Gaming machine

The gaming machine dynamically adjusts gameplay modes to maintain a high payout rate by switching between advantageous modes based on payout thresholds, ensuring extended and favorable player experiences.

JP7888126B2Active Publication Date: 2026-07-13KITA DENSHI CORP
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Patent Information

Application Number
JP2022139503
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-01
Publication Date
2026-07-13
Estimated Expiration
2042-09-01

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Abstract

To provide an unprecedented and highly entertaining game machine.SOLUTION: A game machine includes: section control means capable of performing control to an advantageous section, mode control means capable of performing control to any one of a plurality of modes including a low ball putout mode and a high ball putout mode that is more advantageous to a player than the low ball putout mode, in the advantageous section; and determination means capable of determining whether or not a numerical value related to a ball putout rate has reached a specific value in the low ball putout mode. When the determination means determines that the numerical value has reached the specific value, the mode control means can perform control to the high ball putout mode.SELECTED DRAWING: Figure 10
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] As a gaming machine, for example, a slot machine is known. In the slot machine, there is a gaming state called AT (Assist Time) that notifies the player that winning a small combination or replay combination can be established as a gaming state advantageous to the player. In addition, in the slot machine, there are provided an advantageous section that enables the player to operate an instruction function for obtaining a gaming value (such as medals), and a normal section that disables the operation of the instruction function. During the advantageous section, the player can obtain a large number of gaming values. In such a slot machine, it is known that the more gaming values are obtained during AT or the advantageous section, the more the control is then switched to a mode with a lower expected degree of obtaining gaming values (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in such a conventional gaming machine.

Means for Solving the Problems

[0005] To solve the above problems, the gaming machine of the present invention includes section control means that can be controlled in an advantageous section, and in the advantageous section, a first mode and a second mode that is more advantageous to the player than the first mode. A third mode that is more advantageous to the player than the aforementioned second mode,A mode control means that can control to any of the multiple modes including the above, and in the first mode, payout rate Specific value It exceeds The system includes a determination means capable of determining whether or not, The determination means is capable of determining whether the payout rate falls below a special value during the period from when the system is controlled to the second mode until a predetermined game period has elapsed. The mode control means determines the specific value It exceeds If this is determined, it is possible to control to the second mode. Furthermore, if the determination means determines that the value is less than the special value, it is possible to control the system to the third mode. It is structured as follows. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine. [Figure 2] This is a schematic perspective view showing the internal structure of a gaming machine. [Figure 3] This is a block diagram showing the control configuration of a gaming machine. [Figure 4] This is a chart showing the dividend table and the internal lottery table. [Figure 5] This is a state transition diagram for gameplay. [Figure 6] This flowchart shows the control process at the end of the game. [Figure 7] This is a flowchart showing the processing related to the advantageous period. [Figure 8] This is a flowchart showing the counter update process 1. [Figure 9] This is a flowchart showing the counter update process 2. [Figure 10] This is a flowchart showing the payout monitoring process. [Figure 11] This is a flowchart showing the payout monitoring process. [Figure 12] This diagram illustrates the display screens for each payout mode during normal gameplay. [Figure 13] This is a diagram showing the CZ (Chance Zone) state lottery table. [Figure 14] This is a diagram showing the AT (Automatic Transmission) state lottery table. [Figure 15] This is a chart showing the bonus lottery table (special zone). [Figure 16]It is a chart showing a superimposed lottery table (normal AT state). [Figure 17] It is a diagram for explaining a superimposed notification mode (split notification mode) in the normal AT state.

Mode for Carrying Out the Invention

[0007] A preferred embodiment of the gaming machine according to the present invention will be described with reference to each drawing. First, the overall configuration of the slot machine 1 will be described. The slot machine 1 is an embodiment of the gaming machine according to the present invention and is installed in a game arcade or the like. As shown in FIGS. 1 to 3, the slot machine 1 includes a front door 1a, a housing 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, an effect button 2c, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout opening 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a power supply device 14, a probability setting device 15, a main control unit 10, a sub-control unit 20, and the like.

[0008] The main control unit 10 and the sub-control unit 20 are each provided with a storage unit (storage means) and a control unit (control means), and are devices capable of various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a ROM that stores a control program related to the game, various lottery tables, etc., and a RAM or the like having a storage area for temporarily storing various data, a work area of the CPU, etc. Each control unit includes a CPU or the like. Each control unit realizes various functions of the present embodiment by appropriately reading and executing various control programs stored in each storage unit.

[0009] The slot machine 1 includes a housing 1b having an opening at the front, and a front door 1a that can open and close the opening. At the vertical center of the front door 1a, a flat front panel with decorations and various function displays on its surface is arranged. At approximately the center of the front panel, a display window 6 through which the rear can be visually recognized is formed. Through this display window 6, the pattern shown on the reel 41 can be visually recognized from the front. Also, below the display window 6, a stepped portion protruding forward is formed. On the upper surface of this stepped portion, there are a medal insertion slot 2 for inserting medals, a bet button 2a for setting the number of bets by the pressing operation of the player at the start of the game, and an effect button 2c for changing the effects and the like displayed on the display 8 by the operation of the player. Also, on the front surface of the stepped portion, there are a start lever 3 that the player operates when starting the game and a stop button 5 that the player presses when stopping the reel 41.

[0010] Also, above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of notifying the player of the operation order of the stop button 5 are arranged corresponding to each reel 41a, 41b, 41c. The navigation lamp 12 may be controlled to light, for example, the "dot" part of a 7-segment display (also referred to as "7-seg") that constitutes a push order display part or the like for displaying the operation order of the stop button 5.

[0011] Below the display window 6, for example, an advantageous section lamp 13 composed of LEDs is arranged. The advantageous section lamp 13 is controlled to light during the advantageous section (described later). Instead of the advantageous section lamp 13, for example, the "dot" part of a 7-seg that constitutes a payout number display part or the like for displaying the number of medals paid out may be controlled to light. Also, the advantageous section lamp 13 may not be provided, and instead, an AT state lamp that lights during the AT state (described later) may be provided in place of the advantageous section lamp 13.

[0012] On the upper part of the front door 1a, there is a display 8 that operates as a notification means and a display means. The display unit 8 is composed of, for example, a liquid crystal display capable of displaying multiple pieces of information, and performs various visual effects and displays various information related to the game. Although the display unit 8 is configured as a single unit as shown in Figure 1, it is not limited to this configuration and multiple units may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side so that the main and sub-displays function together as a single display unit. Alternatively, the sub-display may be positioned closer to the reel 41 than the main display so that the displayed image can be easily viewed while observing the rotation and stopping status of the reel 41. Alternatively, a display may be provided on the lower panel display unit, which is a large display unit located below the slot machine 1.

[0013] Above the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications corresponding to the lighting when each role is won and the effects displayed on the display unit 8. Furthermore, the lower part of the front door 1a is equipped with a medal dispenser 7b from which medals are dispensed.

[0014] The upper part of the cabinet 1b is equipped with a main control unit 10 that comprehensively controls the game, and the upper part of the front door 1a is equipped with a sub-control unit 20 that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the central part of the housing 1b is equipped with a drum unit 4 that rotates the reel 41. The drum unit 4 comprises reels 41a, 41b, and 41c arranged horizontally, and these reels 41a to 41c are configured to be rotatable by the drive of a stepping motor (not shown).

[0015] Reels 41a to 41c are an example of a variable display means, and on the circumferential surface of reels 41a to 41c are displayed as multiple (for example, 20) symbols that serve as identification information, such as "Replay," "Watermelon," "Cherry," "Bell," and "7." The form of reels 41a to 41c is not limited to these; for example, the number of patterns on the periphery may be other than 20. Furthermore, the lower part of the cabinet 1b is equipped with a medal dispensing device 7 for dispensing medals and a hopper 7a for storing medals. The medals dispensed from the medal dispensing device 7 are paid out to the player via the medal dispensing outlet 7b.

[0016] The lower part of the enclosure 1b is equipped with a power supply unit 14. The power supply unit 14 is a device for supplying power to each of the devices, including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply unit 14 detects the supply of power indicating a voltage or frequency exceeding a predetermined value upon power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.

[0017] Figure 3 shows the configuration of the control system for slot machine 1. Components that are the same as or equivalent to those described in Figures 1 and 2 are denoted by the same reference numerals. The main control unit 10 performs tasks such as drawing winning combinations and controlling the progress of the game, while the sub-control unit 20 performs various effects control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, thereby preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected by communication cables to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous section lamp 13, probability setting device 15 (setting means), and sub-control unit 20, and is capable of controlling each of these devices.

[0018] The probability setting device 15 allows the player to change the degree of advantage in multiple stages, and the main control unit 10 stores one of the setting values ​​in the memory unit based on the probability setting operation in the probability setting device 15, and controls the probability of being granted a bonus, etc., based on the stored setting value. The probability setting device 15 sets the probability values ​​such that setting 1 is the lowest probability value, and the probability value increases with higher numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the most unfavorable setting for the player, and the probability value increases with higher numbers, with setting 6 being the most favorable setting for the player.

[0019] The procedure for changing the setting value in the probability setting device 15 involves inserting a setting key (not shown) into the key slot of the probability setting device 15 and rotating the setting key in a predetermined direction, then turning on the power to the slot machine 1 to switch to setting change mode. Upon switching to this setting change mode, the current setting value is displayed on the setting confirmation display (not shown), and after changing to the desired setting value by operating the setting change button, the setting value is changed, for example, by operating the start lever 3.

[0020] Furthermore, after the slot machine 1 is powered on with the setting key (not shown) inserted into the key slot of the probability setting device 15 and the setting key rotated in a predetermined direction, operating the reset switch (not shown) will reset the main control unit 10. This will initialize the setting value in the probability setting device 15 (to setting 1), and also initialize (reset to zero) counters A and B, which will be described later. Note that counters A and B will also be initialized if the setting value is changed in any way other than by operating the reset switch.

