (only one type) Number of base game BETs: 50 BETs (every game) Number of games until transition to high-probability games: 15 games (when 50 BETs are made for each game) That is, the basic pattern is to play at 50 BET in the base game, shift to the high-probability game A after 15 games have passed, and play at 50 BET even in the high-probability game.
  • High-probability game to win High-probability game A Number of base game bets: 250 BETs
  • High probability game BET number 50 BET (every game)
  • Number of games before entering high-probability games 15 games
  • Number of high-probability games 5 games
  • RTP 59%. That is, when the number of BETs in the base game is 250 BETs and the number of BETs in the high probability game A is 50 BETs, the RTP as the gaming machine 10 is less than 91% if the specifications other than the number of BETs are the same as the basic pattern. It becomes difficult for the player to make a profit.
  • the player changes the BET number in this way, the RTP as the gaming machine 10 changes, and it is difficult to make a profit if the BET number in the base game is 250 BET and the BET number in the high probability game A is 50 BET. Specifications that are difficult for only known players to lose are not desirable.
  • the RTP as the gaming machine 10 can be increased even when the number of BETs in the base game is larger than the basic pattern (50 BETs). It can be configured to be the same.
  • High-probability game to win High-probability game A Number of base game BETs: 50 BETs (every game) High probability game BET number: 250 BET High probability game Free game winning probability: 1 / 20.0 Number of games before entering high-probability games: 15 games Number of high-probability games: 5 games RTP: 156%. That is, when the number of BETs in the base game is 50 BET and the number of BETs in the high probability game A is 250 BET, the RTP as the gaming machine 10 exceeds 91% if the specifications other than the number of BETs are the same as the basic pattern. This makes it easier for the player to make a profit.
  • the player changes the BET number in this way, the RTP as the gaming machine 10 changes, and it is easy to make a profit if the BET number in the base game is 50 BET and the BET number in the high probability game A is 250 BET. It is not preferable to have a specification that only a player who knows the game can benefit from.
  • the gaming machine 10 can be configured to be the same.
  • Countermeasure pattern 2-1 High-probability game to win: High-probability game A Number of base game BETs: 50 BETs (every game) High probability game BET number: 250 BET Base game RTP: 45% High probability game RTP: 45% Free game RTP 1: 3500% Free game RTP 2: 1429% Base game free game winning probability: 1 / 1000.0 High probability game Free game winning probability: 1 / 20.0 Number of games before entering high-probability games: 15 games Number of high-probability games: 5 games RTP: 91%. That is, by lowering the free game RTP2 to 1429%, the RTP as the gaming machine 10 is adjusted to 91%.
  • Countermeasure pattern 2-2 High-probability game to win: High-probability game A Base game average BET number: 50 BET (every game) High probability game BET number: 250 BET Base game RTP: 45% High probability game RTP: 45% Free game RTP 1: 3500% Free game RTP 2: 3500% Base game free game winning probability: 1 / 1000.0 High probability game Free game winning probability: 1 / 49.0 Number of games before entering high-probability games: 15 games Number of high-probability games: 5 games RTP: 91%. That is, by reducing the free game winning probability at the time of a high probability game to 1 / 49.0%, the RTP as the gaming machine 10 is adjusted to 91%.
  • the RTP as the gaming machine 10 is determined by the number of games until entering the high-probability game, the number of high-probability games, the free game RTP2, the free game winning probability at the time of the high-probability game, and the like. It can be adjusted, but specifically, it can be adjusted by the following method.
  • the configuration for changing the number of games until entering the high-probability game, the number of high-probability games, the free game RTP2, and the free game winning probability at the time of the high-probability game is shown, but in order to adjust the RTP as the gaming machine 10.
  • the target to be changed to is not limited to these.
  • 3 to 5 T1s (CHANGE) are won by the stop symbol lottery in the base game, and when 3 to 5 T1s are displayed on the liquid crystal display panel 212, the game shifts to the high probability game A.
  • the free game ends when the unit game is executed a predetermined number of times (for example, 5 times), and the game shifts to the high probability game A.
  • High-probability game A ends when the end conditions (details will be described later) are met, and the game shifts to the base game.
  • the high-probability game A in the fourth specific example it is possible to bet the number of BETs equal to or greater than the remaining number of the high-probability management counters.
  • a one-game challenge lottery for whether or not to execute high-probability game A once is executed, and if successful (winning), high-probability game A is played once. If the high-probability game A due to the success of one game challenge is executed and the free game is not won, the value of the high-probability management counter is set to 0 and the game shifts to the base game. If the 1-game challenge lottery fails (non-winning), the high-probability management counter value is set to 0 without executing the high-probability game A, and the game shifts to the base game.
  • the one-game challenge lottery is executed with the probability of the value of the high probability management counter ⁇ the number of BETs.
  • Example 1 In the execution pattern example 1, a case where the high-probability game A is played at 50 BET will be described.
  • the high probability management counter is 250. 50 BET is done in the first game, and the high probability management counter is reduced to 200. At this time, since the value of the high probability management counter after BET is larger than 0, the high probability game A can be executed.
  • the value of the high probability management counter is 50 at the end of the 4th game.
  • the value of the high probability management counter becomes 0, so when the fifth game is completed, the high probability game A is terminated and the game shifts to the base game.
  • Example 2 In the execution pattern example 2, 100 BET is performed in the first game, and the value of the high probability management counter is reduced to 150. At this time, since the value of the high probability management counter after BET is larger than 0, the high probability game A can be executed.
  • the value of the high probability management counter becomes 0, so when the third game is completed, the high probability game A is terminated and the game shifts to the base game.
  • Example 3 In the execution pattern example 3, 150 BET is performed in the first game, and the value of the high probability management counter is reduced to 100. At this time, since the value of the high probability management counter after BET is larger than 0, the high probability game A can be executed.
  • the high-probability game A is played based on the result of the 1-game challenge lottery. It is determined whether or not it can be executed once.
  • the second game is 100 BETs
  • the high-probability game A is always executed, it should be BETs. Since the RTP is higher than when the number of BETs is BET, the number of BETs that should be BET is adjusted to be the same as the RTP when the number of BETs is BET.
  • the high-probability game A due to winning the 1-game challenge lottery is executed once, and if the free game is not won, the high-probability management counter is set to 0 and the game shifts to the base game. .. If the one-game challenge lottery is not won, the value of the high-probability management counter is set to 0 and the game shifts to the base game without executing the high-probability game A.
  • the number of BETs (the number of high-probability BETs) in the high-probability game A is fixed and BET is performed using the lower figure of FIG.
  • the RTP as the gaming machine 10 is configured to be 91%.
  • the basic pattern is High-probability game to win: High-probability game A Average number of base games BET: 50 BET High probability game BET number: 50 BET Base game RTP: 45% High probability game RTP: 45% Free game RTP 1: 3500% Free game RTP 2: 3500% Base game free game winning probability: 1 / 1000.0 High probability game Free game winning probability: 1 / 20.0 High probability game winning probability at the time of base game: 1 / 15.0 Number of high-probability games: 5 games RTP: 91%, when the average number of BETs at the time of winning a high-probability game in the base game shifts to high-probability game A at 50 BET and the high-probability game A is played at 50 BET. It is a pattern.
  • Pattern 1 First, as pattern 1, a case where the average number of BETs at the time of winning the high-probability game in the base game is 150 BET and the number of BETs in the high-probability game is 50 BET will be described.
  • High-probability game to win High-probability game A Average number of base games BET: 150 BET High probability game BET number: 50 BET High probability number of games: 15 games RTP: 91%. That is, the number of high-probability games is 15, and the RTP as the gaming machine 10 is 91%.
  • 750 value of the high-probability management counter
  • ⁇ 50 number of BETs in one game
  • 15 high-probability games A are executed. It will be.
  • Pattern 2 Next, as pattern 2, a case where the average number of BETs at the time of winning the high-probability game in the base game is 90 BET and the number of BETs in the high-probability game is 50 BET will be described.
  • High-probability game to win High-probability game A Average number of base games BET: 90 BET High probability game BET number: 50 BET High probability number of games: 9 games RTP: 91%. That is, the number of high-probability games is 9, and the RTP as the gaming machine 10 is 91%.
  • 450 value of the high-probability management counter
  • ⁇ 50 number of BETs in one game
  • 9 games
  • Pattern 3 a case where the average number of BETs at the time of winning the high-probability game in the base game is 50 BET and the number of BETs in the high-probability game is 150 BET will be described.
  • High-probability game to win High-probability game A Average number of base games BET: 50 BET High probability game BET number: 150 BET High probability number of games: 1.666667 games RTP: 91%. That is, the number of high-probability games is 1.666667 games, and the RTP as the gaming machine 10 is 91%.
  • 250 value of the high-probability management counter
  • ⁇ 150 number of BETs in one game
  • 1.666667 game
  • 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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  • Slot Machines And Peripheral Devices (AREA)

