Game machine
Patent Information
- Application Number
- JP2024113037
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-16
- Publication Date
- 2025-06-19
- Estimated Expiration
- 2038-03-15
AI Technical Summary
Conventional gaming machines fail to maintain special gaming states such as ART (Assist Replay Time) continuously after shifting from an advantageous section to a normal section, causing a loss of ball output rate and gaming state initialization.
A gaming machine with rotating reels, start and stop switches, an internal lottery unit, and control units to manage game sections and states, allowing transitions to special gaming states like ART with higher probability and notifications for correct operation orders, ensuring continuous execution of special gaming states.
Enables continuous execution of special gaming states with an advantageous section, providing players with enhanced gaming experiences and increased chances of winning through maintained special states like ART.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines, and more particularly to slot machines. [Background technology]
[0002] There is known a gaming machine equipped with an ART (Assist Replay Time) or AT (Assist Time) function, which is a gaming state in which an assist function is exercised to inform a player of the correct push order when the push order role is won by an internal lottery (for example, see Patent Document 1). In this gaming machine, for example, whether or not the gaming state transitions to the ART is determined by an ART lottery executed by winning a predetermined role.
[0003] In recent years, gaming machines have been developed in which game play progresses in either a favorable zone, in which an instruction function can be exercised to determine whether or not to conduct an ART lottery or to perform ART processing, or a normal zone, in which the instruction function cannot be exercised.
[0004] The advantageous period ends, for example, when the number of continuing games reaches 1,500 games, or when the medal difference, which is the difference between the maximum and minimum values of the cumulative number of medals paid out minus the number of medals bet, becomes 2,400 or more. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2017-086994 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, in such conventional gaming machines, when the game zone shifts from the advantageous zone to the normal zone, the payout rate, which is the ratio of the number of medals paid out to the number of medals bet, and the game state are all initialized. Therefore, in the conventional gaming machines, it was impossible to create a so-called consecutive win state in which special game states such as ART are continued.
[0007] An object of the present invention is to provide a gaming machine that has an advantageous zone as a gaming zone and can continuously execute a special gaming state. [Means for solving the problem]
[0008] The first invention is a plurality of reels each displaying a plurality of symbols; A start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of reels and configured to stop the reels during rotation based on an operation by the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of role flags as a winning flag; a game state control unit that executes game progress in any one of the game states including a general game state; AT, ART, and pseudo bonus, which are game states in which an assist function is executed to notify the player of a correct operation sequence when the winning flag established by the internal lottery includes a predetermined operation sequence role in which the player wins by operating the stop switch in a correct operation sequence; and a special game state including at least one of CZ, which is a game state in which a state transition lottery for transitioning to one of the AT, ART, and pseudo bonus is performed with a higher probability than in the general game state, and a high probability mode; a section control unit that executes a game progress in one of game sections including an advantageous section in which a process related to the instruction function can be performed and a normal section in which the process related to the instruction function cannot be performed; a display unit that notifies the user that the gaming area is the advantageous area after the gaming area has transitioned to the advantageous area; Equipped with the game state control unit, in a game subsequent to a game in which the zone control unit has shifted the game zone from the normal zone to the advantageous zone based on the flag of a predetermined role being established as the winning flag by the internal lottery, shifts the game state from the general game state to the special game state; It is an amusement machine.
[0009] The second invention is a plurality of reels each displaying a plurality of symbols; A start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of reels and configured to stop the reels during rotation based on an operation by the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of role flags as a winning flag; a game state control unit that executes game progress in any one of the game states including a general game state; AT, ART, and pseudo bonus, which are game states in which an assist function is executed to notify the player of a correct operation sequence when the winning flag established by the internal lottery includes a predetermined operation sequence role in which the player wins by operating the stop switch in a correct operation sequence; and a special game state including at least one of CZ, which is a game state in which a state transition lottery for transitioning to one of the AT, ART, and pseudo bonus is performed with a higher probability than in the general game state, and a high probability mode; a section control unit that executes a game progress in one of game sections including an advantageous section in which a process related to the instruction function can be performed and a normal section in which the process related to the instruction function cannot be performed; A display unit that notifies the user that the gaming area is the advantageous area based on the fact that a specific condition is satisfied after the gaming area has transitioned to the advantageous area; Equipped with the game state control unit, in a game subsequent to a game in which the zone control unit has shifted the game zone from the normal zone to the advantageous zone based on the flag of a predetermined role being established as the winning flag by the internal lottery, shifts the game state from the general game state to the special game state; It is an amusement machine.
[0010] The third invention is a plurality of reels each displaying a plurality of symbols; A start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of reels and configured to stop the reels during rotation based on an operation by the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of role flags as a winning flag; a game state control unit that executes game progress in any one of game states including a normal game state and a special game state that is a game state more advantageous to the player than the normal game state; a section control unit that executes a game progress in one of game sections including an advantageous section in which a process related to the instruction function can be performed and a normal section in which the process related to the instruction function cannot be performed; a display unit that notifies the user that the gaming area is the advantageous area after the gaming area has transitioned to the advantageous area; Equipped with the game state control unit transitions the game state from the general game state to the special game state in a game subsequent to a game in which the zone control unit transitions the game zone from the normal zone to the advantageous zone based on the satisfaction of a predetermined game condition; It is an amusement machine.
[0011] The fourth invention is a plurality of reels each displaying a plurality of symbols; A start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of reels and configured to stop the reels during rotation based on an operation by the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of role flags as a winning flag; a game state control unit that executes game progress in any one of game states including a normal game state and a special game state that is a game state more advantageous to the player than the normal game state; a section control unit that executes a game progress in one of game sections including an advantageous section in which a process related to the instruction function can be performed and a normal section in which the process related to the instruction function cannot be performed; A display unit that notifies the user that the gaming area is the advantageous area based on the fact that a specific condition is satisfied after the gaming area has transitioned to the advantageous area; Equipped with the game state control unit transitions the game state from the general game state to the special game state in a game subsequent to a game in which the zone control unit transitions the game zone from the normal zone to the advantageous zone based on the satisfaction of a predetermined game condition; It is an amusement machine.
[0012] In the third and fourth aspects of the present invention, the game condition may be that a flag for a predetermined combination is established as the winning flag by the internal lottery.
[0013] In the first to fourth aspects of the present invention, the gaming state control unit may transition the gaming state from the special gaming state to the general gaming state when a predetermined second gaming condition is satisfied.
[0014] In the first to fourth aspects of the present invention, the zone control unit may transition the gaming zone from the advantageous zone to the normal zone when a predetermined third gaming condition is satisfied.
[0015] In the first to fourth aspects of the present invention, the zone control unit may transition the gaming zone from the advantageous zone to the normal zone when a predetermined fourth gaming condition is satisfied.