[0021] Furthermore, the current setting value in the probability setting device 15 can also be checked. After powering on, inserting the setting key into the key slot of the probability setting device 15 and rotating it in a predetermined direction will display the current setting value on the setting confirmation display.

[0022] Furthermore, the probability of transitioning to the CZ state or AT state can be directly or indirectly changed by the setting value in the probability setting device 15, thereby allowing the degree of advantage for the player to be changed in multiple stages. In addition to the game state, the probability of winning a specific minor role (for example, the bell role) may also be changed to multiple levels (for example, 6 levels). Furthermore, while the setting value can be set to six levels, it is not limited to this; for example, it could also be set to four levels (setting values ​​1, 2, 5, 6) or three levels (setting 1, setting 3, setting 6), or it could be set to a fixed probability value.

[0023] The main control unit 10 performs processes such as starting the game based on the signal from the start lever 3 and sampling random values ​​from a random number generator (not shown). The main control unit 10 then performs an internal lottery process based on the sampled random values. Furthermore, the main control unit 10 realizes the various functions of the embodiment described later by appropriately reading and executing control programs and the like stored in the memory unit. In other words, the main control unit 10 includes a lottery means that performs a lottery for a role (winning role) related to the identification information stopped and displayed on the variable display means (reel 41) in response to the execution of a game, and a means that determines whether or not to grant benefits such as the right to transition to a new game state. Furthermore, the random number drawing patterns are not limited to those mentioned above. For example, the game may draw roles based on random numbers generated by software, and the game may draw transitions to AT states etc. based on random numbers generated by a random number generator. Alternatively, all draws may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0024] Furthermore, the main control unit 10 controls the rotation of the reels 41 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 41a to 41c, the main control unit 10 detects the rotation position of each reel 41a to 41c and can determine the rotation position of the symbols on each reel 41a to 41c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.

[0025] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of stop buttons 5a to 5c, transition of game state, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs a signal to the sub-control unit 20 indicating that the start lever has been operated. When each of the stop buttons 5a to 5c is operated, the main control unit 10 outputs a signal that identifies which stop button 5 was operated and in what order. When each of the reels 41a to 41c is stopped by the operation of the stop buttons 5, the main control unit 10 outputs information to the sub-control unit 20 that identifies which reel 41 stopped and in what order, as well as the symbols on the upper, middle, and lower rows. Therefore, the sub-control unit 20 can recognize the stopping pattern of the symbols according to the way the player operates the stop buttons 5a to 5c. Furthermore, when the game state changes, the main control unit 10 outputs information to the sub-control unit 20 that allows identification of which game state has been changed to.

[0026] Furthermore, the main control unit 10 is configured to receive power outage signals and power restoration signals from the power supply unit 14. When the main control unit 10 receives a power-off signal, it executes a power-off process to store (save) the game information at the time of the input. This game information includes, for example, the game state at that time, the winning combination, the stopping pattern of the reels 41, and the number of bets. Furthermore, when the main control unit 10 receives a power-up signal, it executes a power-up process that reads the stored (saved) game information and resumes gameplay. In other words, when the main control unit 10 receives a power-up signal, it restores the system to the state it was in immediately before the power was cut off based on the read game information. Furthermore, the main control unit 10 transmits game information to the sub-control unit 20 during the power restoration process. This allows the sub-control unit 20 to resume the gameplay based on the game state immediately before the power was cut off.

[0027] The sub-control unit 20 is connected to the performance button 2c, speaker 9, display unit 8, lamp 11, and navigation lamp 12 via communication cables and is capable of communication. The sub-control unit 20 controls these devices in accordance with commands (control information) from the main control unit 10.

[0028] The sub-control unit 20 stores various information such as programs related to the performance, performance image data, and audio data in its storage unit. The sub-control unit 20 operates as a performance control means and performs processing such as performances synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the display unit 8, lamps 11, speaker 9, etc. to perform performance images indicating transitions in game state, output sound effects, lamp effects, etc.

[0029] Furthermore, the sub-control unit 20 is configured to receive power-off signals and power-restore signals from the power supply unit 14. When the sub-control unit 20 receives a power-off signal, it stores (backs up) performance information that identifies the performance content being executed at the time of input. This performance information includes, for example, various information displayed on the display unit 8. Furthermore, when the sub-control unit 20 receives a power restoration signal, it resumes the performance based on the performance information stored (backed up) from the game information received by the main control unit 10.

[0030] (Slot machine gameplay (game control)) Such a slot machine 1 is configured to be able to perform the following slot machine games through control by the main control unit 10.

[0031] At the start of the game, you set your bet amount using tokens (including credit tokens). There are two ways to set the number of bets: by inserting tokens directly into token slot 2, or by pressing the bet button 2a.

[0032] In the method of setting the bet amount by inserting medals through the medal slot 2, the inserted medals are detected by the medal selector 2b located on the back of the front door 1a, and the bet amount corresponding to the number of medals inserted (however, the maximum is 3 bets corresponding to 3 medals) is set. If more than 3 bets are inserted, the medals are stored internally as data and credit medals. The maximum number of bets can be "1", "2", or "4" or more.

[0033] When the bet button 2a is pressed, a predetermined number of medals (for example, 3 medals) is deducted from the credit medals stored internally as data, and the deducted amount is set as 3 bets. Alternatively, a 2-bet button can be provided to set the number of medals corresponding to two medals, allowing you to set a 2-bet by pressing the 2-bet button once. Furthermore, by providing a 1-bet button that allows setting the number of medals corresponding to one medal, it is possible to set a 2-bet by pressing the 1-bet button twice, or a 3-bet by pressing the 1-bet button three times. Additionally, credit medals are accumulated by inserting medals into medal slot 2 or by winning prizes, and for example, up to 50 medals can be credited (stored).

[0034] In this way, the number of bets set by directly inserting tokens into the token slot 2 or by pressing each bet button is stored in the memory unit of the main control unit 10, and when the number of bets reaches the number required to play one game, the game becomes ready to start. When the game is ready to start, the start lever 3 becomes active. When the start lever 3 is tilted, the game starts, the reels 41 begin to move, and an internal lottery process is executed to determine the result of the current game. In the internal lottery process, the winning combination (including losing combinations) for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reel 41 gradually increases its rotational speed from a stationary state and then reaches a steady rotation at a constant speed. Once steady rotation is reached, the stop buttons 5a to 5c, which are provided for each of the reels 41a to 41c, become pressable.

[0035] The stop buttons 5a to 5c are examples of operating means (stopping means) for stopping the reels 41. When pressed while in a pressable state, each reel 41a to 41c is controlled to stop in a combination of symbols that is permitted by the timing of the operation and the result of the internal lottery process (stopping control means). Each reel 41a to 41c has a set pull-in range for stop control, and a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in. Only any of the symbols within this pull-in range can stop on the winning line (hereinafter also referred to as the winning line).

[0036] Then, after the third reel is stopped, the combination of symbols that stopped on the winning line as a result of the game (hereinafter also referred to as "stopped display") is determined, and if it is a predetermined combination of symbols, it is determined to be a win, and the game value (for example, medals) corresponding to the combination of symbols is awarded. The third reel refers to the reel that was stopped in the third and final stop operation when each of the three reels 41a to 41c has been stopped once, for a total of three stops. Furthermore, "after the third reel stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel.

[0037] In this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations. Furthermore, the control related to the derivation of symbols includes two types of control: one that derives (stops) the symbols as a game result based on the results of an internal lottery process, and another that derives (pseudo-stops) the symbols during game execution in a simulated game. As described above, the slot machine gameplay (game control) is executed.

[0038] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols. Winning combinations include, for example, minor wins, replay wins, and bonus wins. Examples of minor wins include the bell, cherry, watermelon, and single-coin wins. Additionally, there are two types of cherry symbols: weak cherry symbols and strong cherry symbols. In the following explanation, the cherry symbol and the watermelon symbol will be collectively referred to as "rare symbols."

[0039] There are two types of bell symbols, each with a different combination of corresponding symbols. For example, there is a common bell symbol where the corresponding symbols are "bell-replay-bell" in the order of "left reel 41a, middle reel 41b, right reel 41c" (and so on) on the winning line, and a push-order bell symbol where the corresponding symbols are "bell-bell-bell".

[0040] The common bell symbol is a small win in which the corresponding combination of symbols stops regardless of the order in which the stop buttons 5a to 5c are pressed (called the "press order"), while the press order bell symbol is a small win in which the corresponding combination of symbols stops by following a specific press order.

[0041] The button-press sequence bell feature has six button-press sequence bell features, 1 to 6, where pressing one of the six possible button press sequences (the correct sequence) will operate the stop buttons 5a to 5c, causing the corresponding combination of symbols ("bell, bell, bell") to stop and be displayed. In these button-press sequence bell combinations 1-6, if stop buttons 5a-5c are operated using one of the other five incorrect button-press sequences, the corresponding symbol combination will not be displayed, and a different symbol combination (a missed button-press sequence bell combination or a losing combination) will be displayed. If stop buttons 5a to 5c are pressed in the wrong order, and the combination of symbols corresponding to the missed bell combination ("Bell-Bell-Replay") cannot be stopped, a missed win will occur, and a losing combination ("Replay-Cherry-Bell," etc.) will be displayed as the stop. If the symbols stop in a combination corresponding to a missed bell combination, one medal will be awarded. If the symbols stop in a combination corresponding to a losing combination, no medal will be awarded.

[0042] Furthermore, when a push-order bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific order, the reel 41 may be controlled to stop in a way that the combination of symbols corresponding to the push-order bell combination stops. Also, the push-order bell combination is not limited to 6 types, but may be set to 3 types, 1 to 3. In the following explanation, the sequence of bell symbols 1-6 will be collectively referred to simply as the sequence of bell symbols.

