WO2022070271A1 - Machine de jeu - Google Patents

Machine de jeu Download PDF

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Publication number
WO2022070271A1
WO2022070271A1 PCT/JP2020/036973 JP2020036973W WO2022070271A1 WO 2022070271 A1 WO2022070271 A1 WO 2022070271A1 JP 2020036973 W JP2020036973 W JP 2020036973W WO 2022070271 A1 WO2022070271 A1 WO 2022070271A1
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WO
WIPO (PCT)
Prior art keywords
game
reel
probability
free
games
Prior art date
Application number
PCT/JP2020/036973
Other languages
English (en)
Japanese (ja)
Inventor
隆哉 米田
順 西岡
祐助 橋本
宏行 伊藤
和晃 宇都宮
鉄兵 東
慎弥 大谷
太治 菅井
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.)
Filing date
Publication date
Application filed by サミー株式会社 filed Critical サミー株式会社
Priority to PCT/JP2020/036973 priority Critical patent/WO2022070271A1/fr
Publication of WO2022070271A1 publication Critical patent/WO2022070271A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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

  • gaming machines that shift from base games to advantageous games such as high-probability games and free games.
  • the present invention has been made in view of the above points, and an object thereof is to provide a gaming machine capable of realizing various game characteristics in one game type.
  • the features of the gaming machine according to the present invention are A display that displays the result of the game by rearranging the multiple symbols after scrolling the reel on which the multiple symbols are arranged.
  • a controller that runs at least one of a plurality of games, including a first type of game and a second type of game, and provides a prize based on the result of the game. It is provided with a memory for storing a plurality of first type reels used in the first type game and a plurality of second type reels used in the second type game. ..
  • a display that displays the result of the game by rearranging the multiple symbols after scrolling the reel on which the multiple symbols are arranged.
  • a controller that runs at least one of a plurality of games, including a first type of game and a second type of game, and provides a prize based on the result of the game.
  • a gaming machine including a plurality of first-type reels used in the first-type game and a memory for storing a plurality of second-type reels used in the second-type game. Provided.
  • the gaming machine is equipped with a display, a controller, and a memory.
  • the display shows the scroll of the reel.
  • the reel is a video reel.
  • a plurality of symbols are arranged on the reel.
  • the display shows the result of the game after scrolling the reels. The result of the game is obtained by scrolling the reels and then rearranging multiple symbols.
  • the controller executes one of a plurality of types of games.
  • the first type of game among the plurality of types of games is a base game.
  • the second type of game among the plurality of types of games is a high-probability game.
  • the controller provides a prize based on the results of the base game and the high probability game.
  • the second type of game among the plurality of types of games may be a free game. In that case, the controller will provide a prize based on the results of the base game and the free game.
  • the Memory is a storage device.
  • the memory includes a plurality of types of reels.
  • the plurality of first type reels among the plurality of types of reels are five types of reels that reflect the arrangement of the symbols of the reel strips of the bases 1 to 5.
  • Five types of reels that reflect the arrangement of symbols on the reel strips of bases 1 to 5 are used in the base game.
  • the plurality of second types of reels among the plurality of types of reels are 15 types of reels that reflect the arrangement of symbols of the reel strips having a high probability of 1 to 15.
  • Fifteen types of reels that reflect the arrangement of symbols on the reel strips with high probabilities 1 to 15 are used in high-probability games.
  • the memory may be RAM 130.
  • the memory may be a combination of the storage device 140 and the RAM 130.
  • the first and second embodiments are the first and second embodiments.
  • the plurality of types of games include a third type of game.
  • a plurality of third-type reels used in the third-type game are stored in the memory.
  • the controller In the first type of game using the first type of reels, the first number of types of prizes are provided.
  • a second kind of prize less than the first kind of number is offered.
  • a third number of types of prizes which is less than the second number of types, is provided.
  • the third type of game among the multiple types of games is a free game.
  • a plurality of third types of reels used in free games are stored in the memory.
  • the plurality of third types of reels are five types of free game reels that reflect the arrangement of the symbols of the free 1 to 5 reel strips.
  • the controller is (1-2-1) In the base game, offer the first number of kinds of prizes, (1-2-2) In a high-probability game, offer a second number of types of prizes that is less than the first number of types, (1-2-3) In a free game, a third number type of prize is provided, which is smaller than a second number type.
  • the first number of types of prizes are three types of prizes: payouts, transition to high-probability games, and transition to free games.
  • the second type of prize is two types of prizes, payouts and the transition to free games.
  • the third type of prize is one type of prize, which is a dividend.
  • the type of game it is possible to provide prizes according to the type of game. For example, by offering three types of prizes in a base game, two types of prizes in a high-probability game, and one type of prize in a free game, each game has its own characteristics. Therefore, it is possible to provide a variety of game characteristics to the player. Further, the high-probability game can provide the player with a game property that is easier to understand than the base game by giving the player a smaller number of prizes than the base game. Free games can provide players with a game that is easier to understand than base games and high-probability games by giving them fewer types of prizes than base games and high-probability games.
  • the first-third embodiment is the first-twoth embodiment.
  • the first number of types of prizes include at least a first prize and a second prize.
  • the second kind of prizes include at least a third prize.
  • the third kind of prize includes the first prize.
  • the controller Depending on the first type of reel used in the first type of game, the ratio of providing the first prize and the second prize may be changed. Depending on the reel of the second type used in the game of the second type, the ratio of providing the third prize is changed. Depending on the third type of reel used in the third type of game, the ratio of providing the first prize is changed.
  • the prize in the base game includes at least the first prize and the second prize.
  • the first prize is the payout and the second prize is the transition to a high-probability game.
  • Prizes in high-probability games include at least a third prize.
  • the third prize is the transition to free games.
  • Free game prizes include dividends.
  • the controller is (1-3-1) The ratio of providing the first prize and the ratio of providing the second prize are changed according to the reels used in the base game.
  • the percentage that provides the first prize is RTP.
  • the rate of offering the second prize is the rate of transition to high-probability games.
  • (1-3-2) The ratio of providing the third prize is changed according to the reel used in the high-probability game.
  • the percentage that offers the third prize is the rate of transition to free games.
  • the number of types of prizes to be provided differs depending on the type of game to be executed, and by changing the ratio of prizes to be provided according to the reels used, it is possible to provide players with various game characteristics.
  • the variation of prizes is increased by increasing or decreasing the transition rate to RTP and high-probability games according to the reels used, and the variation of one prize itself is increased. Therefore, it is possible to provide a variety of game characteristics to the player.
  • high-probability games by increasing or decreasing the transition rate to free games according to the reels used, it is possible to increase the variation of one prize itself, providing players with a variety of game characteristics. can do.
  • the ratio to be provided for different types of prizes from the base game is changed, it is possible to provide the player with a variety of game characteristics for the base game.
  • the embodiment of the first-fourth is the embodiment of the first-third embodiment.
  • the plurality of first type reels include at least a first type reel A on which the special symbol is arranged and a first type reel B on which the special symbol is arranged.
  • the position where many of the special symbols of the first type reel A are arranged is different from the position where many of the special symbols of the first type of reel B are arranged.
  • the controller selects the first type reel used in the first type game from the plurality of first type reels for each game, and the special symbol is rearranged. Based on the above, the first prize is provided.
  • the reel used in the base game includes at least a first type reel A on which a special symbol is arranged and a first type reel B on which a special symbol is arranged.
  • the special symbol is M1.
  • the first type of reel A is a reel that reflects the arrangement of the symbols of the reel strip of the base 2.
  • the first type of reel B is a reel that reflects the arrangement of the symbols of the reel strip of the base 3.
  • the symbols of the first reel 410a and the third reel strip 411c reflecting the arrangement of the symbols of the first reel strip 411a.
  • M1 There are many special symbols (M1) in the 3rd reel 410c reflecting the arrangement, the 4th reel 410d reflecting the arrangement of the symbols of the 4th reel strip 411d, and the 5th reel 410e reflecting the arrangement of the symbols of the 5th reel strip 411e. Be placed.
  • the first type of reel B by reflecting the symbol of the reel strip of the base 3 on each reel, the symbols of the first reel 410a and the second reel strip 411b reflecting the arrangement of the symbols of the first reel strip 411a.
  • M1 There are many special symbols (M1) in the 2nd reel 410b reflecting the arrangement, the 4th reel 410d reflecting the arrangement of the symbols of the 4th reel strip 411d, and the 5th reel 410e reflecting the arrangement of the symbols of the 5th reel strip 411e. Be placed. As described above, the position where many M1s of the reels of the base 2 are arranged is different from the position where many M1s of the reels of the base 3 are arranged.
  • the controller selects the reel to be used in the base game from bases 1 to 5 for each game, and provides a payout based on the rearrangement of M1.
  • the symbol display area is a display area of the lower display 210 shown in FIG. 1, and is a display area for displaying a plurality of symbols arranged on the video reel 410.
  • the video reel is a reel displayed in the symbol display area 400. Five video reels are displayed in the symbol display area 400.