[0016] In the first to fourth aspects of the present invention, a setting value control unit is further provided, which sets one of a plurality of types of setting values based on an operation by an operator of the store and executes a game progress with the set setting value, The section control unit executes the game progress in the normal section when the setting value control unit changes the setting value, The game state control unit may determine in which game state, the general game state or the special game state, the game progress will be executed depending on whether a predetermined fifth game condition is satisfied when the zone control unit transitions the game zone from the normal zone to the advantageous zone for the first time in a game after the setting value control unit changes the setting value. Effect of the Invention
[0017] According to the present invention, it is possible to provide a gaming machine that has an advantageous zone as a gaming zone and can continuously execute a special gaming state. [Brief description of the drawings]
[0018] [Figure 1] 1 is a front view of a slot machine according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a functional block diagram of the slot machine of the present embodiment. [Diagram 3] 1 is a diagram showing the arrangement of symbols on a rotating reel in the slot machine of the present embodiment. FIG. [Figure 4] 13 is a diagram for explaining the transition of the RT state of the slot machine of the present embodiment. FIG. [Diagram 5] 13 is a diagram for explaining the flags of the winning combinations that are established for each RT state in the internal lottery table of the slot machine of this embodiment. FIG. [Figure 6] A diagram to explain the possible winning roles for each push order on the internal lottery table of the slot machine of this embodiment. [Figure 7] 11A and 11B are diagrams for explaining the difference in number of medals and the medal difference in the slot machine of the present embodiment. [Figure 8] 13 is a diagram for explaining a section transition lottery table in the slot machine of the present embodiment. FIG. [Figure 9] A figure for explaining the mode lottery table when the game area in this embodiment transitions from the normal area to the advantageous area. [Figure 10] 13 is a diagram for explaining a mode selection table when mode A is selected in this embodiment. FIG. [Figure 11] 13 is a diagram for explaining a mode selection table when mode B is selected in this embodiment. FIG. [Figure 12] 13 is a diagram for explaining a mode selection table when mode C is selected in this embodiment. FIG. [Figure 13] 1 is a diagram for explaining an ART lottery table in the slot machine of this embodiment. FIG. [Figure 14] 13 is a diagram for explaining a drawing table for a mode drawing in the slot machine of this embodiment. FIG. [Figure 15] 13 is a diagram for explaining a ceiling lottery drawing table in the slot machine of this embodiment. FIG. [Figure 16] A diagram for explaining the lottery table for the CZ lottery in the slot machine of this embodiment. [Figure 17] 13 is a diagram for explaining a lottery table when determining a target number of games in the slot machine of the present embodiment. FIG. [Figure 18] 13 is a flowchart showing the special game state transition processing in this embodiment. [Figure 19] 13 is a flowchart showing a second special game state transition process in another embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0019] [Embodiment] A slot machine as an embodiment of a gaming machine of the present invention will be described below. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be appropriately modified without departing from the gist of the present invention.
[0020] <Explanation of the slot machine cabinet> 1 is a diagram showing a cabinet 10 of a slot machine 1. A front door 100 is provided on the front side of the cabinet 10.
[0021] The front door 100 has a translucent reel window 200 in its center. From this reel window 200, a player can see a plurality of symbols displayed on the surface of each reel 20, which will be described later.
[0022] Above the reel window 200, there are provided a liquid crystal screen 3, an illumination unit (not shown), and a speaker (not shown) for performing various effects during a game.
[0023] The liquid crystal screen 3 as a display unit displays various presentation animations (presentation screens) during a game.
[0024] In addition, when the game zone is an advantageous zone, the liquid crystal display 3 receives information on the difference in number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, and information on the medal difference, which is the difference between the maximum and minimum values of the difference in number, from the media management unit 614 described below. As a result, the liquid crystal display 3 displays the difference in number of medals and the medal difference.
[0025] Furthermore, the liquid crystal screen 3 receives information regarding the number of games to be continued in the advantageous zone from the zone control unit 616 described below, and displays the number of games to be continued in the advantageous zone.
[0026] The illumination unit lights up or goes out in a predetermined pattern when a predetermined condition is met (for example, when a highly anticipated presentation screen is displayed or when a specific winning combination is achieved).
[0027] The speaker outputs predetermined BGM (background music) and SE (sound effects).
[0028] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a stop switch 40, an insertion slot 41, a bet switch 42, a lever 43, a medium display unit 44, an adjustment switch 45, and the like.
[0029] Each stop switch 40 is provided corresponding to each reel 20, and is used by the player to stop each reel 20 during rotation.
[0030] A medal is inserted into the insertion port 41. A medal sensor (not shown) is also provided in the insertion port 41. The medal sensor detects the insertion of a medal into the insertion port 41 by a player, and outputs a detection signal.
[0031] The bet switch 42 is used when a player bets medals.
[0032] The lever 43 functions as a start switch for spinning each of the reels 20 .
[0033] The medium display unit 44 as a display unit displays the number of medal credits, the number of medals paid out, the number of medals bet, and the like, based on information from a medium management unit 614 (described later) and the like.
[0034] Furthermore, the medium display unit 44 displays that the playing area is an advantageous area when the playing area is an advantageous area and a specific condition is satisfied. When the specific condition is satisfied, a predetermined lamp of the medium display unit 44 lights up to notify that the playing area is an advantageous area. By lighting up the lamp in this manner, the player can see at a glance that the playing area is an advantageous area, and the player will not make a mistake about when to stop playing.
[0035] The settlement switch 45 is used when the player finishes playing and pays out medals from a payout outlet 51, which will be described later.
[0036] Each switch of the operation unit 4 outputs an operation signal based on the operation of the player.
[0037] Further, below the operation unit 4, there are provided a payout outlet 51 for paying out medals, and a lower tray 52 for storing the medals paid out from the payout outlet 51.
[0038] In addition, the slot machine 1 is provided with a hopper unit 50 which is controlled by the medium management unit 614 and receives and pays out medals.
[0039] 2, the slot machine 1 includes a reel unit 2 and a control unit 6. The reel unit 2 and the control unit 6 are disposed inside the cabinet 10 together with a power supply device (not shown) that turns on / off the main power supply of the slot machine 1.
[0040] The reel unit 2 includes three reels 20 having an arrangement of symbols as shown in Fig. 3, and three stepping motors 21 for driving the reels 20, respectively. The reel unit 2 is disposed near the center inside the housing 10.
[0041] In this embodiment, the stepping motor 21 stops the rotation of the reel 20 within 190 ms after the stop switch 40 is operated. The stepping motor 21 also rotates once in 504 steps. This causes the reel 20 to rotate at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.
[0042] The rotation and stopping of the rotating reel 20 and the stepping motor 21 are controlled by a rotation start control unit 611 and a rotation stop control unit 612, which will be described later.
[0043] <Explanation of the game flow> First, a player inserts medals into the insertion slot 41, or operates the bet switch 42 to use stored medals (credits) to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, the lever 43 can be operated, i.e., the game can start.
[0044] As shown in Fig. 1, the active line L in this embodiment is composed of one line slanting downward to the right. In this embodiment, when a MAX BET (3 coins bet) is made, one line (the line slanting downward to the right) is activated and becomes the active line L.
[0045] In the following, a winning combination is not limited to a winning combination that pays out medals, such as bells or watermelons, but also refers to a combination of symbols corresponding to a replay or RT transition replay lining up on the active line L.
[0046] One game (one play) in this embodiment refers to a series of operations in which a player operates the bet switch 42, lever 43, and stop switch 40 to obtain the result of the game (including the medal payout process).
[0047] Specifically, when the lever 43 is operated (lever on) in a state where the game can be started, an internal lottery to determine the winning flag is performed, and the rotation of each reel 20 starts. In this state, when any of the stop switches 40 is operated, the corresponding reel 20 of the operated stop switch 40 stops. When all the reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (symbol stop pattern) aligned (winning) on the valid line L. Thereby, one game ends.