[0043] Furthermore, the slot machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the ordered bell combinations 1 to 6. In AT mode, when the internal lottery process results in a win for one of the push-order bell symbols 1-6, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the push-order sequence for the stop button 5 and the symbols that serve as a guide for timing the button presses. In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information regarding stop operations in order to derive a combination of symbols for the push-order bell role (bell-bell-bell) as a result of the game. Therefore, the occurrence of AT makes it easier for players to acquire medals, and the rate of medal payout is faster during AT compared to when AT is not active. The state of play in which AT is continuously executed is called the AT state.

[0044] For example, when the button-pressing order is selected, the button-pressing order consisting of the characters "1", "2", and "3" is displayed on the display unit 8 from left to right, the voices "left", "middle", and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop button 5. In this embodiment, the process of navigating the button-pressing sequence by notification means such as the display unit 8, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT mode, even if the internal lottery results in a winning combination of push-order bell symbols 1-6, the order in which to press stop button 5 is not announced. Therefore, unless the order in which the player operates stop button 5 coincidentally matches the order corresponding to the winning push-order bell symbols 1-6, the player is basically unable to stop and display the combination of symbols corresponding to the winning push-order bell symbols 1-6. Therefore, the gameplay of slot machine 1 involves increasing the number of winnings by playing in a way that allows the player to stay in the AT (Automatic Trigger) state for an extended period of time.

[0045] The Cherry combination is a minor win where the corresponding symbols are "Cherry-ANY-ANY". There are two types of Cherry combinations: the weak Cherry combination (two consecutive cherries) where the Cherry symbols stop lined up on the winning lines of the left reel 41a and the middle reel 41b, and the strong Cherry combination (three consecutive cherries) where the Cherry symbols stop lined up on the winning lines of the left reel 41a, the middle reel 41b, and the right reel 41c. The watermelon combination is a minor win where the corresponding symbols are arranged as "watermelon, watermelon, watermelon". The watermelon symbol can be achieved by stopping the reels in a combination of "watermelon, watermelon, watermelon" symbols on the winning line.

[0046] A single-symbol win is a win where the corresponding combination of symbols is "Replay, Cherry, Watermelon". Furthermore, for single-coin wins, the stopping control of reel 41 is performed so that the combination of symbols changes depending on which reel 41 is stopped first. Specifically, when a single-symbol win occurs, if the middle reel 41b stops first (stopped by stop button 5b), "Replay, Cherry, Watermelon" will stop. If any other symbol besides 41b stops first (stopped by stop buttons 5a or 5c), a combination of symbols other than "Replay, Cherry, Watermelon" will stop.

[0047] The replay symbol combination appears regardless of the order in which the buttons are pressed, and the combination of symbols "Replay, Replay, Replay" stops and is displayed on the winning line.

[0048] A bonus role is a combination of symbols that results in "7-7-7," and achieving this combination transitions the game state to a bonus state. Bonus wins can be carried over to subsequent games, as long as the corresponding symbol combination does not stop (a bonus win is achieved) in the game in which the win occurred. Therefore, the bonus win status is maintained until the corresponding symbol combination stops and a bonus win is achieved (hereinafter, this state is referred to as the "bonus win state"). On the other hand, if a bonus role is won and the combination of symbols corresponding to the bonus role is displayed when the symbols stop (a bonus role is won), the game transitions to a bonus state. After the end of that bonus state, the game returns to a non-carryover state where the right to win a bonus role is not carried over (hereinafter referred to as the "non-bonus state").

[0049] In addition to being won on its own, bonus symbols may also be won in combination with rare symbols at a predetermined rate. If a bonus role is won at the same time as a rare role, the main control unit 10 performs reel control to prioritize stopping and displaying the combination of symbols corresponding to the minor role, and performs reel control for the combination of symbols corresponding to the bonus role with the lowest priority. Therefore, in games where multiple bonus symbols are won, the combination of symbols corresponding to the bonus symbol cannot be stopped, and the combination of symbols corresponding to the rare symbol will stop instead, resulting in the bonus winning state continuing into subsequent games.

[0050] Based on the combinations of symbols described above, it is determined whether a minor win, a replay win, or a bonus win has been achieved. If the determination is made that a win has been achieved, game value is awarded (medals are paid out) as shown in Figure 4(a). In other words, the main control unit 10 is equipped with a game value awarding means that awards game value (medals) according to the stopping pattern of the symbols. For example, in the case of a bell symbol (common bell symbol, order-pressed bell symbol), if the corresponding combination of symbols is displayed when the reels stop, 15 medals will be dispensed. On the other hand, when an order-pressed bell symbol is won, if the stop buttons 5a to 5c are operated in the wrong order and the reels stop on an order-pressed bell symbol, 1 medal will be dispensed. Additionally, if a combination of symbols corresponding to the watermelon symbol stops, three medals will be dispensed. If a combination of symbols corresponding to the weak cherry, strong cherry, or single-coin symbol stops, one medal will be dispensed. Furthermore, the display of a symbol combination corresponding to a replay symbol allows for replay without inserting any more tokens in the next game. Furthermore, if a combination of symbols corresponding to a bonus role stops, no medals will be paid out.

[0051] Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each winning combination are not limited to those listed above and can be set as appropriate. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.

[0052] (Winning probability for each winning role) Next, we will explain the probability of winning each winning combination, referring to Figure 4(b). Figure 4(b) shows the internal lottery table used for drawing each winning combination in each state related to bonuses (non-bonus state, bonus state, bonus state). The internal lottery table shows the number of winning values ​​(winning numbers) among the 65,536 random values ​​obtained in the internal lottery process by the main control unit 10. Furthermore, the internal lottery table shown in Figure 4(b) shows the probability of winning each winning combination in the 3-bet game, and it shows the case where the setting value set by the probability setting device 15 is common to all setting values ​​from setting 1 to 6.

[0053] As shown in Figure 4(b), the probability of winning each winning combination, excluding bonus combinations, is as follows: for example, when no bonus is won, the order of push-button bell combination > replay combination > 1-coin combination > common bell combination > weak cherry combination > watermelon combination > strong cherry combination. In other words, the order of push-button bell combination is the easiest to win, and the strong cherry combination is the hardest to win. For example, each of the push-order bell symbols 1 through 6 has a probability of being won at 6400 / 65536, and the strong cherry symbol has a probability of being won at 80 / 65536. Furthermore, if a random number other than those that result in a winning role is drawn, the draw is set to result in a loss, with a probability of 5280 / 65536. Although a detailed explanation will be omitted, the draw for winning combinations is conducted at the probabilities shown in the diagram, both during the bonus winning state and during the bonus state itself.

[0054] Note that the relationship between the winning probabilities of each winning combination may be different from that shown in Figure 4(b). Furthermore, while the winning probability is assumed to be the same for all settings, it is not limited to this, and it is also possible to have winning roles where the winning probability changes depending on the setting, and winning roles where the winning probability does not change depending on the setting. Furthermore, the probability of winning certain rare roles may be set to increase with higher settings, or conversely, the probability of winning rare roles may be set to increase with lower settings. Furthermore, for winning combinations other than rare combinations, the probability of winning may be set to increase with higher settings, or to decrease with higher settings.

[0055] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section or an advantageous section, separately from the game state described later. The normal section is a gameplay section in which no button-pressing navigation related to the button-pressing bell symbol is performed. It begins when the conditions for ending the advantageous section are met and ends when the conditions for transitioning to the advantageous section are met. In this embodiment, the condition for transitioning to the advantageous section is met by winning a predetermined role (for example, the bell role) in the internal lottery process, and after the third reel is stopped in the winning game, the game transitions from the normal section to the advantageous section (see Figure 7). Furthermore, the main control unit 10 is controlled to the normal section in its initial state (when reset), and in the normal section, the advantageous section lamp 13 is controlled to be off.

[0056] Furthermore, the conditions for transitioning to the advantageous section may also be met when a rare role is won. In this case, if the conditions for transitioning to the AT state are met as a result of winning a rare role, it is preferable to transition to the AT state after the conditions for transitioning to the advantageous section have been met. Therefore, since the push-button navigation will be performed after the conditions for transitioning to the advantageous section have been met, the push-button navigation will not be performed in the normal section. Alternatively, the transition may be initiated by, for example, a stop display of a combination of symbols corresponding to a predetermined winning combination, or a stop display of a combination of symbols not corresponding to a predetermined winning combination (for example, a losing combination or a missed bell combination). Alternatively, the game may be set up so that the player enters a favorable game state where the number of medals increases, and then enters a favorable period, and if the favorable game state continues, the favorable period may be extended.

[0057] The advantageous period is a gameplay period in which button-pressing navigation related to the button-pressing bell symbol can be executed, and because button-pressing navigation is executed, it is a gameplay period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the normal period, and then the predetermined conditions for ending the advantageous period are met. Conditions for ending the advantageous period include, for example, when slot machine 1 (main control unit 10) is reset (including when settings are changed). In this embodiment, although the details will be described later, the advantageous period basically continues when the AT state ends, but the advantageous period may end depending on the value of counter B (described later) at the end of the AT state. In addition, the conditions for ending the advantageous period may be met in part when the AT state ends. Furthermore, in the normal game state, if a predetermined number of games are played, the advantageous period may end and the game may return to the normal period.

[0058] Furthermore, slot machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous period limiter) as a limiting function to restrict the number of medals that a player can acquire, and the conditions for ending the advantageous period are met even when the advantageous period limiter is activated. The advantageous period limiter is triggered when the total number of coins acquired during a single advantageous period (the difference in coins (number of coins inserted - number of coins paid out)) reaches the upper limit (for example, +2400 coins). Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."

[0059] Furthermore, the above conditions for ending the advantageous period are merely examples, and may also include, for example, "the number of games played during one advantageous period (advantageous period games) reaching the upper limit (for example, 4000 games)," or "at least one notification of a push-order bell has been made," or "a combination of symbols corresponding to a bonus role has been displayed as stopped," etc. Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.