  • the video reel 410a is also referred to as a first reel 410a.
  • the video reel 410a reflects the arrangement of the symbols of the first reel strip 411a.
  • the video reel 410b is also referred to as a second reel 410b.
  • the video reel 410b reflects the arrangement of symbols of the second reel strip 411b.
  • the video reel 410c is also referred to as a third reel 410c.
  • the video reel 410c reflects the arrangement of symbols of the third reel strip 411c.
  • the video reel 410d is also referred to as a fourth reel 410d.
  • the video reel 410d reflects the arrangement of symbols of the fourth reel strip 411d.
  • the video reel 410e is also referred to as a fifth reel 410e.
  • the video reel 410e reflects the arrangement of the symbols of the fifth reel strip 411e.
  • the number of video reels is not limited to five. When all five video reels 410a to 410e are shown, it is referred to as a video reel 410. When it is not necessary to make a distinction or when it cannot be distinguished, it is also referred to as a video reel 410.
  • a plurality of predetermined symbols are arranged in a predetermined order on each of the video reels 410a to 410e (see FIG. 3).
  • the reel strip is a row (symbol arrangement) of a plurality of symbols arranged on the video reel 410.
  • the arrangement of symbols of the video reel 410a is referred to as a first reel strip 411a or a reel strip 411a.
  • the arrangement of the symbols of the video reel 410b is referred to as a second reel strip 411b or a reel strip 411b.
  • the arrangement of the symbols of the video reel 410c is referred to as a third reel strip 411c or a reel strip 411c.
  • the arrangement of the symbols of the video reel 410d is referred to as a fourth reel strip 411d or a reel strip 411d.
  • the arrangement of the symbols of the video reel 410e is referred to as a fifth reel strip 411e or a reel strip 411e.
  • reel strips 411a to 411e in the five rows are shown, they are referred to as reel strips 411.
  • reel strips 411 When it is not necessary to make a distinction or when it cannot be distinguished, it is also referred to as a reel strip 411.
  • the reel strip selection table is a table referred to when selecting the reel strip 411.
  • the symbol selection table is a table referred to when determining a stop symbol indicating the result of the game, and is a table in which a plurality of symbols are arranged.
  • 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 to move in the symbol display area 400.
  • the scroll is directed from the top to the bottom in principle, but it may be directed from the bottom to the top depending on the type and direction of the game. Spin is synonymous with scroll.
  • 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 video reel 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 scrolling of the video reels 410a to 410e is stopped.
  • the rearrangement means that the scrolling of the video reels 410a to 410e is stopped and the symbol is stopped and displayed 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, the period from the time when the BET process is executed to the time when 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 the 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 is a sequence of symbols stopped and displayed along the payline 420 of the symbol display area 400, which is a sequence for which the prize is provided.
  • the winning combination is one in which the number of stopped and displayed scatter symbols becomes a predetermined number and a prize is provided.
  • the provision of prizes is not limited to the provision (payout) of dividends, but may be anything that is advantageous to the player, such as a transition to a high-probability game or a transition to a free 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 wild symbol is replaced with another symbol to determine the establishment of the winning combination. 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 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 determination 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 can be used as long as it can shift from a reference base game to another game (a game that is more advantageous to the player than the base game is preferable).
  • 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).
  • a credit number display area the number of credits owned by the player is displayed.
  • the payout number display area the number of payout 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 comprises a liquid crystal display panel. Various images such as effect images 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, the BET magnification is set to 4 when the "BET x 4" button 320d is operated, and the BET magnification is set to 5 when the "BET x 5" button 320e is operated.
  • Each of the five BET buttons 320a to 320e is simply referred to as a BET button 320 when it is not necessary to distinguish them or when they cannot be distinguished.
  • a manager mode is provided in the gaming machine 10, and a store clerk or the like can operate the gaming machine 10 to change the magnification assigned to each of the five BET buttons 320a to 320e.
  • the SPIN button 330 can start scrolling of the video reels 410a to 410e by being operated by the player.
  • a skill game is executed on the gaming machine 10 of the present embodiment. In the skill game, when any one 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 calculation. For example, the CPU 110 reads out and executes a game program stored in the storage device 140.
  • the ROM 120 stores the firmware of the controller 100 and the like.
  • the RAM 130 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 to 8 and 10 to 14), a reel strip 411, a video reel 410 reflecting an arrangement of symbols of the reel strip 411, and various tables (payout table of FIG. 4). And the reel strip selection table of FIG. 9), image data of symbols, image data for effect, and audio data for effect 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 commands and signals 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. Further, 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 effect 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 reader 250 reads information from the 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 value of 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 to these 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 communication network (not shown).
  • the management server is 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.
  • the CPU 110 of the gaming machine 10 displays a symbol on the lower display 210.
  • the wild is W1
  • the golden lion is G1
  • the silver lion is G2
  • the large lion 1 is S1
  • the large lion 2 is S2
  • the large lion 3 is S3.
  • Large lion 4 is S4
  • small lion is M1
  • small lion is M2
  • small lion is M3
  • small elephant is M4
  • mangoose is M5
  • A is L1
  • K is L2.
  • B1 and T1 are scatter symbols.
  • W1 is a wild symbol.
  • W1 is replaced with M1 to M4 and L1 to L5 to determine the establishment of the winning combination.
  • G1, G2, S1 to S4 are replaced with M1 to determine the establishment of the winning combination.
  • M1 is referred to as a special symbol.
  • FIG. 3 is a diagram showing an example of a reel strip (symbol selection table).
  • FIG. 3 is a reel strip 411 of the base 1 in the base game. Since the arrangement of the symbols of the reel strip 411 and the arrangement of the symbols of the symbol selection table are the same, FIG. 3 is also a diagram showing the symbol selection table of the base 1.
  • the CPU 110 of the controller 100 makes the symbol selection table to be used different depending on the type of the game.
  • the symbol selection tables for the five game types are the symbol selection table for base games, the symbol selection table for high-probability games, the symbol selection table for free games, the symbol selection table for skill games, and the symbol selection table for respins. Is. These five types of symbol selection tables are different symbol selection tables.
  • the type of game is also called the game state.
  • the reel strip 411 includes a reel strip 411 for a base game, a reel strip 411 for a high probability game, a reel strip 411 for a free game, a reel strip 411 for a skill game, and a reel strip 411 for respin.
  • the reel strips 411 in these five game states are different reel strips. All the reel strips 411 in the five rows may be different, or the reel strips 411 in some rows may be different.
  • the CPU 110 of the controller 100 switches the reel strip 411 to be used depending on the type of game.
  • the reel strip 411 is configured by arranging a plurality of types, for example, 20 types of symbols.
  • the type of symbol of the reel strip 411 differs depending on the type of game.
  • the position where the symbol is placed differs depending on the type of game.
  • the number of special symbols varies depending on the type of game.
  • the video reel 410 reflects the arrangement of the symbols of the reel strip 411, there are a plurality of types.
  • the video reel 410 for the base game reflecting the arrangement of the symbols of the reel strip 411 for the base game
  • the video reel 410 for the high probability game reflecting the arrangement of the symbols of the reel strip 411 for the high probability game.
  • Video reel 410 for free games reflecting the arrangement of symbols of reel strip 411 for free games
  • Video reel 410 for skill games reflecting the arrangement of symbols of reel strip 411 for skill games
  • Reel strip for respin It is equipped with a video reel 410 for respin that reflects the arrangement of the symbols of 411.
  • the video reels 410 in these five game states are different video reels 410. All five rows of video reels 410 may be different, or some rows of video reels 410 may be different.
  • the CPU 110 of the controller 100 switches the video reel 410 to be used depending on the type of game.
  • the five types of reel strips 411 are bases 1 to 5.
  • the reel strip 411 of the base 1 is a reel strip 411 in which the RTP is set low, and is a reel strip 411 in which a large number of T1s are arranged for shifting to the high probability game 1.
  • RTP ReturnToPlayer
  • the reel strip 411 of the base 2 is a reel strip 411 with a low RTP set, and a large number of M1s, which are special symbols, are arranged on the reel strips 411a, 411c, 411d, and 411e.
  • the reel strip 411 of the base 3 is a reel strip 411 with a low RTP set, and a large number of M1s are arranged on the reel strips 411a, 411b, 411d, and 411e.
  • the reel strip 411 of the base 4 is a reel strip 411 whose RTP is set higher than that of the base 2 and the base 3, and a large number of M1s are arranged on the reel strips 411 of the reel strips 411a, 411b, and 411c.
  • the total number of M1s is higher in bases 2 and 3, but the RTP is higher than in bases 2 and 3 because more M1s are placed on the reel strips 411a, 411b, and 411c of base 4. ing.
  • the reel strip 411 of the base 5 is a reel strip 411 with a high RTP set, and a large number of M1s are arranged in all the reel strips 411.
  • the five types of reel strips 411 for base games are different reel strips 411. All reel strips 411a to 411e may be different, or some reel strips 411 may be different.
  • the video reel 410 for the base game is provided with five types of video reel 410
  • the symbol selection table for the base game is provided with five types of symbol selection tables.