[0048] <Explanation of RT state> As shown in FIG. 4, the slot machine 1 has RT states RT0 to RT2. In RT0 to RT2, as described later, there is a replay probability, which is the probability that a flag of replay, which is a role that enables a player to play the next game without betting medals, is established as the winning flag, and is determined in advance for each.
[0049] RT0 is an RT state that shifts after the RT state is RT2 and the RT0 shift rep wins when the RAM provided in the control unit 6 is cleared. The replay probability of RT0 is 1 / 7.3. In this specification, this replay probability is the combined winning probability of all replay roles including replay and RT shift reps in addition to replay. When winning a replay role in the previous game, the player can play the next game without betting medals.
[0050] RT1 is an RT state that shifts when the flag of the role "push order bell 1 to 12" is established and the bell spill eye wins when the RT state is RT0. The replay probability of RT1 is 1 / 7.3.
[0051] RT2 is an RT state that transitions when the flag "RT2 transition repl" for the role is established and the RT2 transition repl wins when the RT state is RT1. The replay probability of RT2 is 1 / 1.4. When the RT state is RT2, if the RT0 transition repl is established by internal lottery and the RT0 transition repl wins, the RT state transitions from RT2 to RT0.
[0052] Note that the RT0 transition repl, bell spill mark, and RT2 transition repl are examples of transition roles that enable the transition of the game state when the flags for the roles including these are established as winning flags and win.
[0053] Also, the switching between these RT0 to RT2 is performed by the RT state control unit 617 described later.
[0054] <ART Explanation> In the following description, the general game state refers to a game state that is neither the special game state ART (Assist Replay Time) nor CZ (Chance Zone).
[0055] ART is one of the special game states that is more advantageous for the player than the general game state.
[0056] For example, after winning the ART lottery that is performed when a predetermined role wins by internal lottery, once the game state transitions to ART, until the remaining number of games of ART (the remaining number of games of ART) becomes 0 (zero) and ART ends, an assist for notifying the order of pushing to win the push order role when the push order role flag described later is established is executed. In this assist, the order of pushing for winning a specific push order role among the plurality of push order roles defined for each push order in one push order role flag is notified.
[0057] Also, ART in this embodiment is composed of 50 games per set, and a continuation lottery is performed to determine whether the next set is continued during the set of the ART.
[0058] In addition, in ART, assistance is provided so that the game progresses in RT2, which is the RT state in which a replay is won with a high probability by internal lottery.
[0059] Specifically, if the RT state is other than RT2, an assist is performed so that the RT state becomes RT2. For example, even if the RT state falls to RT0 during ART, an assist is performed to win a bell drop, and the RT state transitions to RT1 when the bell drop is won. Furthermore, an assist is performed to win an RT2 transition lip, and the RT state transitions to RT2 when the RT2 transition lip is won.
[0060] On the other hand, if the RT state is RT2, assistance is provided so that the RT state is maintained at RT2.
[0061] Thus, ART is a gaming state that is mainly executed when the RT state is RT2, but even if the RT state is other than RT2, the gaming state is ART in the following cases.
[0062] Specifically, even after the game status control unit 618 has decided to transition the game status to ART, and the RT status has not yet become RT2, that is, in the so-called ART preparation state (for example, the state when the RT status is RT1 and before the RT2 transition lip is won), the game status is ART.
[0063] In addition, when the ART is in progress and the RT state is RT2, if the role flag "RT0 transition replay" is established, and the player presses the stop switch 40 in a different order from the assist announced to win a normal replay, resulting in an RT0 transition replay being won and the RT state transitioning to RT0 (falling off), the game state will also be ART.
[0064] In addition, the game state of the add-on specialization zone, which is executed to add an additional number of games to continue the ART in game units after one set of ART has ended, is also an ART.
[0065] As described above, the ART is a gaming state that continues from when an ART transition signal described below is generated until a general gaming state transition signal is generated.
[0066] As mentioned above, ART is mainly executed during RT2, but RT2 can occur outside of ART. Specifically, for example, the RT state may transition from RT1 to RT2 due to the winning of an RT2 transition lip during RT1 where the transition to ART has not been determined.
[0067] <Explanation of control unit 6> 2, the control unit 6 is mainly composed of a main control unit 61 and a sub-control unit 62. Each of the main control unit 61 and the sub-control unit 62 includes a CPU (Central Processing Unit) used for calculations, and a storage unit (not shown) composed of a RAM (Random Access Memory) and a ROM (Read Only Memory) for storing programs or data necessary for game progress, etc.
[0068] <Description of main control unit 61> The main control unit 61 performs control for progressing the game, such as controlling the internal lottery and the spinning reel 20. The main control unit 61 controls the stepping motor 21 and controls the start or stop of the spinning reel 20 based on the operation of the bet switch 42, the lever 43, and the stop switch 40 by the player.
[0069] In addition, the main control unit 61 sequentially transmits to the sub-control unit 62 information necessary for presentation, such as an internal lottery result signal, a special gaming state transition signal such as an ART transition signal, and a general gaming state transition signal, which will be described later.
[0070] As shown in Figure 2, the main control unit 61 includes an internal lottery unit 610, a rotation start control unit 611, a rotation stop control unit 612, a game result determination unit 613, a media management unit 614, a setting value control unit 615, an interval control unit 616, an RT state control unit 617, a game state control unit 618, and a bonus granting unit 619.
[0071] <Explanation of the internal lottery unit 610> The internal lottery unit 610 performs an internal lottery based on the random number acquired when the operation signal of the lever 43 is output and the internal lottery table T1 included in the internal lottery unit 610. Then, in response to the result of the internal lottery, an internal lottery result signal is generated. This internal lottery result signal is transmitted from the internal lottery unit 610 to the sub-control unit 62 including the rotation start control unit 611, the rotation stop control unit 612, the game state control unit 618, and the performance control unit 620.
[0072] The operation signal of the bet switch 42 is output when a predetermined number of medals are stored and when the bet switch 42 is operated (when the bet switch 42 is turned on) during a bet acceptance period.
[0073] The determination of whether or not an operation signal for each switch has been output is performed for each game. In this embodiment, the operation of each switch means an operation that outputs an operation signal for each switch.
[0074] The internal lottery table T1 includes information on possible winning combinations in each RT state as shown in Fig. 5, and information on winning combinations (combinations that can win prizes) corresponding to combination flags and push orders as shown in Fig. 6. Although not shown, the internal lottery table T1 also includes multiple areas in which combinations corresponding to random numbers obtained when the lever 43 is operated are stored.
[0075] The internal lottery table T1 will be described in detail below.
[0076] The internal lottery table T1 includes information on possible winning combinations (information on the flags of possible winning combinations). In the internal lottery table T1, the columns marked with "○" for each RT state are flags of possible winning combinations, and the blank columns are flags of winning combinations that are not possible.
[0077] For example, from the “Pure Loss” column in Figure 5, we can see that the “Pure Loss” flag for a winning combination can be established in RT0 and RT1, but not in RT2. A pure loss is a state in which all winning combinations are non-winning combinations.
[0078] As shown in Figure 6, the role flags stored in the internal lottery table T1 include a push order role flag that is awarded when the stop switch 40 is operated in a specified order, and a push order doesn't matter role flag that can be awarded regardless of the push order.
[0079] In this embodiment, the push order role flag is a role flag related to "RT0 transition lip 1-6", "RT2 transition lip 1-6", and "push order bell 1-12".