[0060] During the advantageous period, the advantageous period lamp 13 is controlled to a state where it can be lit. Furthermore, the advantageous section lamp 13 may also be illuminated when the number of medals increases after entering the advantageous section, resulting in a game state that is advantageous to the player. Furthermore, the advantageous section lamp 13 may be kept off even when transitioning to the advantageous section, or it may be made to light up only when transitioning to the AT state, even when transitioning to the advantageous section. Furthermore, while it is not necessary to provide the advantageous section lamp 13, it is preferable to provide an AT status lamp controlled by the main control unit 10 instead, so that the AT status lamp lights up when the AT state is active.

[0061] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage unit. • Counter A: The total number of games played during the advantageous period. • Counter B: The total number of coins acquired (difference in coins) during the advantageous period. Counters A and B are counters related to the advantageous period limiter. When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of medals acquired during the advantageous section (counter B). When the value indicated by counter B reaches the limiter value (+2400 medals), it forcibly terminates the advantageous section. Note that the values ​​of counters A and B are reset (reset to zero) when the advantageous period ends.

[0062] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (input as bets) by the player and the number of medals paid out (given) during a single advantageous period. During a single advantageous period, it subtracts the number of medals consumed when a game is played and adds the number of medals paid out as a result of the game, thus counting the difference between the number of medals consumed and the number of medals paid out, which increases or decreases depending on the execution of the game. Furthermore, unless initialized, counter B will also count the total number of medals consumed during gameplay if that number exceeds the total number of medals paid out as a result of the game.

[0063] This makes it possible to count the number of medals consumed (the number of medals lost by the player) even if the player does not actually acquire any medals during a single advantageous period, but only consumes medals. In other words, the main control unit 10 can count the value of counter B even when the number of game value (medals) consumed in the advantageous period exceeds the number of game value (medals) awarded in the advantageous period. Therefore, even if the player does not actually acquire any medals during a single advantageous period, and only medals are consumed, the limiter function can be activated to reflect the amount of medals consumed. As a result, the more medals the player can acquire before the limiter function is activated, the more medals the player can acquire, thereby increasing the player's sense of anticipation. In addition, while the main control unit 10 is capable of counting negative values ​​for counter B, it is also possible to set a large value (for example, +20000) as an initial value in advance to reduce the possibility of counter B becoming a negative value even when the player has not actually won any medals and only medals have been consumed.

[0064] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states. Each game state is controlled (hereinafter also referred to as transitioning) by the main control unit 10, which operates as a game state control means.

[0065] (Details of each game state) Next, with reference to Figure 5, we will explain each game state of the slot machine 1 according to this embodiment, the transitions between each game state, and the gameplay based on each game state. Furthermore, the main control unit 10 can independently control the transition between the normal section and the advantageous section, as well as the transition between game states. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, it is not limited to this; the transition may also occur from the next game after the transition conditions are met.

[0066] As shown in Figure 5, the gameplay of the slot machine 1 according to this embodiment is performed in multiple game states: a normal game state (first game state), a CZ state (first or second game state), and an AT state (second game state). The AT state also includes a special zone and a normal AT state. The main control unit 10 operates as a game state control means, and is capable of controlling the transition from one game state to another based on whether predetermined transition conditions are met. The normal gameplay state and the CZ state are controlled to be non-AT (Automatic Trigger) state. Therefore, the longer a player remains in the normal gameplay state or CZ state, the longer the period during which their medals do not increase, which is disadvantageous to the player. Consequently, players aim to transition to the AT state, and in particular, aim to stay in the AT state for as long as possible after the transition. Furthermore, the normal gameplay state and a portion of the CZ state may be controlled to be AT (for example, 50% being AT).

[0067] (Normal gameplay state) The normal gameplay state is entered when slot machine 1 is reset, when the settings are changed (including re-entering the settings), or when the advantageous period ends. Additionally, it may be triggered after the end of the CZ state or the normal AT state. When slot machine 1 (main control unit 10) is reset, it is controlled to the normal game state. If the conditions for transitioning to the advantageous section are met during the normal game state within the normal section, the main control unit 10 controls the game from the normal section to the advantageous section. In other words, during normal gameplay, the period spent in the normal zone is extremely short, and the player spends almost all of their time in the advantageous zone. Furthermore, it is possible to make it visually indistinguishable that the game is controlled to a normal section during normal gameplay. For example, the display screen shown on display unit 8 may use the same background image during both the normal section and the advantageous section. By unifying the display screen in this way, it becomes difficult to recognize that the game has transitioned from the normal section to the advantageous section.

[0068] In normal gameplay, a lottery is held to determine the transition to the CZ state based on the winning of a predetermined rare role. For example, the main control unit 10 performs a lottery to determine the transition to the CZ state based on the winning of a watermelon role, a weak cherry role, or a strong cherry role. Specifically, the main control unit 10 refers to the "CZ state lottery table" (Figure 13) and performs a transition lottery based on the setting value set in the probability setting device 15 and the current payout mode (described later). If the player wins the transition lottery, the main control unit 10 controls the player to transition from the normal game state to the CZ state (arrow a in Figure 5). Alternatively, a lottery to transition to the CZ state may be held every game regardless of the type of winning combination, or the transition to the CZ state may be set to occur when a predetermined number of games have been played during the normal game state (advantageous period). Details regarding the lottery for transitioning to the CZ state will be explained later.

[0069] In addition, during normal gameplay, in order to increase the player's anticipation of transitioning to the CZ state, even if a transition to the CZ state is decided, the display 8 may not immediately transition to the CZ state, but instead execute a series of CZ state sequences (main sequence sequences) for a predetermined number of games (for example, 3 games) that notify the player that they will eventually transition to the CZ state.

[0070] Furthermore, in the normal gameplay state, it may be possible to change the probability of transitioning to the CZ state by providing a normal probability state in which the probability of transitioning to the CZ state is relatively low, and a high probability state in which the probability of transitioning to the CZ state is relatively high. The transition of probability states may be controlled, for example, by transitioning (promoting) from the normal probability state to the high probability state with a predetermined probability when a rare role is won, or by controlling the transition (demotion) from the high probability state to the normal probability state with a predetermined probability when a replay role is won, a bell role is won, or a losing role is won. Furthermore, the transition of probability states is not limited to the winning combination; the probability state may also be switched at predetermined intervals.

[0071] Furthermore, in the normal game state, if the number of games played in the normal game state (advantageous period) reaches a predetermined number, the game may be transitioned to the CZ state. Alternatively, the game may be configured to transition to a CZ (Chance Zone) state when the number of times a specific role (for example, the bell role) has been won reaches a predetermined number. Furthermore, in a game played during normal gameplay (advantageous period), predetermined points may be added according to the results of the role lottery, and when the total number of points added reaches a predetermined number, the game may transition to the CZ state. Alternatively, when the total number of points added reaches a predetermined number, a lottery for transitioning to the CZ state may be held, and if the player wins this lottery, the game may transition to the CZ state.

[0072] Furthermore, in the normal gameplay state, a lottery for transitioning to the AT state may be conducted based on the winning of a predetermined rare role, making it possible to transition directly from the normal gameplay state to the AT state. For example, the transition process to the AT state may be performed at a predetermined probability (for example, 1%) when a strong cherry role is won.

[0073] (CZ state) Although the CZ state is not an AT state, it is a game state in which a lottery is held to determine whether or not to transition to the AT state, and is therefore positioned as a chance zone in the flow of the game. It may also be an AT (Automatic Trigger) system, or a partial AT system, where the button-press navigation is executed at a predetermined probability (for example, 40%) when a button-press sequence bell combination is won.

[0074] The minimum number of games that can be played in the CZ state is 10. After 10 games, the main control unit 10 will perform a lottery to determine when the CZ state will end. If the lottery is successful, the CZ state will end in that game. In other words, during the CZ (Chance Zone) state, the goal of the game is to acquire the right to transition to the AT (Attack Time) state within "10 games + α".

[0075] In the CZ state, a lottery is held to determine the transition to the AT state based on whether a predetermined winning combination is achieved. For example, the main control unit 10 performs a lottery to determine the transition to the AT state based on whether a replay combination, common bell combination, watermelon combination, weak cherry combination, or strong cherry combination is achieved. Specifically, the main control unit 10 refers to the "AT state lottery table" (Figure 14) and performs a transition lottery based on the type of winning combination and the current payout mode (described later). If the transition lottery is won, the main control unit 10 controls the transition from the CZ state to the AT state (special zone) (arrow c in Figure 5). If the transition lottery is not won during the CZ state, the main control unit 10 controls the transition to the normal game state (arrow b in Figure 5). Furthermore, if the game transitions from the CZ state to the AT state or the normal game state, the game period will continue as the advantageous period, but the game period may be transitioned from the advantageous period to the normal period. Details regarding the AT state transition lottery will be explained later.

[0076] Furthermore, when transitioning from the CZ state to the normal game state, the main control unit 10 and the sub-control unit 20 may, under their control, provide setting-related information (setting suggestion information) that can indicate the setting value set by the probability setting device 15 via notification means (display 8, speaker 9). For example, the display unit 8 is configured to display a predetermined character from among several characters. The character to be displayed is selected according to a pre-set selection probability corresponding to each setting value in the probability setting device 15, so it is possible to predict the setting value to some extent by the displayed character.

[0077] (AT state) The AT state is a game state where it is extremely easy to acquire medals because the game is controlled by the AT (Automatic Trigger) system. During AT mode, the gameplay period is controlled to be a favorable period. The AT state is broadly divided into two types: the normal AT state, which is mainly for acquiring medals, and the special zone, which determines or increases the remaining number of games that define the duration of the normal AT state.

[0078] (Specialized Zone) When transitioning from the CZ state to the AT state, or when certain conditions are met during the normal AT state, the player enters a special zone. The special zone lasts for 10 games, and in each game, a lottery is held to add games to the remaining number of games in the normal AT state. The total number of games added during the 10 games is set as the initial number of games (remaining games) at the start of the normal AT state after the special zone ends. Then, if 10 games are played in the special zone, the game transitions to the normal AT state (arrow d in Figure 5).