  • the reel strip 411 used in the base game is decided by lottery every time the game starts.
  • the lottery uses the reel strip selection table of the base game as the number table (the game type of FIG. 9 is the table of the base game).
  • the number set here is a value indicating a numerical range corresponding to the winning determined for extracting the random value and determining the winning. If the extracted random value is included in the numerical range corresponding to the winning, the lottery result is won, and if it is not included in the numerical range, the lottery result is not won.
  • the number of reel strips 411 of the base 1 is 44995.
  • the number of bases 2 is 20000
  • the number of bases 3 is 20000
  • the number of bases 4 is 15000
  • the number of bases 5 is 5.
  • the total number of units is 100,000.
  • the arrangement of the symbols of the reel strip 411 determined by lottery is reflected in the video reel 410.
  • the video reel 410 that reflects the arrangement of symbols is used in the base game.
  • the video reel 410 reflecting the arrangement of the symbols of the reel strip 411 of the base 2 the video reel 410 reflecting the arrangement of the symbols of the reel strip 411 of the base 3, and the arrangement of the symbols of the reel strip 411 of the base 4 are arranged.
  • the video reel 410 reflecting the arrangement of the symbols of the reel strip 411 of the base 2 has many M1s arranged on the video reels 410a, 410c, 410d, 410e.
  • the video reel 410 reflecting the arrangement of the symbols of the reel strip 411 of the base 3 has many M1s arranged on the video reels 410a, 410b, 410d, 410e.
  • the video reel 410 that reflects the arrangement of the symbols of the reel strip 411 of the base 4
  • many M1s are arranged on the video reels 410a, 410b, 410c.
  • the total number of M1s is larger in the video reels 410 of the base 2 and the base 3 than in the video reel 410 of the base 4, but in the video reel 410 of the base 4, more M1s are arranged in the video reels 410a, 410b, 410c. Therefore, when the dividend is provided based on the LeftToRight determination method, it is easier to obtain a larger dividend than when the video reel 410 of the base 2 or the base 3 is used.
  • the payout is provided based on the LeftToRight determination method, it is easier to obtain a larger payout in the game using the video reel 410 of the base 3 than in the game using the video reel 410 of the base 2.
  • the position of the video reel 410 in which many special symbols M1 are arranged and the number of special symbols arranged in the video reel 410 in this way it is one kind of game.
  • the video reel 410 reflecting the arrangement of the symbols of the reel strip 411 of the base 1 and the video reel 410 reflecting the arrangement of the symbols of the reel strip 411 of the base 2 are compared.
  • the video reel 410 of the base 1 many T1s are arranged on the video reels 410a, 410c, 410e.
  • the video reel 410 of the base 2 many T1s are arranged on the video reel 410e.
  • the video reel 410 of the base 1 has a larger number than the video reel 410 of the base 2.
  • the video reel 410 of the base 1 Since the video reel 410 of the base 1 has a large number of T1s arranged on the three video reels 410a, 410c, and 410e, the scatter is more likely to be established than when the video reel 410 of the base 2 is used.
  • the number of video reels 410 in which many T1s are arranged in this way it is possible to change the ratio of providing prizes even for one game type. That is, since the transition rate to the high-probability game can be changed according to the video reel 410 used in one game type, it is possible to provide the player with various game characteristics.
  • the scatter symbol B1 is the same as the scatter symbol T1.
  • the 15 types of reel strips 411 are provided as reel strips 411 for high-probability games.
  • the 15 types of reel strips 411 have a high probability of 1 to 15.
  • the reel strips 411 with high probabilities 1 to 5 are reel strips 411 that are expected to shift to respin, and are reel strips 411 that display one stop of B1.
  • the reel strips 411 having a high probability of 6 to 10 are reel strips 411 that are expected to shift to re-spin, and are reel strips 411 that display two B1s stopped and shift to re-spin.
  • the reel strips 411 with high probabilities 11 to 13 are reel strips 411 in which three B1s are stopped and displayed, and the game shifts to the free game A1 or the free game B1.
  • the reel strip 411 with a high probability of 14 is a reel strip 411 in which four B1s are stopped and displayed, and the game shifts to the free game A2 or the free game B2.
  • the reel strip 411 with a high probability of 15 is a reel strip 411 in which five B1s are stopped and displayed, and the game shifts to the free game A3 or the free game B3.
  • the 15 types of reel strips 411 for high-probability games are different reel strips 411. All reel strips 411a to 411e may be different, or some reel strips 411 may be different.
  • 15 types of video reels 410 are provided as the video reel 410 for the high-probability game
  • 15 types of symbol selection tables are provided as the symbol selection table for the high-probability game.
  • the reel strip 411 used in the high-probability game is determined by lottery every time the game starts.
  • the lottery uses a reel strip selection table for a high-probability game as a number table (a table for which the game type in FIG. 9 is a high-probability game).
  • the number of reel strips 411 of the high probability 1 is 14689.
  • the number of high-probability 2 is 10,000
  • the number of high-probability 3 is 30,000
  • the number of high-probability 4 is 10,000
  • the number of high-probability 5 is 30,000.
  • the number of 6 is 1000
  • the number of high probability 7 is 1000
  • the number of high probability 8 is 1000
  • the number of high probability 9 is 1000
  • the high probability 10 is 10.
  • the number of places is 1000, the number of places of high probability 11 is 100, the number of places of high probability 12 is 100, the number of places of high probability 13 is 100, and the number of places of high probability 14 is 14. Is 10, and the number of high probabilities 15 is 1.
  • the total number of units is 100,000.
  • the number of reel strips 411 of the high probability 1 is 13489.
  • the number of high-probability 2 is 10,000
  • the number of high-probability 3 is 30,000
  • the number of high-probability 4 is 10,000
  • the number of high-probability 5 is 30,000.
  • the number of 6 is 1000
  • the number of high probability 7 is 1000
  • the number of high probability 8 is 1000
  • the number of high probability 9 is 1000
  • the high probability 10 is 10.
  • the number of places is 1000
  • the number of places of high probability 11 is 500
  • the number of places of high probability 12 is 500
  • the number of places of high probability 13 is 500
  • the number of places of high probability 14 is 14.
  • Is 10, and the number of high probabilities 15 is 1.
  • the total number of units is 100,000.
  • the number of reel strips 411 of the high probability 1 is 0.
  • the number of high probability 2 is 0, the number of high probability 3 is 0, the number of high probability 4 is 0, the number of high probability 5 is 0, and the high probability is high.
  • the number of 6 is 25390, the number of high probability 7 is 10000, the number of high probability 8 is 25000, the number of high probability 9 is 10000, and the number of high probability 10 is 10.
  • the number is 25,000, the number of high probability 11 is 1500, the number of high probability 12 is 1500, the number of high probability 13 is 1500, and the number of high probability 14 is 14. Is 100, and the number of high probability 15 is 10.
  • the total number of units is 100,000.
  • the number of reel strips 411 with a high probability of 1 is 0.
  • the number of high probability 2 is 0, the number of high probability 3 is 0, the number of high probability 4 is 0, the number of high probability 5 is 0, and the high probability is high.
  • the number of 6 is 0, the number of high probability 7 is 0, the number of high probability 8 is 0, the number of high probability 9 is 0, and the number of high probability 10 is 10.
  • the number is 0, the number of high probability 11 is 59997, the number of high probability 12 is 40,000, the number of high probability 13 is 1, and the number of high probability 14 is 14. Is 1, and the number of high probability 15 is 1.
  • the total number of units is 100,000.
  • the arrangement of the symbols of the reel strip 411 determined by lottery is reflected in the video reel 410.
  • the video reel 410 that reflects the arrangement of symbols is used in high-probability games.
  • the five types of reel strips 411 are respins 1 to 5.
  • the reel strip 411 of the respin 1 is a reel strip 411 having a small number of B1s and a low expectation that the B1 is stopped and displayed.
  • the reel strip 411 of the respin 2 is also a reel strip 411 having a small number of B1s and a low expectation that B1 will stop and display.
  • the reel strip 411 of the respin 3 is a reel strip 411 in which the number of B1s is larger than that of the respins 1 and the respins 2, and the expectation that the B1 is stopped and displayed is slightly high.
  • the reel strip 411 of the respin 4 is a reel strip 411 having a larger number of B1s than the respins 1 to 3 and having a high expectation that the B1 will stop and display.
  • the reel strip 411 of the respin 5 is a reel strip 411 in which the number of B1s is larger than that of the respins 1 to 4, and the expectation that the B1 is stopped and displayed is very high.
  • the five types of reel strips 411 of respin are different reel strips 411. All reel strips 411a to 411e may be different, or some reel strips 411 may be different.
  • the video reel 410 for respin is provided with five types of video reel 410
  • the symbol selection table for respin is provided with five types of symbol selection tables.
  • the reel strip 411 used for re-spin is determined by lottery every time the re-spin starts.
  • the lottery uses a reel strip selection table for respin as a number table (a table in which the game type in FIG. 9 is respin).