[0080] A small winning combination is a combination of symbols that will pay out a certain number of medals if you win. In addition, replay and RT transition replay are combinations of symbols that allow you to play the next game without betting medals if you win.
[0081] 6, the information on the winning combination stored in the internal lottery table T1 includes information on one or more winning combinations set for each combination flag. For example, the information on the push order combination, which is a combination that can win a prize when the stop switch 40 is operated in a predetermined order, includes information on the push order combination that has been set and information on the corresponding push order of the stop switch 40.
[0082] In FIG. 6, the order in which the stop switches 40 are pressed to allow the push order role to be won is indicated by three letters at the top of the table. For example, "left, middle, right" indicates that the stop switches 40 are operated in the order of the left stop switch 40a, the middle stop switch 40b, and the right stop switch 40c. The push order for the push order role is assisted when a predetermined condition is met (for example, when the game state becomes ART). Hereinafter, the function of assisting the push order so that the push order role can be won is referred to as the instruction function.
[0083] In this embodiment, all winning combinations set in the combination flags are won at the same time. For example, if the combination flag "RT2 transition lip 1" is established as a result of the internal lottery (the winning flag is "RT2 transition lip 1"), the winning combinations of the RT2 transition lip and the normal lip are won at the same time. In this case, the RT2 transition lip will win only when the player presses the stop switch 40 in the order (left, center, right) to win the RT2 transition lip.
[0084] The role flag "Push Order Bell 1 to 6" is composed of a middle bell in which nine medals are paid out when the stop switch 40 is pressed in one different order, and a bell spill in which one medal is paid out when the stop switch 40 is pressed in one of five different orders.
[0085] In addition, the role flag "Push Order Bell 7-12" is composed of a middle bell in which nine medals are paid out by pressing the stop switch 40 in five different orders, and a bell spill in which one medal is paid out by pressing the stop switch 40 in one different order.
[0086] Cherry and watermelon are winning combinations that may or may not win depending on the timing at which the player presses the stop switch 40.
[0087] In this embodiment, the winning flags are "Push Order Bell 1-12", "Common Bell", "Cherry", and "Watermelon". In addition, the middle bell, bell spill, right downward bell, cherry, and watermelon, which constitute these winning flags, are winning winning roles.
[0088] <Description of Rotation Start Control Unit 611> The rotation start control unit 611 controls the stepping motor 21 to rotate the spinning reel 20 based on the operation signal of the lever 43. The rotation start control unit 611 controls the stepping motor 21 so that the spinning reel 20 rotates at a speed of, for example, 80 rotations per minute. The rotation start control unit 611 also starts the rotation of the spinning reel 20 based on the operation of the lever 43 by the player when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the spinning reel 20 in the previous game.
[0089] <Description of Rotation Stop Control Unit 612> The rotation stop control unit 612 includes a rotation reel detection unit 612a, a symbol table T2, a symbol determination unit 612b, and a push order determination unit 612c. The rotation stop control unit 612 controls the stepping motor 21 based on the internal lottery result signal output by the internal lottery unit 610, the operation signal of the stop switch 40 by the player, and the symbol table T2. As a result, the rotation of the corresponding rotation reel 20 stops within 190 ms after the player operates the stop switch 40.
[0090] The spin stop control unit 612 performs spin stop control of the spin reel 20 based on the internal lottery result signal output by the internal lottery unit 610, the spin reel position detection signal output by the spin reel detection unit 612a, and the symbol table T2. For example, the spin stop control unit 612 performs pull-in control of the spin reel 20 so that symbols corresponding to winning combinations are aligned on the pay line L, and performs kick-out control of the spin reel 20 so that symbols corresponding to non-winning combinations are not aligned on the pay line L.
[0091] The reel detection unit 612a detects the position of the reel 20 during rotation. Specifically, after the reel 20 starts to rotate, the reel detection unit 612a detects the passage of a reference point (not shown) of each reel 20. When the passage of the reference point of each reel 20 is detected, the reel detection unit 612a outputs a detection signal indicating that the reference point of each reel 20 has been passed. In the slot machine 1 of this embodiment, the middle line of all reels 20 is the detection position, which is the absolute position of the slot machine 1.
[0092] The detection signal is detected every time the reference point of each reel 20 passes this detection position. Every time the reel detection unit 612a receives a detection signal indicating that the reference point of the reel 20 has passed the middle line (every time the reel 20 rotates once), the reel detection unit 612a initializes (clears to zero) the measured value of the steps of each stepping motor 21 and measures the steps again from 0 (zero). In this way, the reel detection unit 612a measures the steps.
[0093] Furthermore, the reel detection unit 612a detects the steps of the reference points of each reel 20 from the detection position, which is an absolute position in the slot machine 1, based on the measured steps. The position of the reel 20 is detected from the detected steps of the reference points. The detected position of the reel 20 is output as a reel position detection signal by the reel detection unit 612a. The output reel position detection signal is transmitted from the reel detection unit 612a to the rotation stop control unit 612 and the like.
[0094] In addition, the reel detection unit 612a outputs, as a stop signal, information on the position of the reel 20 when the player operates the stop switch 40 and information on the position of the reel 20 when the reel 20 stops. The output stop signal is transmitted from the reel detection unit 612a to the symbol determination unit 612b and the like.
[0095] The symbol determination unit 612b determines the symbols on the pay line L when all the reels 20 have stopped, based on the stop signal output by the reel detection unit 612a and the symbol table T2. This determines the symbols on the pay line L of each reel 20. The result of this determination is transmitted as a symbol determination signal from the symbol determination unit 612b to the game result determination unit 613 and the like.
[0096] The push order determination unit 612c determines which of the three stop switches 40 the player operated and at what timing. The result of this determination is transmitted from the push order determination unit 612c to the game result determination unit 613 and the like as a push order determination signal.
[0097] In addition, unlike the above, the push order determination signal may be information regarding six possible push orders, or information regarding the corresponding step of the stepping motor 21 when the player operates the stop switch 40.
[0098] The symbol table T2 also includes information on the stop position of the spinning reel 20, which is determined according to the winning flag and the symbol on the active line L when the operation signal of the stop switch 40 is output. This information includes information on the steps from when the stop switch 40 is operated until the spinning reel 20 stops (the number of sliding symbols) according to the order in which the stop switch 40 is pressed, the winning combination corresponding to the winning flag, and the position of the spinning reel 20 when the stop switch 40 is operated.
[0099] <Explanation of the gaming result determination unit 613> The game result determination unit 613 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbol determination signal output from the symbol determination unit 612b. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.
[0100] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result is transmitted as a game result determination signal from the game result determination unit 613 to the medium management unit 614 and the sub-control unit 62.
[0101] <Explanation of the Media Management Unit 614> The media management unit 614 decreases the number of credits according to the number of medals bet when medals are bet based on the player's operation, and increases the number of credits when medals are credited based on the player's operation.
[0102] In addition, when the acquisition flag is established as a winning flag by the internal lottery and an acquired winning combination is won based on the player's operation, the media management unit 614 increases the number of credits according to the number of medals paid out based on the type of acquired winning combination that has been won.
[0103] In addition, the medium management unit 614 controls the hopper unit 50 based on a game result determination signal output by the game result determination unit 613 or an operation signal output by operating the settlement switch 45 of the operation unit 4.
[0104] That is, when the result of the medals being paid out based on the game result determination signal exceeds the upper limit of credits (for example, 50 medals), the medium management unit 614 controls the hopper unit 50 to pay out medals from the hopper unit 50.