[0079] In the special zone, the main control unit 10 refers to the "bonus lottery table (special zone)" (Figure 15) and performs a bonus lottery based on the type of winning combination and the current payout mode (described later). In this bonus lottery, one of the game counts will be won with 100% probability, and that game count will be added to the remaining game count in the normal AT state. Details regarding the bonus lottery during the special zone will be explained later.

[0080] During the special zone, special effects corresponding to the special zone are executed on the display unit 8, the number of games added for each game is announced, and the total number of games added during the special zone is announced at the end.

[0081] When transitioning to the AT state upon initial win, a number of remaining games is assigned that determines the duration of the AT state. This remaining number of games is deducted by 1 each time a game is played during the normal AT state, and the AT state continues until the remaining number of games runs out.

[0082] (Normal AT state) The normal AT state begins after the special zone ends. When transitioning to AT mode upon initial win, the normal AT mode begins based on the initial number of games (remaining games) determined during the special zone. Furthermore, if the game transitions to a special zone during the AT state (while in the normal AT state), the number of additional games determined during the special zone will be added to the remaining number of games, and the game will return to the normal AT state.

[0083] In the normal AT state, if the remaining number of games reaches zero, the game transitions to the normal game state after the normal AT state ends (arrow f in Figure 5). Also, when the game transitions to the normal game state after the normal AT state ends, the game section continues as the advantageous section, but the game section may be transitioned from the advantageous section to the normal section. Furthermore, the conditions for ending the AT state may be set to include when the number of times the common bell symbol is won (the number of times the push-button navigation is executed) reaches a predetermined number, when the number of tokens acquired by the player during the AT state (difference in tokens) reaches a predetermined number, when the number of tokens acquired by the player during the AT state (net increase in tokens) reaches a predetermined number, or when the number of tokens paid out reaches a predetermined number.

[0084] In the normal AT state, the main control unit 10 operates as a reward granting means, making it possible to grant rewards to continue the AT state. For example, the main control unit 10 conducts a lottery to grant predetermined benefits (such as an increase in the remaining number of games or the right to transition to a special zone) based on the winning of a weak cherry or strong cherry combination. If you win the lottery, the duration of the AT state will be extended according to the benefits you receive. Specifically, the main control unit 10 refers to the "bonus lottery table (normal AT state)" (Figure 16) and performs a lottery based on the setting value set in the probability setting device 15 and the current payout mode (described later). In the lottery, if the conditions for transitioning to the special zone are met (the right to transition to the special zone is granted), the main control unit 10 controls the system to transition to the special zone (arrow e in Figure 5). Furthermore, if the number of games is won in the lottery, the main control unit 10 adds (adds) the number of games to the remaining number of games in the normal AT state. When transitioning from the normal AT state to the special zone, the counting of remaining games in the normal AT state is suspended, and the counting of remaining games resumes upon returning to the normal AT state. Therefore, the counting of remaining games does not occur during games played in the special zone. Details regarding the bonus payout lottery during normal AT mode will be explained later.

[0085] Next, we will explain the control of transitions between game states that are involved in the occurrence of bonus states. As mentioned above, when a bonus role is won, the main control unit 10 temporarily interrupts the game state at that time and transitions the game state to the bonus state.

[0086] (Bonus state) The bonus state is a favorable gameplay state for the player, as it increases the probability of winning the ordered bell combination and provides a button-pressing navigation prompt when the ordered bell combination is won. The bonus state ends when one of the following conditions is met: for example, 12 games are played, or any combination of symbols is achieved 8 times. During bonus mode, the gameplay period is controlled to be a favorable period.

[0087] When a bonus is not won, if a bonus symbol is won, the game enters a bonus-winning state. In the bonus-winning state, the stopping of symbol combinations corresponding to the bonus symbol is permitted. When a symbol combination corresponding to the bonus symbol stops on reel 41 (a bonus symbol is won), the game state transitions from a non-bonus state to a bonus state (arrow g in Figure 5). At this time, each game state is temporarily interrupted by the transition to the bonus state. For example, if the game transitions to the bonus state while in the AT state, the information related to the AT state at the time the bonus state was won (e.g., the number of remaining games) is stored in memory, and the AT state is interrupted.

[0088] In bonus mode, if the conditions for ending the bonus mode are met, the game transitions to a non-bonus mode (arrow h in Figure 5). The game state transitioning at this time will be the same as the game state before transitioning to the bonus state. For example, if the bonus state that was transitioned to during the AT state ends, the AT state will be restarted based on the various information related to the AT state that was stored when the bonus role was won. Furthermore, if the game transitions to a bonus state while in AT state, a bonus may be granted at the end of the bonus state, such as adding a predetermined number of games to the remaining number of games in the AT state.

[0089] (Processing at the end of the game) Next, referring to Figure 6, we will explain the process that is executed when a slot machine game is played and the game ends. The flowchart in Figure 6 shows the game termination control process executed by the main control unit 10.

[0090] (Game end control processing) When the game ends, that is, after the third reel is stopped, the main control unit 10 performs the following various processes. First, the advantageous interval-related processing is executed (S1). Details of the advantageous interval-related processing will be described later. Next, it is determined whether or not the game is in a favorable period (S2). If it is determined that the game is not in a favorable period (i.e., in a normal period) (S2: No), the process ends. If it is determined that the game is in a favorable period (S2: Yes), it is determined whether the NG flag is OFF or not (S3). In other words, it is determined whether the payout mode (described later) is controlled to the low payout mode or not. In S3, if it is determined that the NG flag is ON (high payout mode), the process is terminated (S3: No). If it is determined that the NG flag is OFF (low payout mode), the process is terminated (S3: Yes). Then, counter update process 1, counter update process 2, and payout monitoring process (S4-S6) are executed sequentially. Details of counter update process 1, counter update process 2, and payout monitoring process will be described later.

[0091] (Payout mode) The slot machine 1 of this embodiment includes a payout mode that affects the number of medals that a player can win. The payout mode includes multiple modes, including a low payout mode (Mode 1) and a high payout mode (Mode 2) which is more advantageous to the player than the low payout mode. The high-payout mode is a mode with higher payout performance than the low-payout mode, and is a state where players can expect to gain value from playing. However, it is not limited to this, and the high-payout mode may also be a mode with the same payout performance as the low-payout mode, but with more volatile payout fluctuations. The main control unit 10 operates as a mode control means, enabling control to one of the payout modes during the advantageous period, and switches the payout mode based on the fulfillment of predetermined conditions.

[0092] The payout mode is controlled to a low payout mode at the start of the advantageous period. During low payout mode, as described above, counter update process 1, counter update process 2, and payout monitoring process are executed, and processes related to the transition to the payout mode are performed. As will be explained in detail later, in the payout monitoring process, if the value related to the payout rate during the advantageous period reaches a specific value, the system is controlled from low payout mode to high payout mode. The high payout mode is maintained until the advantageous period ends. Furthermore, when the machine is controlled to high payout mode, the NG flag stored and managed in the RAM of the main control unit 10 is set (ON), and when the advantageous period ends and the high payout mode ends, the NG flag is cleared (OFF). In other words, the main control unit 10 stores and manages the current payout mode state by turning the NG flag ON or OFF.

[0093] Furthermore, the duration of the high-payout mode is not limited to the above; the duration may be determined by lottery. For example, when the machine is controlled to high payout mode, a lottery may be held, and a longer number of games (duration) may be selected when the machine is set to a high setting compared to a low setting. Alternatively, at the start of the advantageous period, a lottery may be held to determine the transition to a high-payout mode, which is won with a predetermined probability (1 / 256). If the lottery is won, the system may be controlled to remain in high-payout mode from that point until the end of the advantageous period.

[0094] "Values ​​related to payout rate" refer to values ​​that show the ratio of the number of game value (medals, etc.) paid out to the number of game value (medals, etc.) inserted. For example, it can be calculated using the formula "Number of safes (number of payouts) / Number of outs (number of inputs)". In the following explanation, "numerical values ​​related to the payout rate" will be explained using the value calculated by the above formula (hereinafter referred to as the payout ratio) as an example. Furthermore, the numerical value related to the payout rate is not limited to the value calculated by the above formula; any arbitrary numerical value can be used. For example, it may be a value obtained by multiplying "safe number (number of payouts) / out number (number of inputs)" by a predetermined value (for example, 100). Furthermore, if this payout ratio deviates from a specific range, the payout mode is controlled from a low payout mode to a high payout mode. Details of the payout ratio determination (payout monitoring process) will be described later. Thus, the slot machine 1 of this embodiment has the characteristic that it can control the payout mode based on the amount of payout during the advantageous period, and can control the payout performance according to the controlled payout mode.

[0095] Furthermore, the slot machine 1 of this embodiment is configured to notify the player of the current payout mode in a recognizable manner. Figure 12 shows an example of a performance displayed on the display unit 8 during normal gameplay. In normal gameplay, when the payout mode is either low payout mode or high payout mode, the sub-control unit 20 can execute normal effects, including the display of still images (videos) of characters, as shown in Figure 12(a). On the other hand, when the payout mode is set to high payout mode, special effects can be executed, such as the display of images (videos) of characters that were previously stationary running around, as shown in Figure 12(b), or images (videos) that are more lively compared to those in Figure 12(a).

[0096] Furthermore, special performances are only executed for a predetermined period of time, provided that certain conditions are met. Specifically, when the payout mode is controlled to high payout mode (NG flag = ON), the sub-control unit 20 conducts a lottery to execute a special performance every 100 games, and if it wins the lottery, it executes the special performance. For example, if the lottery is won with a predetermined probability (e.g., 5%), a special animation will be performed for a predetermined period of time starting from the winning game (e.g., a period of 1 to 3 games, or a period of 5 to 60 seconds). After the predetermined period has elapsed, the animation will return to normal. In this way, players can infer that the game is in a high-payout mode based on the execution of special effects. Furthermore, since the special effects are executed only for a predetermined period, only the player currently playing can recognize them without other players noticing. This allows the player to decide whether or not to continue playing. Furthermore, the period during which the special effects are performed is not limited to the predetermined period described above; they may continue to run until the power to slot machine 1 is turned off.