  • the number of reel strips 411 of the respin is 51700.
  • the number of high-probability 2 is 45,000
  • the number of high-probability 3 is 1500
  • the number of high-probability 4 is 1500
  • the number of high-probability 5 is 300.
  • the total number of units is 100,000.
  • the number of reel strips 411 of the respin is 63900.
  • the number of high-probability 2 is 30,000
  • the number of high-probability 3 is 5000
  • the number of high-probability 4 is 1000
  • the number of high-probability 5 is 100.
  • the total number of units is 100,000.
  • the number of reel strips 411 of the respin is 67,000.
  • the number of high-probability 2 is 20000
  • the number of high-probability 3 is 5000
  • the number of high-probability 4 is 4000
  • the number of high-probability 5 is 4000.
  • the total number of units is 100,000.
  • the number of reel strips 411 of the respin is 65,000.
  • the number of high-probability 2 is 20000, the number of high-probability 3 is 5000, the number of high-probability 4 is 5000, and the number of high-probability 5 is 5000.
  • the total number of units is 100,000.
  • the arrangement of the symbols of the reel strip 411 determined by lottery is reflected in the video reel 410.
  • the video reel 410 reflecting the arrangement of symbols is used in respin.
  • the free 1 reel strip 411 is a standard reel strip 411 for free games.
  • the reel strip 411 of the free 2 is a reel strip 411 in which a large number of M1s are arranged on the reel strips 411 of the video reels 410a, 410b, 410d, 410e.
  • the reel strip 411 of the free 3 is a reel strip 411 (guaranteed 1) in which at least one M1 is stopped on each of the video reels 410a, 410b, and 410c to obtain a payout.
  • the reel strip 411 of the free 4 is a reel strip 411 (guaranteed 2) in which at least one M1 is stopped on each of the video reels 410a, 410b, and 410c to obtain a payout.
  • the free 5 reel strip 411 is a reel strip 411 in which a large number of M1s are arranged on all reels, and is a reel strip 411 (guaranteed 3) in which the RTP is set very high.
  • the five types of reel strips 411 for free games are different reel strips 411. All reel strips 411a to 411e may be different, or some reel strips 411 may be different.
  • the video reel 410 for free games is provided with five types of video reels 410
  • the symbol selection table for free games is provided with five types of symbol selection tables.
  • the reel strip 411 used in the free game is decided by lottery every time the game starts.
  • the lottery uses a reel strip selection table (the game type of FIG. 9 is a free game table) of a free game (without skill game) as a number table.
  • the number of reel strips 411 of the free 1 is 63755.
  • the number of free 2 is 34000
  • the number of free 3 is 1000
  • the number of free 4 is 1000
  • the number of free 5 is 245.
  • the total number of units is 100,000.
  • the number of 411 is 0.
  • the number of free 2 is 0, the number of free 3 is 89000, the number of free 4 is 10000, and the number of free 5 is 1000.
  • the total number of units is 100,000.
  • the number of reel strips 411 of the free 1 is 62472.
  • the number of free 2 is 35105, the number of free 3 is 1000, the number of free 4 is 1000, and the number of free 5 is 423.
  • the total number of units is 100,000.
  • the number of 411 is 0.
  • the number of free 2 is 0, the number of free 3 is 89000, the number of free 4 is 10000, and the number of free 5 is 1000.
  • the total number of units is 100,000.
  • the number of reel strips 411 of the free 1 is 67491.
  • the number of free 2 is 30005, the number of free 3 is 1000, the number of free 4 is 1000, and the number of free 5 is 504.
  • the total number of units is 100,000.
  • the reel strip of the free 1 The number of 411 is 0.
  • the number of free 2 is 0, the number of free 3 is 69000, the number of free 4 is 30,000, and the number of free 5 is 1000.
  • the total number of units is 100,000.
  • the arrangement of the symbols of the reel strip 411 determined by lottery is reflected in the video reel 410.
  • the video reel 410 reflecting the arrangement of symbols is used in a free game.
  • the reel strip 411 of skill 1 is the standard 1 reel strip 411 of the skill game.
  • the skill 2 reel strip 411 is a skill game standard 2 reel strip 411.
  • the reel strip 411 of skill 3 is a reel strip 411 (1 for guaranteeing skill chance) in which M1 is stopped and displayed on the reel strip 411a, reel strip 411b, reel strip 411d, and reel strip 411e to generate a skill chance.
  • the reel strip 411 of the skill 4 is a reel strip 411 (skill chance guarantee 2) in which M1 is stopped and displayed on the reel strip 411a, the reel strip 411c, the reel strip 411d, and the reel strip 411e, and a skill chance is generated.
  • the reel strip 411 of skill 5 is a reel strip 411 (3 for guaranteeing skill chance) in which a skill chance is generated. Further, it is a reel strip 411 in which a large number of M1s are arranged on all reels, and is a reel strip 411 of a skill game in which RTP is set very high.
  • the five types of reel strips 411 for skill games are different reel strips 411. All reel strips 411a to 411e may be different, or some reel strips 411 may be different.
  • the video reel 410 for the skill game is provided with five types of video reel 410
  • the symbol selection table for the skill game is provided with five types of symbol selection tables.
  • the reel strip 411 used in the skill game is decided by lottery every time the game starts.
  • the lottery uses the reel strip selection table of the skill game as the number table (the game type of FIG. 9 is the skill game table).
  • the number of reel strips 411 of skill 1 is 72300.
  • the number of places for skill 2 is 27,000
  • the number of places for skill 3 is 500
  • the number of places for skill 4 is 100
  • the number of places for skill 5 is 100.
  • the total number of units is 100,000.
  • the number of reel strips 411 of skill 1 is 0.
  • the number of places for skill 2 is 0, the number of places for skill 3 is 69000, the number of places for skill 4 is 30,000, and the number of places for skill 5 is 1000.
  • the total number of units is 100,000.
  • the skill chance will always occur by selecting the reel strip 411 of any of skills 3 to 5 in the final skill game. Therefore, even if the skill chance has not occurred by the final skill game, the skill chance can be executed at least once, so that the player can execute the skill game with peace of mind. The same applies to the skill game triggered by the stop display of four B1s and the skill game triggered by the stop display of five B1s.
  • Skill chance is a game that occurs when one or more M1s are stopped and displayed on four video reels 410 out of five video reels 410a to 410e in one skill game, and M1 is stopped and displayed. This is a game that re-spins a video reel 410 that has not been played.
  • the number of reel strips 411 of skill 1 is 47594.
  • the number of places for skill 2 is 50,000
  • the number of places for skill 3 is 1000
  • the number of places for skill 4 is 1306, and the number of places for skill 5 is 100.
  • the total number of units is 100,000.
  • the number of reel strips 411 of skill 1 is 0.
  • the number of places for skill 2 is 0, the number of places for skill 3 is 69000, the number of places for skill 4 is 30,000, and the number of places for skill 5 is 1000.
  • the total number of units is 100,000.
  • the number of reel strips 411 of skill 1 is 46426.
  • the number of places for skill 2 is 50,000
  • the number of places for skill 3 is 2350
  • the number of places for skill 4 is 1124
  • the number of places for skill 5 is 100.
  • the total number of units is 100,000.
  • the number of reel strips 411 of skill 1 is 0.
  • the number of places for skill 2 is 0, the number of places for skill 3 is 69000, the number of places for skill 4 is 30,000, and the number of places for skill 5 is 1000.
  • the total number of units is 100,000.
  • the arrangement of the symbols of the reel strip 411 determined by lottery is reflected in the video reel 410.
  • the video reel 410 that reflects the arrangement of symbols is used in skill games.
  • various game characteristics can be achieved in one game type. Can be provided to the player.
  • the symbol display area 400 has a stop position (cell) of 4 rows and 5 columns (broken line in FIG. 1).
  • the symbol is stopped and displayed at each of the stop positions of 4 rows 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 as the result of the game.
  • the gaming machine 10 has a payline 420 in the symbol display area 400.
  • FIG. 1 only a 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 arranged continuously along the payline 420 from the leftmost stop position.
  • the target of the determination of the winning combination is a sequence 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.
  • the number of dividends shown in FIG. 4 is a credit value, which is a value associated with a predetermined BET.
  • the correspondence of the payout tables shown in FIG. 4 is stored in advance in the storage device 140.
  • a dividend is associated with the winning combination.
  • the stop symbol determination 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 11 winning combinations, the winning combination is established and the dividend corresponding to the winning combination is paid out (stored in the RAM 130). This determination method is called LeftToRight.
  • the payout is 25.
  • the payout is 250.
  • No. 12-No. In 14 the winning combination is not defined and there is no dividend.
  • No. 1 is a wild symbol and there is no dividend.
  • No. 12, No. Reference numeral 13 is a scatter symbol, and in the present embodiment, there is no payout and it is used as a game transition condition to a different type of game.
  • This method of determining the scatter symbol is called Scatter. For example, it is used as a game transition condition 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).