[0105] Furthermore, when the number of credits is 1 or more (when one or more medals are stored) and the settlement switch 45 is operated, the medium management unit 614 controls the hopper unit 50. As a result, the stored medals are paid out from the hopper unit 50.
[0106] In addition, the media management unit 614 calculates the difference in number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, in the advantageous zone, and the difference in number of medals, which is the difference between the maximum and minimum values of the difference in number of medals.
[0107] Figure 7 shows an example of calculation of the difference in number of sheets and the difference in number of medals. In the example of Figure 7, a replay is won in the third game, the game zone shifts to the advantageous zone, and the display of the difference in number of medals starts. In addition, the advantageous zone ends in the 800th game.
[0108] As shown in FIG. 7, the difference in number of medals is at its minimum (-9 medals) in the third game. After that, the game state shifts to ART, etc., the number of medals won increases, and the difference in number of medals reaches its maximum value (+1500 medals) in the 800th game. Based on this, the media management unit 614 calculates the medal difference in the game after the transition to the advantageous zone. In this example, the medal difference in the period from the game after the transition to the advantageous zone to the end of the advantageous zone is 1509 medals.
[0109] This information on the difference in number of coins and the difference in number of medals is transmitted to the liquid crystal display 3 when the game zone is in the advantageous zone. As a result, the difference in number of coins and the difference in number of medals during the advantageous zone are displayed on the liquid crystal display 3.
[0110] After the advantageous period ends, the media management unit 614 initializes the difference in number of sheets and the difference in number of medals to 0 (zero).
[0111] <Explanation of the setting value control unit 615> The set value control unit 615 uses one of a plurality of set values (for example, 1 to 6) to proceed with the game based on the operation of the operator of the store. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 615 is transmitted to the internal lottery unit 610, etc. In this embodiment, the probability of winning a replay, the probability of winning a common bell, etc. differ depending on which set value is used.
[0112] <Explanation of Section Control Unit 616> The interval control unit 616 executes game progress in one of the game intervals including the advantageous interval and normal interval described below.
[0113] The advantageous period is a period that ends when the number of continuing games reaches a predetermined number of games or when the medal difference becomes equal to or exceeds a predetermined value.
[0114] The advantageous zone is a zone that is composed of at least a zone in which the game state control unit 618 described later transitions the game state to a special game state such as ART, and a zone in which the game state has not transitioned to a special game state such as ART and the game state control unit 618 can perform a state transition lottery to determine whether or not to transition the game state to a special game state. In this way, the advantageous zone is a concept that is completely different from the conventional special game state such as ART.
[0115] The normal interval is an interval in which the game state control unit 618 cannot transition the game state to the special game state, and only the transition process to the advantageous interval can be executed.
[0116] In addition, when the game zone is a normal zone and a predetermined game condition is satisfied, the zone control unit 616 shifts the game zone from the normal zone to the advantageous zone. In this case, the zone control unit 616 generates a zone shift signal.
[0117] Specifically, the section control unit 616 determines whether the gaming section should remain in the normal section or should be shifted to the advantageous section based on the winning flag by the internal lottery during the normal section. More specifically, as shown in FIG. 8, the gaming section always shifts to the advantageous section except when a pure loss is won when the gaming section is in the normal section. Note that "other roles" in FIG. 8 to FIG. 12 are roles other than cherries, watermelons, chance eyes, and pure losses. Also, the probability of winning roles other than pure losses is set differently depending on the setting value.
[0118] As mentioned above, this advantageous zone is a game zone that includes a zone in which the game state control unit 618 can transition the game state to a special game state, but more specifically, it is a zone in which some processing and lottery related to the instruction function can be performed.
[0119] The processing and drawing related to the instruction function are, for example, a process for exerting the instruction function (assisting), a CZ drawing process, a CZ processing, an AT drawing process (including a process for continuing the AT), an AT processing, an ART drawing process (including a process for continuing the ART), an ART processing, and a change in the game state based on a predetermined condition. The predetermined condition is, for example, when the number of continued games or the medal difference reaches a specified value.
[0120] In addition, when the game zone shifts from the normal zone to the advantageous zone, the zone control unit 616 performs a mode selection based on the winning flag as shown in Fig. 9. The winning probability of the ART during the CZ differs depending on the mode.
[0121] If a cherry is won and the game zone moves from the normal zone to the advantageous zone, the probability that mode A will be selected is 90%, the probability that mode B will be selected is 9%, and the probability that mode C will be selected is 1%. On the other hand, if a watermelon is won, the probability that mode A will be selected is 70%, the probability that mode B will be selected is 25%, and the probability that mode C will be selected is 5%.
[0122] In addition, if the chance combination is hit, the probability that mode A will be selected is 0%, the probability that mode B will be selected is 80%, and the probability that mode C will be selected is 20%. In addition, if any other combination is hit, mode A will always be selected.
[0123] As shown in Figure 10, if a cherry is won when mode A is selected, the probability of remaining in mode A is 80%, the probability of transitioning to mode B is 18%, and the probability of transitioning to mode C is 2%. Also, if a watermelon is won, the probability of remaining in mode A is 60%, the probability of transitioning to mode B is 35%, and the probability of transitioning to mode C is 5%.
[0124] Also, if the chance combination is hit, the probability of remaining in mode A is 0%, the probability of transitioning to mode B is 70%, and the probability of transitioning to mode C is 30%. Also, if any other combination is hit, mode A is always selected.
[0125] As shown in Figure 11, if a cherry is won when mode B is selected, the probability of transitioning to mode A is 0%, the probability of remaining in mode B is 95%, and the probability of transitioning to mode C is 5%. Also, if a watermelon is won, the probability of transitioning to mode A is 0%, the probability of remaining in mode B is 90%, and the probability of transitioning to mode C is 10%.
[0126] In addition, when the chance combination is won, mode C is always selected. In addition, when the other combination is won, mode B is always selected.
[0127] As shown in FIG. 12, when mode C is selected, mode C is always selected regardless of the winning combination.
[0128] In addition, the interval control unit 616 counts the number of continuing games in the advantageous zone while the game zone is in the advantageous zone.
[0129] In addition, the interval control unit 616 transmits information regarding the number of games to be continued in the advantageous interval to the liquid crystal display 3. As a result, the number of games to be continued is displayed on the liquid crystal display 3.
[0130] In addition, when the gaming zone is an advantageous zone and a specific condition is satisfied, the zone control unit 616 causes the medium display unit 44 to display that the gaming zone is an advantageous zone. For example, the medium display unit 44 indicates that the gaming zone is an advantageous zone by displaying a "." (dot) to the lower right of the number of credits.
[0131] The interval control unit 616 forcibly transitions the advantageous interval to the normal interval when the number of continuing games in the advantageous interval reaches 1500 games, or when the medal difference exceeds a predetermined value (for example, 2400 medals).
[0132] In addition, the interval control unit 616 transitions the gaming interval from the advantageous interval to the normal interval when a predetermined third gaming condition is satisfied.
[0133] The predetermined third game condition includes the following, in addition to the above-mentioned case where the number of continued games in the advantageous zone reaches 1500 games, or the medal difference exceeds a predetermined value. For example, when the player consumes 1000 medals in the advantageous zone in the general game state, when the number of times a predetermined role (for example, a rare role such as cherry) is won exceeds a predetermined number, when the end of the advantageous zone is determined by a drawing for the end of the advantageous zone, when the end of the advantageous zone is determined by a drawing based on the established role, when the end of the advantageous zone is determined by a drawing during the CZ for ending the advantageous zone, when a drawing is performed to shorten the maximum number of continued games, etc.