[0097] (Control during high payout mode) When the payout mode is controlled to a high payout mode, the game is designed to proceed in a way that is advantageous to the player. The following explains the control system during high payout mode.

[0098] As mentioned above, in normal gameplay, a lottery is held to determine whether to transition to the CZ (Chance Zone) state based on the current payout mode. In this lottery, as shown in the "CZ State Lottery Table" in Figure 13, for example, when the setting value in the probability setting device 15 is 1 to 3 (low setting), if it is controlled in low payout mode, the probability of winning is 32 / 256, and if it is controlled in high payout mode, the probability of winning is 128 / 256. Also, when the setting value in the probability setting device 15 is 4 to 6 (high setting), if it is controlled in low payout mode, the probability of winning is 64 / 256, and if it is controlled in high payout mode, the probability of winning is 192 / 256. Thus, in normal gameplay, the game is controlled to make it easier to transition to the CZ (Chance Zone) state when it is controlled to a high payout mode than when it is controlled to a low payout mode.

[0099] Furthermore, the settings referenced in this lottery may differ depending on whether the machine is controlled in low payout mode or high payout mode. For example, when controlled in high payout mode, the lottery may be performed with a probability common to all settings. Alternatively, a lottery table may be referenced where the probability of winning is 128 / 256 for settings 1 to 4, and 192 / 256 for settings 5 ​​and 6. Furthermore, while the lottery is designed so that winning is easier with a higher setting than with a lower setting, it is not limited to this; it may also be designed so that winning is easier with a lower setting than with a higher setting.

[0100] Furthermore, as mentioned above, during the CZ state, a lottery is held to determine whether to transition to the AT state based on the current payout mode. In this lottery, as shown in the "AT State Lottery Table" in Figure 14, for example, if a replay role is won, the probability of winning is 32 / 256 if the machine is controlled to low payout mode, and 128 / 256 if the machine is controlled to high payout mode. Furthermore, although a detailed explanation will be omitted, even when a role other than the replay role is won, a lottery for transitioning to the AT state is held according to the respective winning probabilities as shown in the diagram, and it is set up so that it is easier to win when a role with a relatively low winning probability is won. Thus, in the CZ state, the game is controlled to make it easier to transition to the AT state when it is controlled to a high payout mode than when it is controlled to a low payout mode.

[0101] Furthermore, as mentioned above, in AT mode (special zone), a lottery is held to determine how to increase the remaining number of games in the normal AT state based on the current payout mode. In this lottery, as shown in the "Bonus Lottery Table (Special Zone)" in Figure 15, for example, if you win the watermelon symbol, when controlled in low payout mode, there is a 224 / 256 probability of 30 games being added, a 16 / 256 probability of 50 games being added, and a 16 / 256 probability of 100 games being added. On the other hand, when controlled in high payout mode, there is a 176 / 256 probability of 10 games being added, a 64 / 256 probability of 100 games being added, and a 16 / 256 probability of 300 games being added. Furthermore, although I will omit a detailed explanation, even if you win a role other than the watermelon role, a bonus lottery is held with the probabilities shown in the diagram, and it is set up so that a larger number of games are added when you win a role with a relatively low probability of winning. Thus, in the AT state (special zone), the game is controlled in such a way that a larger number of games are more likely to be added when it is controlled in high payout mode than when it is controlled in low payout mode.

[0102] Furthermore, as mentioned above, in AT mode (normal AT mode), a bonus is awarded based on the current payout mode. In this lottery, as shown in the "Bonus Lottery Table (Normal AT State)" in Figure 16, for example, if the setting value in the probability setting device 15 is 1, when controlled in low payout mode, there is a 128 / 256 chance of losing (not winning) and no bonus is awarded, an 80 / 256 chance of winning and a 10-game bonus is awarded, a 16 / 256 chance of winning and a 30-game bonus is awarded, and a 32 / 256 chance of being granted the right to transition to a special zone. On the other hand, when controlled in high payout mode, there is a 96 / 256 chance of losing (not winning) and no bonus is awarded, an 80 / 256 chance of winning and a 10-game bonus is awarded, a 16 / 256 chance of winning and a 30-game bonus is awarded, and a 64 / 256 chance of being granted the right to transition to a special zone. Although a detailed explanation will be omitted, even when the setting value in the probability setting device 15 is between 2 and 6, a lottery for awarding prizes is conducted with each winning probability as shown in the diagram. Thus, in AT mode (normal AT mode), the game is controlled to grant bonuses (the right to transition to a special zone) more easily when controlled to high payout mode than when controlled to low payout mode.

[0103] Furthermore, as shown in Figure 16, in this lottery, the probability of winning (the probability of not losing) is relatively higher for even-numbered settings (settings 2, 4, and 6) than for odd-numbered settings (settings 1, 3, and 5). Also, the right to transition to the special zone is more likely to be granted for odd-numbered settings than for even-numbered settings. In this way, the characteristics change depending on whether the setting value is even or odd. However, this is not the only option; the probability of winning for odd-numbered and even-numbered settings may be reversed. In this lottery, the system is set so that the bonus (the right to transition to a special zone) is more likely to be awarded when the system is controlled in high payout mode than when it is controlled in low payout mode. However, it is not limited to this, and it is also possible to set it so that the bonus (additional game time) is more likely to be awarded.

[0104] During the bonus granting lottery in AT state (normal AT state), if the player wins an increase in the number of games, a special effect corresponding to the number of games added (increase) will be displayed on the display unit 8, etc. Figure 17 shows an example of the effects performed on the display unit 8 in the normal AT state. The example shown in Figure 17 is when a prize is awarded in a lottery, with (a) being an example where the number of added games is notified in a non-divided manner, and (b) to (d) being examples where the number of added games is notified in a divided manner. Figure 17(b) shows the largest number of games among the divided display, Figure 17(c) shows the smallest number of games among the divided display, and Figure 17(d) shows the display divided by the same number of games. Furthermore, the number of games displayed in the split screen can be any number of games, for example, +1, +5, etc., and there are no restrictions on the number of divisions.

[0105] The method of notifying the number of additional games is determined by a lottery conducted by the sub-control unit 20. Specifically, when the payout mode is set to low payout mode, there is a 70% chance of winning the non-split pattern (Figure 17(a)), a 15% chance of winning the split pattern (Figure 17(b)), a 10% chance of winning the split pattern (Figure 17(c)), and a 5% chance of winning the split pattern (Figure 17(d)). On the other hand, when the payout mode is set to high payout mode, the machine is configured so that there is a 55% chance of winning the non-split pattern (Figure 17(a)), a 20% chance of winning the split pattern (Figure 17(b)), a 15% chance of winning the split pattern (Figure 17(c)), and a 10% chance of winning the split pattern (Figure 17(d)). Thus, in AT mode (normal AT mode), the notification of the distribution of the number of added games is more likely to occur when the game is controlled to high payout mode than when it is controlled to low payout mode. This allows players to infer that they are in a high-payout mode and decide whether or not to continue playing.

[0106] Furthermore, it is not limited to this example, but it may be possible to make it easier to receive notifications in a non-split manner when the machine is controlled in a high-payout mode than when it is controlled in a low-payout mode. Furthermore, it may be possible to make it easier to determine a notification pattern with a larger number of divisions when the system is controlled to a high payout mode than when it is controlled to a low payout mode. Furthermore, it may be possible to make it easier to receive notifications for certain values ​​(for example, +7) when the machine is controlled to a high payout mode than when it is controlled to a low payout mode. Furthermore, notification of the distribution method of the added game count may be performed in accordance with the number of added game counts won in the added game count lottery performed during the AT state (special zone).

[0107] Thus, in this embodiment, the slot machine 1 is more advantageous for the player when the payout mode is controlled to high payout mode than when it is controlled to low payout mode. This allows players to expect to win a large number of balls during high-payout mode, thus enhancing the overall enjoyment of the game.

[0108] In the above explanation of various lotteries, we described cases where the lottery table referenced differs depending on whether the system is controlled in low payout mode or high payout mode. However, the explanation is not limited to this, and it is also possible to reference different lottery tables for only some of the lotteries. For example, the lottery table referenced may differ depending on the payout mode only for the lottery to transition to the CZ state or the lottery to transition to the AT state, while the lottery table referenced in low payout mode may be used for all other lotteries. Furthermore, in the various lotteries described above, the lottery table referenced may be the same whether the machine is controlled in low payout mode or high payout mode, but the number of times the lottery table is referenced may differ depending on whether the machine is controlled in low payout mode or high payout mode. In this case, it is preferable to increase the number of references when the machine is controlled in high payout mode. Furthermore, the above explanation of the various lotteries was based on the assumption that the winning combination that triggers the lottery is the same whether the system is controlled in low payout mode or high payout mode. However, the explanation is not limited to this, and the number of winning combinations that trigger the lottery may be greater when the system is controlled in high payout mode than when it is controlled in low payout mode. For example, in the lottery for transitioning to the CZ state, when the system is controlled in high payout mode, the lottery may also be executed when the common bell combination is won.

[0109] (Processing related to the advantageous period) Next, we will explain the processing related to the advantageous interval, referring to Figure 7. First, the main control unit 10 determines whether or not the game is in a favorable period (S11). If it is determined that the game is not in a favorable period (i.e., in a normal period) (S11: No), then it is determined whether or not the conditions for transitioning to a favorable period have been met (S12). If it is determined that the conditions for transitioning to the advantageous period have not been met (S12: No), the process is terminated. If it is determined that the conditions for transitioning to the advantageous period have been met (S12: Yes), the process is controlled to transition to the advantageous period (S13), and the process is terminated.

[0110] In S11, if it is determined that the game is in a favorable period (S11: Yes), the favorable period counter is updated (S14). That is, the values ​​of counter A and counter B are updated according to the result of the current game. Next, it is determined whether the conditions for the end of the advantageous period have been met (S15). That is, it is determined whether the advantageous period limiter has been reached. If it is determined that the conditions for ending the advantageous period have not been met (S15: No), the process is terminated. If it is determined that the conditions for ending the advantageous period have been met (S15: Yes), the system is controlled to transition to the normal period (S16). Furthermore, various counters related to the game section are initialized (S17). For example, counter A, counter B, per-game out counter (described later), per-game safe counter (described later), cumulative out counter (described later), cumulative safe counter (described later), judgment counter A (described later), judgment counter B (described later), and monitoring counter (described later) are initialized (zeroed).