Abstract

Le problème décrit par la présente invention est de fournir une machine de jeu qui peut accorder des gains de telle sorte qu'une non-équité ne se produit pas avec les paiements dus à un changement du nombre de paris. À cet effet, l'invention concerne une machine de jeu comprenant : un dispositif d'acceptation de pari qui accepte un pari pour démarrer un jeu ; une mémoire qui stocke un nombre enregistré de paris qui indiquent un enregistrement du nombre de paris ; et un dispositif de commande pour exécuter un jeu de base et une pluralité de jeux de hasard pour lesquels des paris sont nécessaires et une pluralité de jeux gratuits pour lesquels des paris ne sont pas requis. Le dispositif de commande provoque une transition du jeu de base à l'un des jeux de hasard parmi la pluralité de jeux de hasard lorsqu'une première condition de transition est satisfaite, provoque une transition soit du jeu de base ou du jeu de hasard à l'un des jeux gratuits parmi la pluralité de jeux gratuits lorsqu'une seconde condition de transition différente de la première condition de transition est satisfaite, et ajuste les gains qui peuvent être gagnés dans le jeu de hasard ou le jeu gratuit en fonction du nombre de paris enregistré dans le jeu de base et du nombre de paris dans le jeu de hasard.
PCT/JP2019/012626 2019-03-25 2019-03-25 Machine de jeu WO2020194478A1 (fr)

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010274033A (ja) * 2009-06-01 2010-12-09 Universal Entertainment Corp インシュランスベットによりレスキュー処理を実行可能なゲーミングマシン及びそのゲーム方法
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
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

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2010274033A (ja) * 2009-06-01 2010-12-09 Universal Entertainment Corp インシュランスベットによりレスキュー処理を実行可能なゲーミングマシン及びそのゲーム方法
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
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

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