[0134] In addition, the section control unit 616 can also transition the gaming section from the advantageous section to the normal section when a predetermined fourth gaming condition is met. In this embodiment, the fourth gaming condition is that the gaming state control unit 618 transitions the gaming state from ART to the normal gaming state.
[0135] As described above, the interval control unit 616 of the slot machine 1 in this embodiment performs control to change the destination of the game interval after the special game state ends depending on whether the special game state is CZ or ART.
[0136] In addition to the forced transition as described above, the section control unit 616 can shift the advantageous section to the normal section at an arbitrary timing. For example, in a gaming machine equipped with a so-called bonus (e.g., a continuous actuator for the first type of special accessory), if a bonus is won during the advantageous section, or if at least one assist for winning the winning combination that gives the maximum number of medals paid out among all the button order combinations is performed during the advantageous section, this can be set as a condition for ending the advantageous section. In addition, when all the ART game counts are exhausted, or when the continuous ART lottery is not won, the section control unit 616 can also end the advantageous section.
[0137] Also, when the setting value control unit 615 changes the setting value based on the operation of the store operator, all the payout statuses such as the payout rate, which is the ratio of the number of medals paid out to the number of medals bet, and the gaming state are initialized. In this case, further, the section control unit 616 shifts the gaming section to the normal section and initializes the continuous game count.
[0138] <Explanation of the RT state control unit 617> The RT state control unit 617 conducts the game progress using one of the multiple RT states. As described above, for each of the multiple RT states, the probability (replay probability) that the replay flag is established as a winning flag is determined in advance.
[0139] Also, the RT state control unit 617 transitions the RT state according to the game progress situation such as the winning combination. The trigger for transitioning from each RT state to another RT state is determined in advance as shown in FIG. 4.
[0140] Also, when winning the ART lottery, the notification unit 621 described later assists the button order (left, middle, right) so that the RT2 transition replay wins, for example, when the flag of the combination "RT2 transition replay 1" is won. Then, when the RT2 transition replay wins, the RT state control unit 617 transitions to RT2, which has a higher replay probability than RT1.
[0141] In addition, the RT state control unit 617 transmits information indicating the current RT state to the internal lottery unit 610, the performance control unit 620, the notification unit 621, etc. As a result, the current RT state may be displayed on the liquid crystal screen 3.
[0142] <Explanation of the game state control unit 618> The gaming state control unit 618 switches the gaming state between a normal gaming state and a special gaming state (ART or CZ).
[0143] When a predetermined condition is met while the game state is CZ (for example, when a rare role is won), the game state control unit 618 performs an ART lottery to determine whether or not to transition the game state from CZ to ART, depending on the mode selected in the current game.
[0144] As shown in Figure 13, when mode A is selected, the probability that the game state will not transition from CZ to ART (hereinafter referred to as the "ART non-winning probability") is 40%, and the probability that it will transition from CZ to ART (hereinafter referred to as the "ART winning probability") is 60%. When mode B is selected, the ART non-winning probability is 20%, and the ART winning probability is 80%. When mode C is selected, the ART winning probability is 100%.
[0145] When the game state control unit 618 decides to transition the game state from the general game state to the ART during the advantageous period, it generates an ART transition signal that indicates that the game state in that game will be transitioned to the ART, and the number of games to be awarded during the ART.
[0146] As mentioned above, even in the ART preparation state or in the event of a fall, the game state is ART, and the game state transitions to ART (ART is started) from the time the ART transition signal is generated.
[0147] Also, as mentioned above, when a transition occurs during ART to the add-on specialization zone described below, it is still an ART, and a corresponding special game state transition signal is generated.
[0148] When the game state control unit 618 receives an internal lottery result signal indicating that a specific combination has been won during the ART in the add-on specialization zone, the game state control unit 618 performs an add-on lottery to determine whether or not to increase the number of continued games of the ART. The result of this lottery is transmitted from the game state control unit 618 to the performance control unit 620 and the notification unit 621 as an ART add-on lottery result signal.
[0149] In addition, the gaming state control unit 618 transitions the gaming state from the CZ to the general gaming state, for example, when 10 games of the CZ have been played.
[0150] In addition, when the gaming state control unit 618 determines to transition the gaming state from the normal gaming state to the CZ when the gaming zone transitions from the normal zone to the advantageous zone, it generates a CZ transition signal that indicates that the gaming state is to be transitioned to the CZ in that game, and the number of games awarded during the CZ. Then, the gaming state is the CZ from the game in which the CZ transition signal is generated.
[0151] In addition, when the zone control unit 616 transitions the game zone from the normal zone to the advantageous zone for the first time in a game after the setting value control unit 615 changes the setting value based on the operation of the store operator, the game state control unit 618 determines in which game state, the general game state or the special game state, the game will proceed depending on whether a predetermined fifth game condition is satisfied.
[0152] In this embodiment, the predetermined fifth gaming condition is, for example, that the RT state when the gaming zone shifts from the normal zone to the advantageous zone for the first time in the game after the setting value is changed is RT1 or RT2. When the fifth gaming condition is satisfied, the gaming state shifts from the normal gaming state to the special gaming state.
[0153] On the other hand, if the RT state is RT0 when the game zone shifts from the normal zone to the advantageous zone for the first time in the game after the setting change, the game state remains in the normal game state because the fifth game condition is not met. Also, even if the RT state shifts from RT0 to RT1 during the advantageous zone thereafter, the game state does not shift to the CZ.
[0154] However, in this case, the game state control unit 618 performs special processing such as drawing a lottery for transition to CZ, drawing a lottery for transition to high probability mode, drawing a lottery for transition to a special game state such as ART, and relaxing the conditions for ending the advantageous zone (the advantageous zone ends in 1000 games instead of a maximum of 1500 games).
[0155] In addition, the gaming state control unit 618 generates a general gaming state transition signal when the ART or CZ ends.
[0156] In addition, the gaming state control unit 618 generates a state transition signal such as a CZ transition signal, an ART transition signal, a general gaming state transition signal, etc., to transition the gaming state from the current gaming state to another gaming state. In this way, the gaming state control unit 618 switches the gaming state between the general gaming state, ART, and CZ.
[0157] <Explanation of the Benefit Granting Unit 619> In addition, when the game zone is a favorable zone, the bonus awarding unit 619 counts the number of results, which is the number of times a specified game result is obtained during a specified period, and awards a bonus to the player when the number of results reaches a specified value.
[0158] Specifically, when the gaming zone transitions to a favorable zone, the bonus awarding unit 619 counts the number of continuing games in the favorable zone, and when the number of continuing games reaches the number of games determined by lottery, causes the gaming status control unit 618 to transition the gaming status to ART.
[0159] 14 is a diagram for explaining a selection table used in the mode selection performed by the benefit providing unit 619 when the game zone shifts to the advantageous zone. As can be seen from the figure, the selection value for which mode to shift to differs depending on the setting value set by the setting value control unit 615. For example, when the setting value is 1, the probability that mode a is selected is 50%, the probability that mode b is selected is 25%, the probability that mode c is selected is 10%, and the probability that mode d is selected is 15%.