  • a game transition condition when transitioning between a base game, a high-probability game 1, a high-probability game 2, a high-probability game 3, and a high-probability game 4, and a transition between free games A and free games B. May be good.
  • the ticket payout device 270 prints the number of credits possessed by the player on the ticket. By doing so, it is possible to make a payment 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 as game types. When a winning combination with a payout is established in a normal game or a free game, the payout corresponding to the winning combination is paid out.
  • 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.
  • a free game is a game in which a winning combination with a payout is easily established and a larger payout is easily obtained than in a normal game.
  • the game shifts to a different free game depending on the type of game when the winning combination of B1 is established and the number of B1.
  • the free game has two types of free games, a free game A and a free game B.
  • the free game A has three types of games, a free game A1, a free game A2, and a free game A3.
  • the free game B has three types of games, a free game B1, a free game B2, and a free game B3.
  • the contents of the free game A and the free game B are the same, but different games may be used.
  • the CPU 110 of the controller 100 executes a high-probability game 1 of a maximum of 10 games.
  • the 10 games are illustrative and not limited to this.
  • the number of unit games of the high-probability game 1 can be made different according to the number of T1s, and as a result, the probability of shifting to the free game can be made different. You can enjoy playing the game.
  • it is not possible to shift from the base game to the high-probability games 2 to 4 it may be possible to shift to the high-probability games 2 to 4 depending on the number of T1s, the type of the rearranged symbols, and the like.
  • the CPU 110 of the controller 100 shifts from the base game to the high-probability game 4 based on the establishment of the game transition condition in the base game.
  • the game transition condition is that the total number of games played in the base game and the high-probability games 1 to 3 is 500 games.
  • the 500 games are exemplary, but not limited to.
  • the CPU 110 of the controller 100 counts 500 games using a counter.
  • the counter exemplifies an increment counter or a decrement counter.
  • the CPU 110 of the controller 100 activates the counter at the end of the unit game.
  • the CPU 110 of the controller 100 clears the value of the counter. If the game shifts to the free game by the time 500 games are executed, the CPU 110 of the controller 100 clears the value of the counter.
  • the free game A3 can execute 10 free games or 10 skill games.
  • the 10 games are illustrative and not limited to this. Although it is not possible to shift from the base game to the free game B, the shift to the free games B1 to B3 may be performed in the same manner as the transition to the free game A.
  • the shift to the free games B1 to B3 may be performed in the same manner as the shift to the free game A.
  • the CPU 110 of the controller 100 clears the value of the counter that counts 500 games.
  • the CPU 110 of the controller 100 shifts from the high-probability game 1 to the high-probability game 4 based on the establishment of the game transition condition in the high-probability game 1.
  • the game transition condition is that the total number of games played in the base game and the high-probability games 1 to 3 is 500 games.
  • the CPU 110 of the controller 100 clears the value of the counter that counts 500 games.
  • the shift to the free games B1 to B3 may be performed in the same manner as the shift to the free game A.
  • the CPU 110 of the controller 100 clears the value of the counter that counts 500 games.
  • the game transition condition in the high-probability game 2 (the end condition of the high-probability game 2) is to play a unit game a predetermined number of times (5 times).
  • the game shifts to the free game B3.
  • the free game B3 can execute 10 free games or 10 skill games.
  • the 10 games are illustrative and not limited to this. Although it is not possible to shift from the high-probability game 3 to the free game A, the shift to the free games A1 to A3 may be performed in the same manner as the shift to the free game B.
  • the CPU 110 of the controller 100 clears the value of the counter that counts 500 games.
  • the shift to the free games A1 to A3 may be performed in the same manner as the shift to the free game B.
  • the CPU 110 of the controller 100 clears the value of the counter that counts 500 games.
  • the game transition condition in the high-probability game 3 (the end condition of the high-probability game 3) is to play a unit game a predetermined number of times (5 times).
  • the shift to the free games B1 to B3 may be performed in the same manner as the shift to the free game A.
  • the CPU 110 of the controller 100 clears the value of the counter that counts 500 games.
  • the CPU 110 of the controller 100 shifts from the high-probability game 4 to the base game.
  • the game transition condition in the high-probability game 4 (the end condition of the high-probability game 4) is to play a unit game a predetermined number of times (99 times).
  • the CPU 110 of the controller 100 may clear the value of the counter that counts 500 games.
  • the base game is the least advantageous game among the normal games.
  • the CPU 110 of the controller 100 gives the player a payout associated with the winning combination. That is, there is RTP in the base game.
  • the CPU 110 of the controller 100 grants the high-probability game 1 and the high-probability game 4 to the player. In other words, it is possible to shift from a base game to a high-probability game.
  • the CPU 110 of the controller 100 gives the player a free game. In other words, it is possible to shift from a base game to a free game.
  • the base game it is not possible to shift to the high-probability game 2 and the high-probability game 3, but the high-probability game 1, the high-probability game 2, and so on, depending on the number of T1s when the T1 scatter in the base game is established. You may shift to the high-probability game 3 and the high-probability game 4.
  • RTP differs depending on the video reel 410 (reel strip 411 may be used) used in the base game.
  • base 1 is the smallest and base 5 is the largest.
  • the RTP increases in the order of base 1, base 2, base 3, base 4, and base 5.
  • the transition rate to high-probability game 1 differs depending on the video reel 410 (reel strip 411 may be used) used in the base game.
  • the base 5 is the smallest and the base 1 is the largest.
  • the transition rate to the high-probability game 1 increases in the order of base 5, base 2, base 3, base 4, and base 1. In the video reel 410 of the base 5, the transition rate to the high probability game 1 may be 0.
  • the transition rate to free games differs depending on the video reel 410 (reel strip 411 may be used) used in the base game.
  • base 3 is the smallest and base 5 is the largest.
  • the transition rate to free games increases in the order of base 3, base 2, base 1, base 4, and base 5.
  • the transition rates for bases 1 to 5 to free games may all be the same.
  • High-probability games 1 to 4 are more advantageous games than base games. In detail, it is a game that is easier to shift to a free game than a base game.
  • the CPU 110 of the controller 100 gives the player a payout associated with the winning combination. That is, there is RTP in high-probability games.
  • the CPU 110 of the controller 100 grants a free game to the player. In other words, it is possible to shift from a high-probability game to a free game.
  • the high-probability games 1 to 4 have different transition rates to free games. The transition rate to free games increases in the order of high-probability game 1, high-probability game 2, high-probability game 3, and high-probability game 4.
  • RTP differs depending on the video reel 410 (reel strip 411 may be used) used in the high-probability games 1 to 4.
  • the high probability 15 is the smallest and the high probability 11 is the largest.
  • RTP has high probability 15, high probability 14, high probability 13, high probability 8, high probability 9, high probability 7, high probability 10, high probability 4, high probability 2, high probability 1, high probability 3, high probability 6. , High probability 5, high probability 12, and high probability 11.
  • the transition rate to free games differs depending on the video reel 410 (reel strip 411 may be used) used in high-probability games 1 to 4.
  • the high probability 5 is the smallest and the high probability 15 is the highest.
  • High probability game 3 and high probability game 4 are easier to select high probability 11 to 15 than high probability game 1. Therefore, the high-probability game 3 and the high-probability game 4 are easier to shift to the free game than the high-probability game 1.
  • High-probability games 1 to 4 have a smaller RTP than bases 1 to 5. High-probability games 1 to 4 are easier to shift to free games than bases 1 to 5.
  • a free game is an advantageous game because it is easier to establish a winning combination than a normal game.
  • it is a game in which the RTP is set larger than that of the base game and the high-probability games 1 to 4.
  • the CPU 110 of the controller 100 gives the player a payout associated with the winning combination. That is, there is RTP in free games.
  • RTP differs depending on the video reel 410 (reel strip 411 may be used) used in the free game.
  • free 1 is the smallest and free 5 is the largest.
  • RTP increases in the order of free 1, free 2, free 3, free 4, and free 5.
  • ⁇ Free game RTP> The RTPs of the free games A1 to A3 are different.
  • the RTPs of the free games B1 to B3 are different.
  • the RTPs of the free game A1 and the free game B1 are the same, but may be different.
  • the RTPs of the free game A2 and the free game B2 are the same, but may be different.
  • the RTPs of the free game A3 and the free game B3 are the same, but may be different.
  • each game can be characterized by the type of prize. Since it can be done, it is possible to provide players with various game characteristics.
  • High-probability games can provide players with a game that is easier to understand than base games by using fewer types of prizes than base games.
  • Free games can provide players with a game that is easier to understand than base games and high-probability games by giving them fewer types of prizes than base games and high-probability games.
  • the number of types of prizes to be provided differs depending on the type of games to be executed such as base games, high-probability games, and free games, and prizes are provided according to the video reel 410 (reel strip 411 may be used) to be used.
  • prizes are provided according to the video reel 410 (reel strip 411 may be used) to be used.
  • the ratio By changing the ratio, it is possible to provide players with various game characteristics.