[0111] Next, it is determined whether the NG flag is ON or OFF (S18). In other words, it is determined whether the payout mode is controlled to the high payout mode or not. If it is determined that the NG flag is not ON (the payout mode is low payout mode) (S18: No), the process is terminated. If it is determined that the NG flag is ON (the payout mode is high payout mode) (S18: Yes), the NG flag is turned OFF (S19), and the process is terminated.

[0112] (Counter update process 1) Next, the counter update process 1 will be explained with reference to Figure 8. Counter update process 1 is a process that is executed every game during the advantageous period. First, the main control unit 10 determines whether or not a win other than the replay win (including a loss) occurred in the current game (S21). If it is determined that no role other than the replay role was won (i.e., the replay role was won) (S21: No), the process proceeds to S24. If it is determined that a role other than the replay role was won (S21: Yes), the number of bets placed in this game is added to the per-game payout counter (S22). For example, if a 3-bet game is played, "3" is added. If the game is played with 2 bets or less, a value corresponding to the number of bets is added. Additionally, the number of coins paid out in this game is added to the safe count counter for each game (S23). For example, if 15 coins are paid out, "15" is added. If there is no payout (e.g., a miss or a bonus win), "0" may be added, or no addition may be made at all. Finally, the monitoring counter is incremented by 1 (S24), and the process is terminated. The monitoring counter is used to count the number of games played, which triggers the execution of counter update processing 2 and payout monitoring processing. Counting starts from 0 at the beginning of the advantageous period and continues up to a predetermined number (e.g., 100). Note that the monitoring counter may not be incremented when a replay is won. Note that S21 may be omitted in the above process. In this case, if a replay is won, "0" may be added to S22 and S23 respectively, or a value corresponding to the number of bets may be added to each.

[0113] Thus, in counter update process 1, the number of balls inserted in the current game is added to the per-game output counter, and the number of balls paid out according to the winning combination is added to the per-game safe count counter. As will be explained later, the per-game out counter and per-game safe counter are not reset and are stored cumulatively for 100 games (until the monitoring counter reaches 100). In other words, the per-game output counter stores the cumulative number of balls inserted over 100 games, and the per-game safe counter stores the cumulative number of balls dispensed over 100 games.

[0114] (Counter update process 2) Next, with reference to Figure 9, the counter update process 2 will be explained. Counter update process 2 is a process that is executed every predetermined number of games (100 games) during the advantageous period. First, the main control unit 10 determines whether the value of the monitoring counter has reached "100" (S31). That is, it determines whether 100 games have passed since the last update process. If it is determined that the value of the monitoring counter has not reached "100" (S31: No), the process is terminated. If it is determined that the value of the monitoring counter has reached "100" (S31: Yes), the cumulative out count counter is updated (S32) and the cumulative safe count counter is updated (S33). Finally, the per-game out counter and per-game safe counter are initialized (zeroed out) (S34), and the process ends.

[0115] The cumulative out counter is a counter that stores and manages the cumulative number of balls inserted in the last 6000 games, and the cumulative safe counter is a counter that stores and manages the cumulative number of balls paid out in the last 6000 games. The cumulative out counter and cumulative safe counter have array-type data structures. For example, the first data point is stored in the cumulative out counter [1], the second data point in the cumulative out counter [2], ..., and the 60th data point is stored in the cumulative out counter

[60] . The cumulative safe count counter works similarly. Additionally, the cumulative out counters [1] to

[60] store the number of balls inserted over a 100-game period. Cumulative out counter [1] stores the number of balls inserted over the oldest 100 games out of the most recent 6000 games, and cumulative out counter

[60] stores the number of balls inserted over the most recent 100 games out of the most recent 6000 games. The cumulative safe counters [1] to

[60] are similar.

[0116] In S32's "Update Cumulative Out Counter," the update process is performed by moving (shifting) the data stored in the cumulative out counter [1] to

[60] . Specifically, the update process is performed in the following way: First, the data stored in the cumulative out counter [2] is moved (shifted) to the cumulative out counter [1], then the data stored in the cumulative out counter [3] is moved (shifted) to the cumulative out counter [2], and then the data stored in the cumulative out counter [4] is moved (shifted) to the cumulative out counter [3]. In this way, the data stored in cumulative out counters [2] to

[60] is moved (shifted) to cumulative out counters [1] to

[59] , respectively. Finally, the value of the out counter for each game is stored in cumulative out counter

[60] . The "Update Cumulative Safe Count Counter" in S33 is updated using a similar method.

[0117] Thus, in counter update process 2, every 100 games, the cumulative number of outs for the most recent 6000 games (excluding games in which a replay was won) is updated and stored in the cumulative number of outs counters [1] to

[60] , and the cumulative number of safes for the most recent 6000 games (excluding games in which a replay was won) is updated and stored in the cumulative number of safes counters [1] to

[60] .

[0118] (Payout monitoring process) Next, the payout monitoring process will be explained with reference to Figures 10 and 11. The payout monitoring process is executed every predetermined number of games (100 games) during the advantageous period.

[0119] In the payout monitoring process, the payout ratio (a numerical value related to the payout rate) is calculated according to the current number of games in the advantageous section. If the calculated payout ratio deviates from a certain range, the payout mode is controlled from a low payout mode to a high payout mode. Within a certain range, there is an upper limit (a specific upper limit) and a lower limit (a specific lower limit). That is, the main control unit 10, by operating as a determination means, determines whether the calculated payout ratio is within a certain range, and if it exceeds the upper limit or falls below the lower limit, it determines that the conditions for transitioning to the payout mode have been met.

[0120] The payout ratio is calculated by the main control unit 10 acting as a calculation means, based on the game results (number of balls out and number of balls safe) during a predetermined game period. For example, it is calculated separately for short-term, medium-term, and long-term game periods. The short-term game period (first game period) is the period of the most recent 400 games when the current number of advantageous games is between 400 and 1599 games (first game count). The medium-term game period (first game period or second game period) is the period of the most recent 1600 games when the current number of advantageous games is between 1600 and 5999 games (first game count or second game count). The long-term play period (second play period) is defined as the play period for the most recent 6,000 games when the current number of advantageous period games is 6,000 games or more (second play count). Furthermore, the numerical values ​​for each gaming period are not limited to those listed above and can be changed as appropriate, and may be set in advance by the staff of the gaming establishment.

[0121] First, the main control unit 10 determines whether the value of the monitoring counter has reached "100" (S41). If it is determined that the value of the monitoring counter has not reached "100" (S41: No), the process is terminated. If it is determined that the value of the monitoring counter has reached "100" (S41: Yes), the value calculated by the formula "current number of games in the advantageous section / 100" (quotient and remainder) is stored in the determination counter (S42). The judgment counter is a counter that stores a value that triggers the determination process for the payout ratio for each game period, and has judgment counter A and judgment counter B. The quotient of the above formula is stored in judgment counter A, and the remainder of the above formula is stored in judgment counter B.

[0122] Next, we determine whether or not it is a trigger for determining the payout ratio during a short gaming period. Specifically, a determination is made as to whether the value of judgment counter A is 4 or greater, and whether the value of judgment counter B is 0 (zero) (S43). In other words, a determination is made as to whether the number of advantageous games is 400 games or more, and whether the game is in a 100-game cycle (400 games, 500 games, 600 games, etc.). If it is determined that the conditions are not met (S43: No), proceed to S56; if it is determined that the conditions are met (S43: Yes), calculate the short-term payout ratio (S44). The short-term payout ratio is the payout ratio during the most recent 400 games played, and can be calculated using the formula: "Sum of cumulative safe count counters

[60] to

[57] / Sum of cumulative out count counters

[60] to

[57] ".

[0123] Next, it is determined whether the calculated short-term payout ratio falls within a certain range. Specifically, a determination is made as to whether the short-term payout ratio is less than or equal to the upper limit of 1 (for example, 2.2) (S45). If it is determined that the short-term payout ratio is not less than or equal to the upper limit of 1 (S45: No), proceed to S55. If it is determined that the short-term payout ratio is less than or equal to the upper limit of 1 (S45: Yes), then determine whether the short-term payout ratio is greater than or equal to the lower limit of 1 (for example, 0.33) (S46). If it is determined that the short-term payout ratio is not equal to or greater than the lower limit of 1 (S46: No), the process proceeds to S55. If it is determined that the short-term payout ratio is equal to or greater than the lower limit of 1 (S46: Yes), the process then proceeds to determine whether or not it is a trigger for determining the payout ratio during the medium-term gaming period.

[0124] Specifically, a determination is made as to whether the value of judgment counter A is 16 or greater, and whether the value of judgment counter B is 0 (zero) (S47). In other words, a determination is made as to whether the number of games in the advantageous section is 1600 games or more, and whether the game is in a 100-game cycle (1600 games, 1700 games, 1800 games, etc.). If it is determined that the conditions are not met (S47: No), proceed to S51; if it is determined that the conditions are met (S47: Yes), calculate the payout ratio for the medium period (S48). The medium-term payout ratio is the payout ratio during the most recent 1600 games played, and can be calculated using the formula: "Sum of cumulative safe count counters

[60] to

[45] / Sum of cumulative out count counters

[60] to

[45] ".