[0160] 15 is a diagram for explaining a drawing table used in the ceiling drawing performed by the benefit providing unit 619 when the game zone shifts to the advantageous zone. Note that this ceiling is a ball-out benefit that is always given when the number of continued games reaches a predetermined value (ceiling game number).
[0161] In this example, when the number of continuing games reaches the ceiling number of games, the bonus giving unit 619 causes the game state control unit 618 to transition the game state to ART. In other words, the bonus when the number of games reaches the ceiling number of games is to perform processing to increase the payout rate, which is the ratio of the total number of medals paid out to the number of medals bet.
[0162] As can be seen from Fig. 15, the probability of winning the ceiling number of games varies depending on the selected mode. For example, when mode c is selected in the mode drawing in Fig. 14, there is a 25% probability that the ceiling number of games will be 100 games, a 25% probability that the ceiling number of games will be 200 games, and a 50% probability that the ceiling number of games will be 300 games. Also, when mode d is selected, there is a 100% probability that the ceiling number of games will be 100 games. Note that there is no difference in this ceiling number of games depending on the setting value.
[0163] 16 is a diagram for explaining a drawing table used for the CZ drawing that the bonus granting unit 619 causes the game state control unit 618 to perform when the number of continued games reaches a specific number of games. As can be seen from the drawing, when mode a is selected, the probability of winning the CZ drawing differs for each specific number of games, such as a 50% probability of winning the CZ when the number of games reaches 100, and a 10% probability of winning the CZ when the number of games reaches 200. This CZ drawing is performed when the game state is the normal game state and the game zone is an advantageous zone.
[0164] In addition, in the ceiling lottery of Figure 15, for example, when 300 games are selected as the ceiling game number in mode a, if the number of continued games becomes 100 or 200 games, the CZ lottery will be performed with the winning probability of Figure 16, but when 300 games are reached, it will always switch to ART. In the following, the number of games less than the number of games selected as the ceiling game number is called the lottery game number. That is, in the above example, 300 games is the ceiling game number, and 100 games and 200 games less than 300 games are the lottery game number.
[0165] In addition, in Figure 16, 900 games in mode a, 900 games in mode b, 300 games and onwards in mode c, and 100 games and onwards in mode d are marked with "-", because when these numbers of games are reached, it means that the ceiling number of games has been reached and the transition to ART is confirmed.
[0166] As described above, when the number of continuing games reaches the number of lottery games, the bonus is not a process for increasing the payout rate, but rather a lottery to determine whether or not to increase the payout rate.
[0167] The bonus awarding unit 619 also performs another process as follows. That is, when the game zone is an advantageous zone, the bonus awarding unit 619 counts the number of results, which is the number of times a predetermined game result is obtained during a predetermined period. Then, when the number of games required to reach the predetermined number of results satisfies a predetermined condition, the bonus awarding unit 619 awards a bonus to the player.
[0168] Specifically, when the play zone is a favorable zone, the bonus awarding unit 619 counts the number of CZ throughs during a specified period, and awards a bonus to the player based on the number of games required until the number of CZ throughs reaches 10.
[0169] Here, the number of CZ passes refers to the number of times the game state transitioned to the CZ and the ART lottery was performed during that CZ but the ART was not won. In other words, 10 CZ passes means that the game state transitioned to the CZ 10 times, but the ART lottery was not won in all 10 CZs.
[0170] Hereinafter, the number of games that the number of games required until the result number reaches a predetermined number is referred to as the target number of games. In this embodiment, the target number of games until the CZ through number reaches 10 times is preset to 300 games.
[0171] In this embodiment, the predetermined period is, for example, a period until the number of games being played reaches the target number of games or until the advantageous period ends in a game after the game period becomes the advantageous period. Note that the number of games being played starts to be counted each time the target number of games is newly set.
[0172] In this example, if the number of games required to reach 10 CZ through times is less than 300 games, which is a preset target number of games, the predetermined condition is met, and the bonus giving unit 619 causes the game state control unit 618 to transition the game state to ART, which is one of the special game states. In other words, the bonus when the predetermined game result is the number of CZ through times is to perform processing to increase the ball payout rate.
[0173] On the other hand, if the number of CZ passes does not reach 10 before the target number of games (300 games) is reached, the bonus awarding unit 619 resets the next target number of games to 300 games and initializes the number of CZ passes and the number of games being played. The bonus awarding unit 619 then determines whether the number of CZ passes will reach 10 before the new target number of games is reached.
[0174] In addition, the bonus awarding unit 619 awards a bonus to a player based on the number of games required for the number of winning combinations that constitute a specific winning flag to reach 20 when the play zone is a favorable zone, separately from the number of CZ passes.
[0175] For example, the bonus awarding unit 619 judges whether or not the middle bell, which is a winning combination constituting the combination flag "Push Order Bell 1-12", and the right-downward bell, which is a winning combination constituting the combination flag "Common Bell", have won 20 times during the target number of games of 100. These 100 games are determined, for example, by using the lottery table of FIG. 17 at the transition of the advantageous zone.
[0176] In the example of Fig. 17, the setting value of the slot machine 1 is 1, and the lottery table used is a table for the setting value 1. In addition, multiple modes are provided for each setting value, and the lottery value for the target number of games differs for each mode.
[0177] For example, in the figure, if the current mode is mode a, the target number of games is determined by drawing lots from among 100, 300, 500, 700, and 900. If the 900 games written in italics is selected as the target number of games, the game will transition to ART when 900 games are reached, even if the number of times either the middle bell or the right-downward bell has been won has not reached 20 by the time 900 games are reached.
[0178] In this example, if either the middle bell or the right downward bell wins 20 times during the target number of games of 100, the bonus awarding unit 619 causes the game status control unit 618 to perform a CZ lottery.
[0179] On the other hand, if either the middle bell or the downward-to-right bell for the winning role has not been won 20 times before the number of games being played reaches the target number of games, the bonus awarding unit 619 will initialize the number of times a specific winning role has been won, the number of games being played, the target number of games, etc., and will determine these by re-drawing the lottery.
[0180] As mentioned above, if the game result is that a specific winning combination is won, the game state will not transition to CZ unless the game result is a win in the CZ lottery, unlike the number of CZ passes. In other words, the bonus in this case is not a process to increase the payout rate, but a lottery to determine whether or not to increase the payout rate.
[0181] <Explanation of the sub-control unit 62> 2, the sub-controller 62 includes a performance control unit 620 and an alarm unit 621. The sub-controller 62 determines the performance content based on a signal transmitted from the main controller 61. Specifically, the sub-controller 62 controls the performance control unit 620, the alarm unit 621, the illumination unit, and the speaker, as well as controls the output of the determined performance content.
[0182] <Explanation of the Production Control Unit 620> The effect control unit 620 selects an effect pattern for each game in response to, for example, an internal lottery result signal, a CZ transition signal, an ART transition signal, and a general game state transition signal.
[0183] The selection of the presentation pattern is based on a table (presentation table T3) that stores the contents of presentation corresponding to the winning flag or the game state, etc. Based on the selected presentation pattern, the presentation control unit 620 controls the notification unit 621, the illumination unit, and the speaker to display the presentation on the liquid crystal screen 3.
[0184] The effect table T3 also includes a premonition effect table that may be selected, for example, when a flag of a predetermined combination is established or when a state transition lottery is won. The premonition effect table is one of the areas stored in the effect table T3 that is selected only during a predetermined game period (premonition effect period) in which a premonition effect is performed. The premonition effect is one of the effects that suggests the expectation that the game state will transition to a special game state.