  • the base game by increasing or decreasing the transition rate to RTP and high-probability games according to the video reel 410 (reel strip 411 may be used) used, the number of prize variations can be increased and the number of prizes can be increased. Since the prize itself can be varied in many ways, it is possible to provide the player with various game characteristics.
  • RTP differs depending on the video reel 410 (reel strip 411 may be used) used for respin.
  • respin 1 is the smallest and respin 5 is the largest.
  • the RTP increases in the order of respin 1, respin 2, respin 3, respin 4, and respin 5.
  • RTP may be smaller in the order of respin 1, respin 2, respin 3, respin 4, and respin 5.
  • the free game A and the free game B have a skill game.
  • the skill game can be selected by the operation of the player.
  • the player can operate the SPIN button 330 to stop the scrolling video reel 410.
  • a skill chance occurs when one or more M1s are stopped and displayed on four video reels 410 out of five video reels 410a to 410e.
  • the video reel 410 in which M1 is stopped and displayed does not scroll, and the video reel 410 in which M1 is not stopped and displayed scrolls again. If G1 and G2 can be stopped and displayed along the payline at the time of rescrolling, the number of special symbols (M1) to be stopped and displayed in the symbol display area 400 can be additionally increased. In this way, it is possible to increase the possibility that a winning combination will be established in the skill game.
  • RTP differs depending on the video reel 410 (reel strip 411 may be used) used in the skill game.
  • skill 1 is the smallest and skill 5 is the largest.
  • RTP increases in the order of skill 1, skill 2, skill 3, skill 4, and skill 5.
  • RTP has high probability 15, high probability 14, high probability 13, high probability 8, high probability 9, high probability 7, high probability 10, high probability 4, high probability 2, high probability 1, high probability 3, high probability 6.
  • the processing of the gaming machine 10 will be described with reference to FIGS. 6 to 14. It is assumed that the gaming machine 10 has completed startup processing such as initialization and is operating steadily. It is assumed that the card reader 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 game determination process for determining which type of game to play the game.
  • the CPU 110 of the controller 100 determines whether or not to execute the base game (step S611).
  • step S611 determines in the determination process of step S611 that the base game is to be executed (YES)
  • the CPU 110 proceeds to the base game process (step S613).
  • step S611 When the CPU 110 of the controller 100 determines in the determination process of step S611 that the game is to be executed by a game type other than the base game (NO), the process proceeds to step S621.
  • the CPU 110 of the controller 100 determines whether or not to execute the high-probability game (step S621).
  • step S623 When the CPU 110 of the controller 100 determines in the determination process of step S621 that the high-probability game is to be executed (YES), the CPU 110 shifts to the high-probability game process (step S623).
  • step S621 When the CPU 110 of the controller 100 determines in the determination process of step S621 that the game is to be executed by a game type other than the high-probability game (NO), the process proceeds to step S631.
  • the CPU 110 of the controller 100 determines whether or not to execute the free game (step S631).
  • step S633 When the CPU 110 of the controller 100 determines in the determination process of step S631 that the free game is to be executed (YES), the CPU 110 shifts to the free game process (step S633).
  • step S631 When the CPU 110 of the controller 100 determines in the determination process of step S631 that the game is to be executed by a game type other than the free game (NO), this process ends.
  • FIG. 7 is a flowchart showing a base game process called and executed in the game decision process.
  • the CPU 110 of the controller 100 reads and executes the BET process / SPIN button process shown in FIG. 8 (step S711). 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 process of the number of credits possessed by the player is executed.
  • the CPU 110 of the controller 100 executes a process of selecting the reel strip 411 (step S713).
  • the reel strip 411 is selected according to the conditions of the reel strip selection table shown in FIG.
  • the video reel 410 that reflects the arrangement of the symbols of the selected reel strip 411 is selected.
  • the CPU 110 of the controller 100 calls and executes the stop symbol determination process shown in FIG. 10 (step S715).
  • the stop symbol determination process determines a predetermined position in the symbol display area 400, for example, a symbol to be stopped and displayed at the bottom.
  • the CPU 110 of the controller 100 calls and executes the scroll display control process shown in FIG. 11 (step S717).
  • the five video reels 410a to 410e are scrolled and then stopped in the symbol display area 400 of the lower display 210.
  • a total of 20 symbols are rearranged in a matrix of 4 rows and 5 columns.
  • the CPU 110 of the controller 100 executes the payout number determination process (step S719). Based on the symbols memorized in step S1119, step S1129, and step S1147, it is determined whether or not the winning combination has been established, and the total payout for which the winning combination has been established is determined and the total payout to be paid out is determined.
  • the CPU 110 of the controller 100 permits the settlement process (step S721).
  • the player can print out the possessed credits on the ticket payout device 270 and end the play on the gaming machine 10.
  • the CPU 110 of the controller 100 determines whether or not the game transition condition is satisfied (step S723). In detail, it is determined whether or not the following game transition conditions 1 to 3 are satisfied.
  • step S723 When the CPU 110 of the controller 100 determines in the determination process of step S723 that the game transition condition is satisfied (YES), the CPU 110 shifts the game type to the destination game type (step S725).
  • the game transition condition 1 is that three or more T1 Scatters are established in the stop symbol determination process, and the game shifts from the base game to the high-probability game 1.
  • the game transition condition 2 is that the total number of games played in the base game and the high-probability games 1 to 3 is 500 games, and the game shifts from the base game to the high-probability game 4.
  • the game transition condition 3 is that the winning combination of B1 is established in the stop symbol determination process, and the game shifts from the base game to the free game A.
  • the CPU 110 of the controller 100 calls and executes the counter process shown in FIG. 12 (step S727). By this process, the number of games played in the base game and the high-probability games 1 to 3 is counted.
  • the CPU 110 of the controller 100 calls and executes the counter process shown in FIG. 12 even when it is determined in the determination process of step S723 that the game transition condition is not satisfied (NO) (step S727).
  • FIG. 8 is a flowchart showing the BET process and the SPIN button process. This process is called and executed in step S711 of the base game process of FIG. 7.
  • the CPU 110 of the controller 100 determines whether or not to perform respin (step S811).
  • step S811 determines in the determination process of step S811 that the respin is to be performed (YES). If the CPU 110 of the controller 100 determines in the determination process of step S811 that the respin is to be performed (YES), the subroutine is immediately terminated.
  • step S715 the stop symbol determination process is executed with reference to the re-spin symbol selection table (symbol selection table of re-spin 1 to 5) only for the video reel 410 to be re-spinned out of the video reels 410a to 410e. ..
  • step S811 determines in the determination process of step S811 that the respin is not performed (NO)
  • step S813 determines whether or not the SPIN button 330 has been operated (NO)
  • step S815 If the CPU 110 of the controller 100 determines in the determination process of step S815 that the BET button 320 has not been operated (NO), the process returns to step S815. Since the BET magnification has not been determined yet and the game cannot be started, the process is returned to step S815.
  • the CPU 110 of the controller 100 determines in the determination process of step S815 that the BET button 320 has been operated (YES)
  • the CPU 110 stores the BET magnification corresponding to the operated BET button 320 (step S817), and BET.
  • the number of BETs is determined by multiplying the magnification by the minimum number of BETs (step S819), and the process is returned to step S813.
  • the minimum number of BETs can be 100 credits or the like.
  • the BET magnification is set to 2. In this case, the BET number is 200 by multiplying 2 by 100.
  • step S813 determines whether or not the SPIN button 330 has been operated (YES)
  • step S813 determines whether or not the SPIN button 330 has been operated (YES)
  • step S821 If the CPU 110 of the controller 100 determines in the determination process of step S821 that the operation of the BET button 320 has not yet been performed (NO), the process is transferred to step S815.
  • step S821 If it is determined in the determination process of step S821 that the operation of the BET button 320 has already been performed (YES), the CPU 110 of the controller 100 executes the process corresponding to the number of BETs (step S823).
  • the CPU 110 of the controller 100 subtracts the number of BETs from the number of credits possessed by the player (step S827).
  • the CPU 110 of the controller 100 prohibits the settlement process (step S829) and ends this subroutine.
  • FIG. 9 is a reel strip selection table for selecting reel strips.
  • the reel strip selection table is used in the process of step S713 in FIGS. 7, 13, and 14.
  • the reel strip 411 for the base game is selected from the bases 1 to 5.
  • the reel strip 411 for the high-probability game is selected from the high-probability 1 to high-probability 15.
  • the reel strip 411 for the high-probability game 1 is selected from the high-probability 1 to the high-probability 15.
  • the reel strip 411 for the high-probability game 2 is selected from the high-probability 1 to high-probability 15.
  • the reel strip 411 for the high-probability game 3 is selected from the high-probability 1 to high-probability 15.
  • the reel strip 411 for the high-probability game 4 is selected from the high-probability 1 to high-probability 15.
  • the CPU 110 of the controller 100 selects the reel strip 411 for respin from the respins 1 to 5.
  • the reel strip 411 for a free game is selected from free 1 to free 5.
  • the reel strip 411 for skill game is selected from skill 1 to skill 5.
  • FIG. 10 is a flowchart showing a stop symbol determination process. This process is called and executed in step S715 of FIGS. 7, 13, and 14.