[0125] Next, it is determined whether the calculated medium-term payout ratio falls within a certain range. Specifically, a determination is made as to whether the payout ratio over the medium term is less than or equal to the upper limit of 2 (for example, 1.5) (S49). If it is determined that the payout ratio over the medium period is not less than or equal to the upper limit of 2 (S49: No), proceed to S55. If it is determined that the payout ratio over the medium period is less than or equal to the upper limit of 2 (S49: Yes), then determine whether the payout ratio over the medium period is greater than or equal to the lower limit of 2 (for example, 0.4) (S50). If it is determined that the payout ratio over the medium period is not 2 or higher (S50: No), the process proceeds to S55. If it is determined that the payout ratio over the medium period is 2 or higher (S50: Yes), the process then proceeds to determine whether or not it is a trigger for determining the payout ratio during the long-term play period.

[0126] Specifically, a determination is made as to whether the value of judgment counter A is 60 or more, and whether the value of judgment counter B is 0 (zero) (S51). In other words, it is determined whether the number of games in the advantageous section is 6000 games or more, and whether the game is in a 100-game cycle (6000 games, 6100 games, 6200 games, etc.). If it is determined that the conditions are not met (S51: No), proceed to S56; if it is determined that the conditions are met (S51: Yes), calculate the long-term payout ratio (S52). The long-term payout ratio is the payout ratio during the most recent 6000 games played, and can be calculated using the formula: "Sum of cumulative safe count counters

[60] to [1] / Sum of cumulative out count counters

[60] to [1]".

[0127] Next, it is determined whether the calculated long-term payout ratio falls within a certain range. Specifically, a determination is made as to whether the payout ratio over a long period of time is below the upper limit of 3 (for example, 1.26) (S53). If it is determined that the long-term payout ratio is not below the upper limit of 3 (S53: No), proceed to S55. If it is determined that the long-term payout ratio is below the upper limit of 3 (S53: Yes), then determine whether the long-term payout ratio is above the lower limit of 3 (for example, 0.5) (S54). If it is determined that the payout ratio has not been above the lower limit of 3 for a long period of time (S54: No), proceed to S55. If it is determined that the payout ratio has been above the lower limit of 3 for a long period of time (S54: Yes), proceed to S56. In S55, the NG flag is turned ON. In other words, the payout mode is controlled from low payout mode to high payout mode. In S56, the monitoring counter is initialized (zeroed out), and the process ends.

[0128] In this way, the payout monitoring process allows the system to switch from a low payout mode to a high payout mode when the payout rate (payout ratio) calculated for each gaming period reaches its upper limit. This allows the system to transition to a state where players can expect to win even more payouts, even after a certain amount of payouts have been achieved. Furthermore, if the payout rate calculated for each gaming period falls below the lower limit, the system can be controlled from a low payout mode to a high payout mode, allowing players to transition from a state where payouts are extremely low to a state where payouts can be expected.

[0129] Furthermore, the payout monitoring process can also be modified as shown below. The above explanation describes the calculation of the payout ratio using the most recent game results, but it is not limited to this; the payout ratio may also be calculated using the game results from any period of play. For example, in the case of a short gaming period, the payout ratio was calculated using the cumulative out count counter

[60] ~

[57] and the cumulative safe count counter

[60] ~

[57] . However, any gaming period of 400 games may be used, for example, using the cumulative out count counter

[56] ~

[53] and the cumulative safe count counter

[56] ~

[53] . Furthermore, in the above explanation, the condition used in the process of monitoring the trigger for determining the payout ratio was whether the value (remainder) of the determination counter B was 0 (zero), but this condition may be omitted. Furthermore, the above explanation described the monitoring of the payout ratio using three game periods: short-term, medium-term, and long-term. However, the explanation is not limited to this, and two or fewer, or four or more, game periods may be used. In this case, monitoring may be performed during at least one game period to initiate a transition to a high-payout mode.

[0130] (modified version) The slot machine 1 according to this embodiment can also be modified as shown below. In the above embodiment, the case where payout monitoring is not performed during high payout mode was described, but the invention is not limited to this, and payout monitoring may also be performed during high payout mode. In this case, if a predetermined condition is met during high payout mode, the system may be controlled to an ultra-high payout mode (third mode) which has even higher payout performance than high payout mode. Specifically, the main control unit 10 may determine whether the payout ratio has reached a special value (for example, 0.25) during the period from when it is controlled to the high payout mode until a predetermined game period has elapsed. If it determines that it has not reached this value, it may control the machine to the super high payout mode. This allows players to transition to a state where they can expect to win more than the high-payout mode, even if their winnings do not increase after entering high-payout mode, thereby enhancing the enjoyment of the game. Furthermore, the transition to the ultra-high payout mode may be triggered when the payout ratio reaches a predetermined upper limit during the high payout mode. This allows players to transition to a state where they can expect to gain even more value from the game while having already acquired a large payout during the high payout mode, thereby enhancing the enjoyment of the game. Furthermore, the trigger for transitioning to the ultra-high payout mode is not limited to the payout ratio; for example, the difference in the number of tokens during the advantageous period (counter B) or the number of times small wins are achieved may also be used. For example, if the value of counter B is below a predetermined value during the period from when the game is controlled to the high payout mode until a predetermined game period has elapsed, the game may transition to the ultra-high payout mode. Alternatively, the game may transition to the ultra-high payout mode when the value of counter B reaches a predetermined upper limit.

[0131] Furthermore, in the above embodiment, the game is described in a way that is more advantageous to the player when controlled in high payout mode than when controlled in low payout mode. However, the system is not limited to this, and the game may be more advantageous to the player when controlled in low payout mode. For example, a more advantageous lottery table may be referenced when controlled in low payout mode, or some lotteries (for example, the lottery for transitioning to AT state) may not be performed when controlled in high payout mode.

[0132] Furthermore, in the above embodiment, it is assumed that in the counter update process 1 (S23), when a role other than the replay role is won, the payout amount is added to the safe count counter for each game. However, this is not limited to this, and for example, even if a small role is missed (not won) in the AT state, the payout amount may be added to the safe count counter for each game. This makes it difficult to transition to the high-payout mode even if the player intentionally plays in a way that drastically reduces the payout rate during the AT state.

[0133] Furthermore, in the above embodiment, a monitoring counter was used to monitor the timing of the execution of the counter update process 2 and the payout monitoring process. However, the invention is not limited to this, and the counter update process 2 and the payout monitoring process may be executed every game by using a data structure consisting of a cumulative out counter

[6000] ~[1] and a cumulative safe counter

[6000] ~[1] without using a monitoring counter.

[0134] As described above, the present invention includes a section control means (main control unit 10) that can control the game to enter an advantageous section, a mode control means (main control unit 10) that can control the game to enter any of a plurality of modes within the advantageous section, including a first mode (low payout mode) and a second mode (high payout mode) that is more advantageous to the player than the first mode, and a determination means (main control unit 10) that can determine whether or not a numerical value related to the payout rate in the first mode has reached a specific value, and the mode control means is configured to be able to control the game to the second mode if the determination means determines that the specific value has been reached.

[0135] The slot machine 1 according to the present invention, having such a configuration, can be controlled to a high-payout mode when a numerical value related to the payout rate (payout ratio) exceeds a specific value during the low-payout mode, thereby increasing the payout performance. This allows players to transition to a state where they can expect to gain even more game value, even after acquiring a certain amount of game value, thereby enhancing the enjoyment of the game.

[0136] In contrast, Patent Document 1 discloses a gaming machine that controls the machine to a mode where the expected value of subsequent game acquisitions is lower the more game value is acquired during the AT or advantageous period. However, with this gaming machine, once a certain amount of gaming value has been acquired, there was a risk that the game's appeal would diminish because the likelihood of acquiring further gaming value was low. Thus, the slot machine 1 of this embodiment can solve all or part of the problems that conventional gaming machines have to improve.

[0137] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, in the embodiment described above, the machine was described as having two payout modes (low payout mode and high payout mode), but it is not limited to this, and may have three or more payout modes. Alternatively, the game may be designed to transition from a high-payout mode to a low-payout mode during the advantageous period.

[0138] Furthermore, in the above embodiment, the number of games is used as a value that can manage the AT, but it is not limited to this, and it may be managed using at least one of the following, for example, the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small win occurred, the number of tokens acquired, the number of tokens paid out, etc. Furthermore, although the above embodiment described the case where a game count subtraction method is applied during the AT state, it is not limited to this, and a game count addition method may be used in which the AT state ends when the number of games added for each game reaches an upper limit.

[0139] Furthermore, in the above-described embodiment, the normal game state was assumed to be controlled in either the normal section or the advantageous section, and the CZ state, AT state, and bonus state were controlled in the advantageous section. However, the description is not limited to this, and each game state may be controlled in either the normal section or the advantageous section, or both.

[0140] Furthermore, the tables referenced in the various processes in the above-described embodiment are merely examples and are not limited to the tables mentioned above. Moreover, the winning probabilities related to the various tables are not limited to the values ​​mentioned above and can be changed as appropriate.

[0141] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.

[0142] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.

[0143] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may be a so-called smart gaming machine that can execute games using a data-based pseudo-gaming medium without using actual gaming media such as tokens. In addition, the gaming machine may be a so-called sealed gaming machine that can execute games by circulating gaming media such as game balls internally without dispensing them externally. Furthermore, the upper limits for the difference in the number of tokens and the number of games played in such smart gaming machines may differ from the upper limits for gaming machines that use physical tokens or other items.

[0144] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the reel or other symbols change on the display. [Explanation of symbols]

[0145] 1. Slot machine (amusement machine) 8 Display 10 Main Control Unit 20 Sub-control Unit

Claims

[Claim 1] A controllable interval mechanism for the advantageous interval, In the aforementioned advantageous period, a mode control means capable of controlling the system to any of a plurality of modes, including a first mode, a second mode which is more advantageous to the player than the first mode, and a third mode which is more advantageous to the player than the second mode, A determination means capable of determining whether the payout rate in the first mode exceeds a specific value, Equipped with, The determination means is During the period from when the system is controlled to the second mode until a predetermined game period has elapsed, it is possible to determine whether the payout rate falls below a special value. The mode control means is If the determination means determines that the specific value is exceeded, it is possible to control to the second mode. If the determination means determines that the value is less than the special value, the system can be controlled to the third mode. A gaming machine characterized by the following features.

Citation Information

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