  • the CPU 110 of the controller 100 extracts a random number value for each of the video reels 410a to 410e (step S1011).
  • the random number value is extracted from the range corresponding to the number of symbols specified in the symbol selection table.
  • the CPU 110 of the controller 100 refers to the symbol selection table and determines a stop symbol for each of the video reels 410a to 410e from the random number 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 stores the symbol determined in the process of step S1013 in the RAM 130 of the controller 100 (step S1015), and ends this subroutine. 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. 11 is a flowchart showing the scroll display control process. This process is called and executed in step S717 of FIGS. 7, 13, and 14. The scroll display control process of FIG. 11 is executed in common in both the normal game and the free game.
  • the CPU 110 of the controller 100 starts scrolling of the five video reels 410a to 410e selected in step S713 in the symbol display area 400 (step S1111).
  • the CPU 110 of the controller 100 determines whether or not it is the timing to stop scrolling of any of the video reels 410a to 410e (step S1113).
  • step S1113 determines in the determination process of step S1113 that it is not the timing to stop scrolling (NO)
  • the process returns to step S1113.
  • step S1113 When the CPU 110 of the controller 100 determines in the determination process of step S1113 that it is the timing to stop scrolling (YES), the symbol determined by the stop symbol determination 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 S1115).
  • the CPU 110 of the controller 100 determines whether or not all the video reels 410a to 410e have been stopped (step S1117).
  • the CPU 110 of the controller 100 determines that all the video reels 410a to 410e have been stopped (YES)
  • the video reel 410 in which T1, B1, G1, G2, and M1 are stopped and displayed and all the symbols stopped are displayed. It is stored in the RAM 130 (step S1119).
  • the CPU 110 of the controller 100 determines whether or not to execute the skill chance according to the number of the video reels 410 of the M1 stored in the RAM 130 in the skill game during the skill game (step S1121). When one or more M1s are stopped and displayed on the four video reels 410, the skill chance is executed.
  • step S1121 When the CPU 110 of the controller 100 determines in the determination process of step S1121 that the skill chance is to be executed (YES), the CPU 110 starts re-scrolling (step S1123). Re-scrolling causes the video reel 410 whose M1 is not stopped and displayed to be re-scrolled.
  • the CPU 110 of the controller 100 determines whether or not the SPIN button 330 has been operated (step S1125).
  • step S1125 When the CPU 110 of the controller 100 determines in the determination process of step S1125 that the SPIN button 330 is not operated (NO), the process returns to step S1125.
  • step S1125 When the CPU 110 of the controller 100 determines in the determination process of step S1125 that the SPIN button 330 has been operated (YES), the video reel corresponding to the operated SPIN button 330 according to the timing at which the SPIN button 330 is operated. The scrolling of 410 is stopped, and the symbol is stopped and displayed (step S1127).
  • the CPU 110 of the controller 100 stores the video reel 410 in which G1, G2, and M1 are stopped and displayed, and all the symbols in which the G1, G2, and M1 are stopped are stored in the RAM 130 (step S1129).
  • the CPU 110 of the controller 100 clears the occurrence of the skill chance (step S1131) and ends this subroutine.
  • step S1121 determines whether or not to execute the respin according to the number of B1s stored in the RAM 130 in step S1119. (Step S1141). In a high-probability game, if B1 is stopped and displayed on the two video reels 410, respin is executed.
  • step S1141 determines in the determination process of step S1141 that the respin is to be executed (YES)
  • the CPU 110 starts the respin (step S1143).
  • B1 re-scrolls the video reel 410 whose stop display is not displayed.
  • the CPU 110 of the controller 100 stops the video reel 410 so that the symbol determined by the stop symbol determination process of FIG. 10 is displayed at the lowermost stop position of the symbol display area 400 ( Step S1145).
  • the CPU 110 of the controller 100 stores the video reel 410 in which B1 and M1 are stopped and displayed and all the symbols stopped and displayed in the RAM 130 (step S1147).
  • the CPU 110 of the controller 100 clears the occurrence of respin (step S1149) and ends this subroutine.
  • the CPU 110 of the controller 100 also terminates this subroutine when it is determined in the determination process of step S1141 that respin is not executed (NO).
  • FIG. 12 is a flowchart showing counter processing. This process is called and executed in step S727 of FIGS. 7 and 13.
  • the CPU 110 of the controller 100 determines whether or not the type of game is a free game (step S1211).
  • step S1211 determines whether or not the type of the game is the high-probability game 4 (step S1213).
  • step S1215 When the CPU 110 of the controller 100 determines in the determination process of step S1213 that it is not the high-probability game 4 (NO), the counter is updated (step S1215).
  • the counter is updated in the case of the base game and the high-probability games 1 to 3 game types. Due to the game nature of shifting to the high-probability game 4 based on the result of updating the counter, the counter is not updated in the high-probability game 4 even in the same high-probability game. Even in the same high-probability game, the game characteristics can be different.
  • the CPU 110 of the controller 100 displays the update result of the counter on the lower display 210 or the upper display 220.
  • the counter is updated for each BET magnification. If the BET magnification is 1, the counter with the BET magnification 1 is updated, and if the BET magnification is 5, the counter with the BET magnification 5 is updated.
  • the CPU 110 of the controller 100 determines whether or not the 500 game has been reached as a result of updating the counter (step S1217). This judgment is made for each BET magnification. If the BET magnification is 1, the value of the counter with the BET magnification of 1 is determined, and if the BET magnification is 5, the value of the counter with the BET magnification of 5 is determined.
  • step S1217 When the CPU 110 of the controller 100 determines in the determination process of step S1217 that the game has reached 500 games (YES), the counter is cleared (step S1219), and the game proceeds to the high probability game 4 (step S1221).
  • the game is played after shifting to the high-probability game 4, if the game is played with a BET magnification different from the BET magnification determined in step S1217, the game cannot be executed in the high-probability game 4. In this case, the game is executed with the type of game corresponding to the current BET magnification.
  • step S1211 determines in the determination process of step S1211 that the game type is a free game (YES)
  • the counter is cleared (step S1231), and this subroutine is terminated.
  • FIG. 13 is a flowchart showing a high-probability game process called and executed in the game decision process.
  • the CPU 110 of the controller 100 sets the number of games stored in the RAM 130 (step S1311).
  • the number of games stored in the RAM 130 is set corresponding to the high-probability games 1 to 4.
  • the number of games stored in the RAM 130 in step 1321 is set.
  • the CPU 110 of the controller 100 reads and executes the BET process / SPIN button process shown in FIG. 8 (step S711).
  • the CPU 110 of the controller 100 selects the reel strip 411 according to the conditions of the reel strip selection table shown in FIG. 9 (step S713).
  • the CPU 110 of the controller 100 calls and executes the stop symbol determination process shown in FIG. 10 (step S715).
  • the CPU 110 of the controller 100 calls and executes the scroll display control process shown in FIG. 11 (step S717).
  • the CPU 110 of the controller 100 subtracts 1 from the number of games set in step S1311 and stores it in the RAM 130 (step S1321).
  • the CPU 110 of the controller 100 executes the payout number determination process (step S719).
  • the CPU 110 of the controller 100 permits the settlement process (step S721).
  • the CPU 110 of the controller 100 determines whether or not the game transition condition is satisfied (step S1323). In detail, it is determined whether or not the game transition conditions 4 to 16 shown below are satisfied.
  • step S1323 When the CPU 110 of the controller 100 determines in the determination process of step S1323 that the game transition condition is satisfied (YES), the CPU 110 shifts the game type to the destination game type (step S725).
  • the game transition condition 4 is that the winning combination of B1 is established in the stop symbol determination process in the high-probability game 1, and the game shifts from the high-probability game 1 to the free game A.
  • the game transition condition 5 is that the winning combination of B1 is established by the stop symbol determination process in the re-spin in the high-probability game 1, and the high-probability game 1 is shifted to the free game A.
  • the game transition condition 6 is a case where the winning combination of B1 is not established in the stop symbol determination process in the high-probability game 1 of the 3, 5, and 10 games, and the game shifts from the high-probability game 1 to the base game.
  • the game transition condition 7 is that the total number of games played in the high-probability game 1 is 500 games, and the high-probability game 1 is shifted to the high-probability game 4.
  • the game transition condition 8 is that the winning combination of B1 is established in the stop symbol determination process in the high-probability game 2, and the high-probability game 2 is shifted to the free game A.
  • the game transition condition 9 is that the winning combination of B1 is established in the stop symbol determination process in the re-spin in the high-probability game 2, and the high-probability game 2 is shifted to the free game A.
  • the game transition condition 10 is a case where the winning combination of B1 is not established in the stop symbol determination process in the high-probability game 2 of the five games, and the game shifts from the high-probability game 2 to the base game.
  • the game transition condition 11 is that the winning combination of B1 is established in the stop symbol determination process in the high-probability game 3, and the high-probability game 3 is shifted to the free game B.
  • the game transition condition 12 is that the winning combination of B1 is established by the stop symbol determination process in the re-spin in the high-probability game 3, and the game shifts from the high-probability game 3 to the free game B.
  • the game transition condition 13 is a case where the winning combination of B1 is not established in the stop symbol determination process in the high-probability game 3 of the five games, and the game shifts from the high-probability game 3 to the base game.
  • the game transition condition 14 is that the winning combination of B1 is established in the stop symbol determination process in the high-probability game 4, and the high-probability game 4 is shifted to the free game A.
  • the game transition condition 15 is that the winning combination of B1 is established in the stop symbol determination process in the re-spin in the high-probability game 4, and the high-probability game 4 is shifted to the free game A.
  • the game transition condition 16 is a case where the winning combination of B1 is not established in the stop symbol determination process in the high-probability game 4 of 99 games, and the game shifts from the high-probability game 4 to the base game.
  • the CPU 110 of the controller 100 calls and executes the counter process shown in FIG. 12 (step S727).
  • the CPU 110 of the controller 100 calls and executes the counter process shown in FIG. 12 even when it is determined in the determination process of step S1323 that the game transition condition is not satisfied (NO) (step S727).
  • FIG. 14 is a flowchart showing the free game processing. This process is called and executed in step S633 of the game determination 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 S817 in FIG. 8 stored in the RAM 130 in the unit game of the normal game immediately before shifting to the free game is read out and used.
  • the CPU 110 of the controller 100 prohibits the settlement process (step S1411).
  • the CPU 110 of the controller 100 displays a skill game execution or non-execution selection screen on the lower display 210, and the player operates the touch panel 340 to determine execution or non-execution of the selected skill game (step S1413). .. When the player chooses to run the skill game, the skill game is run.
  • the CPU 110 of the controller 100 sets the number of games according to the type of free game (step S1415).
  • the CPU 110 of the controller 100 selects the reel strip 411 according to the conditions of the reel strip selection table shown in FIG. 9 (step S713).
  • the CPU 110 of the controller 100 selects a free game that does not execute the skill game in the process of step S1413, the CPU 110 selects one reel strip 411 from the reel strips 411 of the free 1 to 5 shown in FIG.
  • the CPU 110 of the controller 100 selects a free game for executing a skill game in the process of step S1413, the CPU 110 selects one reel strip 411 from the reel strips 411 of the skills 1 to 5 shown in FIG.
  • the CPU 110 of the controller 100 refers to the symbol selection table and executes the stop symbol determination process of FIG. 10 (step S715).
  • the CPU 110 of the controller 100 executes the scroll display control process of FIG. 11 (step S717).
  • the CPU 110 of the controller 100 subtracts 1 from the number of free games and stores it in the RAM 130 (step S1419).
  • the CPU 110 of the controller 100 executes the payout number determination process (step S719).
  • the CPU 110 of the controller 100 refers to the number of games stored in the RAM 130 in step S1419, and determines whether or not the number of free games is 0 (step S1421).
  • the CPU 110 of the controller 100 determines that the number of free games is 0 (YES), it permits the settlement process (step S721), shifts to the migration destination game (step S725), and ends this subroutine. .. By doing so, after the free game is finished, the possessed credit can be printed by the ticket payout device 270 and the play on the gaming machine 10 can be finished.
  • the destination game is determined by the game transition conditions 17 to 22 shown below.
  • the game transition condition 17 is a case where the free game A1 of 5 games is executed, and the game shifts from the free game A1 to the high probability game 3.
  • the game transition condition 18 is a case where the free game A2 of 7 games is executed, and the game shifts from the free game A2 to the high probability game 3.
  • the game transition condition 19 is a case where the free game A3 of 10 games is executed, and the game shifts from the free game A3 to the high probability game 4.
  • the game transition condition 20 is a case where the free game B1 of 5 games is executed, and the game shifts from the free game B1 to the high probability game 2.
  • the game transition condition 21 is a case where the free game B2 of 7 games is executed, and the game shifts from the free game B2 to the high probability game 2.
  • the game transition condition 22 is a case where the free game B3 of 10 games is executed, and the game shifts from the free game B3 to the high probability game 4.
  • FIG. 15 is a time chart showing a rough flow of the skill game.
  • the stop symbol determination process is executed in step S715 of FIG. 14, and the stop symbol is determined.
  • the special symbols M1 are arranged in a predetermined arrangement (“ ⁇ ⁇ ⁇ ” in FIG. 15) along the valid payline.
  • " ⁇ " indicates M1
  • "x” indicates a symbol other than M1.
  • the predetermined sequence is an incomplete sequence immediately before the final state in which the winning combination is established.
  • Scrolling of the video reels 410a to 410e starts, and after a predetermined time has elapsed, all the video reels 410a to 410e stop.
  • the predetermined sequence " ⁇ ⁇ ⁇ " of M1 is stopped and displayed in the symbol display area 400 along the valid payline 420.
  • M1 does not exist on the video reel 410c.
  • the predetermined arrangement is when only the video reels 410a are not aligned ( ⁇ ⁇ ) and when only the video reels 410b are not aligned ( ⁇ ⁇ ⁇ ) other than “ ⁇ ⁇ ⁇ ”. , The case where only the video reel 410d is not prepared ( ⁇ ⁇ ⁇ ) and the case where only the video reel 410e is not prepared ( ⁇ ⁇ ) may be used.
  • the skill chance starts when the specified line is displayed.
  • the video reel 410c in which M1 is not stopped and displayed is re-scrolled.
  • “ ⁇ ” in FIG. 15 indicates G1 or G2.
  • the player operates the SPIN button 330 so that G1 and G2 are stopped and displayed along the valid payline.
  • the video reel 410c is stopped by the stop operation of the player.
  • G1 or G2 is stopped and displayed in the symbol display area 400, G1 or G2 is split.
  • the CPU 110 of the controller 100 divides G1 and G2 into upper and lower parts of G1 and G2 as shown in FIG.
  • the division of G1 and G2 is divided into a maximum of four M1s as shown in FIG. G1 and G2 are changed to M1 at the time of division.
  • the symbols above and below G1 and G2 (“x” in the figure) displayed before the division are changed to M1 and replaced.
  • the number of valid paylines increases and the dividend increases. If the " ⁇ " is not split in FIG.
  • the payout is 250 because the five M1s are lined up along the payline 420. If " ⁇ " is split into four M1s in FIG. 15, the payout is 250 ⁇ 4, 1000.
  • the CPU 110 of the controller 100 ends the unit game after determining the payout.
  • An example of displaying and splitting G1 and G2 in a skill chance during a skill game has been shown, but G1 and G2 may be displayed and split in a normal game or a free game (without a skill game). G1 and G2 are always divided, but G2 may not be divided.
  • the CPU 110 of the controller 100 controls to set symbols that do not establish a winning combination in this unit game at the positions of the three symbols above and below G1 and G2 of the video reel 410 (may be reel strip 411). By controlling in this way, even if G1 and G2 are split, it is possible to prevent the winning combination by other symbols from being established and the dividend not being lost.
  • Gaming Machine 100 Controller 210 Lower Display 320a, 320b, 320c, 320d, 320e BET Button 330 SPIN Button 400 Symbol Display Area 410a, 410b, 410c, 410d, 410e Video Reel 411a, 411b, 411c, 411d, 411e Reel Strip

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Abstract

L'invention concerne une machine de jeu avec laquelle une variété de caractéristiques de jeu peuvent être configurées à l'intérieur d'un seul type de jeu. La présente invention comprend : un afficheur pour afficher un résultat de jeu par défilement d'un rouleau vidéo sur lequel de multiples symboles sont agencés et réagencer ensuite les multiples symboles ; un dispositif de commande pour exécuter n'importe quel type de jeu parmi de multiples types de jeu incluant au moins un jeu de base et un jeu à probabilité élevée et fournir un lot sur la base du résultat de jeu ; et une mémoire pour stocker des rouleaux vidéo pour une base 1 à une base 5 utilisés dans le jeu de base et des rouleaux vidéo pour une probabilité élevée 1 à une probabilité élevée 15 utilisés dans le jeu à probabilité élevée.
PCT/JP2020/036973 2020-09-29 2020-09-29 Machine de jeu WO2022070271A1 (fr)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2016059515A (ja) * 2014-09-16 2016-04-25 株式会社ユニバーサルエンターテインメント ベースゲームモードとフィーチャーゲームモードを有するゲーミングマシン
JP2018050646A (ja) * 2016-09-26 2018-04-05 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
WO2019187143A1 (fr) * 2018-03-30 2019-10-03 セガサミークリエイション株式会社 Dispositif et procédé de jeu

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2016059515A (ja) * 2014-09-16 2016-04-25 株式会社ユニバーサルエンターテインメント ベースゲームモードとフィーチャーゲームモードを有するゲーミングマシン
JP2018050646A (ja) * 2016-09-26 2018-04-05 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
WO2019187143A1 (fr) * 2018-03-30 2019-10-03 セガサミークリエイション株式会社 Dispositif et procédé de jeu

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