[0185] <Explanation of Notification Unit 621> For example, when a push order role flag is established as a winning flag during the ART after a winning ART lottery is won, the notification unit 621 assists in the push order to win a specific push order role among the multiple push order roles included in that push order role, according to a signal transmitted from the main control unit 61.
[0186] <Description of special game state transition process> The special game state transition process of the present invention will be described with reference to FIG.
[0187] First, the set value control unit 615 determines whether or not a set value has been changed based on an operation by an operator in the store (step S101).
[0188] When the set value has been changed (S101: YES), the section control unit 616 sets the game section to the normal section (step S102).
[0189] Next, the internal drawing unit 610 judges whether or not the flag that has been won by the internal drawing is other than a pure loss (step S103).
[0190] If the winning flag indicates a pure loss (S103: NO), the process repeats step S103.
[0191] When the winning flag is other than a pure loss (S103: YES), the zone control unit 616 shifts the game zone from the normal zone to the advantageous zone (step S104).
[0192] Next, the RT state control unit 617 determines whether the RT state is RT0 or not (step S105).
[0193] If the RT state is RT0 (S105: YES), the special game state transition process of the present invention ends after the above-mentioned special process is performed.
[0194] On the other hand, if the RT state is not RT0 (S105: NO), the gaming state control unit 618 transitions the gaming state from the general gaming state to the CZ (step S106).
[0195] After that, the game state control unit 618 determines whether or not the CZ has ended (step S107). In this embodiment, it is determined whether or not 10 games have been played in the CZ.
[0196] If the CZ has not ended (S107: NO), the game status control unit 618 determines whether or not the ART lottery held during the CZ has been won (step S108).
[0197] If the ART lottery has not been won (S108: NO), the process returns to step S107.
[0198] If the ART lottery has been won (S108: YES), the gaming state control unit 618 transitions the gaming state from CZ to ART (step S109).
[0199] After that, the game status control unit 618 determines whether or not the ART has ended (step S110).
[0200] If ART has not ended (S110: NO), the process repeats step S110.
[0201] On the other hand, when the ART has ended (S110: YES), the gaming state control unit 618 transitions the gaming state from the ART to the general gaming state (step S111).
[0202] In addition, the zone control unit 616 transitions the game zone from the advantageous zone to the normal zone (step S112). After that, the special game state transition process of the present invention ends.
[0203] Returning to step S101, if the setting value has not been changed (S101: NO), the zone control unit 616 determines whether or not the game zone is an advantageous zone (step S113).
[0204] When the gaming zone is the advantageous zone (S113: YES), the gaming state control unit 618 judges whether or not the gaming state is the CZ (step S114).
[0205] If the gaming state is CZ (S114: YES), the process proceeds to step S107.
[0206] On the other hand, if the gaming state is not CZ (S114: NO), the gaming state control unit 618 determines whether the gaming state is ART (step S115).
[0207] If the gaming state is ART (S115: YES), the process proceeds to step S110.
[0208] On the other hand, if the gaming state is not ART (the gaming state is the general gaming state) (S115: NO), the process proceeds to step S119 described later.
[0209] Returning to step S113, if the game zone is not an advantageous zone (S113: NO), the internal drawing section 610 judges whether or not the flag drawn by the internal drawing is other than a pure loss (step S116).
[0210] If the winning flag indicates a pure loss (S116: NO), the process repeats step S116.
[0211] On the other hand, if the winning flag is other than a pure loss (S116: YES), the section control unit 616 shifts the game section from the normal section to the advantageous section (step S117). After that, the process proceeds to step S106.
[0212] Returning to step S107, if the CZ has ended (S107: YES), the gaming state control unit 618 transitions the gaming state from the CZ to the general gaming state (step S118).
[0213] Next, the section control unit 616 determines whether or not a predetermined third game condition is satisfied (step S119).
[0214] If the predetermined third gaming condition is not satisfied (S119: NO), the gaming state control unit 618 determines whether or not the CZ lottery has been won (step S120).
[0215] If the CZ lottery has not been won (S120: NO), the process returns to step S119.
[0216] On the other hand, if the CZ lottery is won (S120: YES), the process proceeds to step S106.
[0217] If a predetermined third game condition is satisfied (S119: YES), the zone control unit 616 transitions the game zone from the advantageous zone to the normal zone (step S121). After that, the special game state transition process of the present invention ends. The special game state transition process is executed through the above steps.
[0218] In summary, the slot machine 1 according to the embodiment of the present invention has the following features: A plurality of reels 20 on which a plurality of symbols are respectively displayed; A lever 43 that starts the rotation of the multiple reels 20 based on the operation of a player; A plurality of stop switches 40 are provided corresponding to the plurality of reels 20, respectively, and stop the reels 20 during rotation based on the operation of the player; An internal lottery unit 610 that performs an internal lottery based on the operation of the lever 43 by a player and establishes one flag among a plurality of winning combination flags as a winning flag; a game state control unit 618 for executing game progress in any one of game states including a normal game state and a special game state which is a game state more advantageous to a player than the normal game state; a zone control unit 616 that executes game progress in any one of game zones including a zone in which the game ends when the number of continued games reaches a predetermined number of games or a predetermined ending condition (for example, a medal difference, which is the difference between the maximum and minimum medal difference numbers, which is the cumulative value of the number of medals paid out minus the number of medals bet, becomes 2400 or more) and which includes at least a zone in which the game state control unit 618 transitions the game state to the CZ, a zone in which the game state has not transitioned to the CZ and the game state control unit 618 can perform a state transition lottery to determine whether or not to transition the game state to the CZ, and a normal zone in which the game state control unit 618 cannot transition the game state to the CZ and can only execute transition processing to the favorable zone; Equipped with The game state control unit 618 transitions the game state from the general game state to the CZ in a game subsequent to the game in which the zone control unit 616 transitions the game zone from the normal zone to the advantageous zone based on the satisfaction of a predetermined game condition (a flag other than a pure miss being established).
[0219] <Action and effect> According to the present invention, it is possible to provide a gaming machine that has an advantageous zone as a gaming zone and can continuously execute a special gaming state.
[0220] That is, according to the present invention, when the game zone is in the normal zone and a combination other than a pure loss is won, the game zone transitions to the advantageous zone and the game state transitions from the normal game state to the special game state, CZ. Therefore, if the player wins the ART in the ART lottery held in the CZ, the player can easily receive the ball-out benefit.
[0221] Also, even if the ART ends in a single win, a new CZ can be started if a role other than a pure miss is won again during the normal period, so by winning the ART during the CZ, players can enjoy the so-called consecutive win state.
[0222] [Other embodiments] In the above embodiment, an example is described in which, when a flag other than a pure miss is established by an internal lottery while the gaming area is in a normal area, the gaming area transitions from the normal area to a favorable area and also transitions from a general gaming state to a CZ, which is a special gaming state; however, the present invention is not limited to this, and a second special gaming state transition process described below may be executed.
[0223] For example, in the second special game state transition process, when a combination other than a pure loss is won when the game zone is a normal zone, the type of game state to be transitioned to may differ for each winning combination.
[0224] Specifically, when a role other than a so-called rare role is won, the game area may transition from the normal area to the advantageous area and the game state may transition from the general game state to the ART, and when a rare role is won, the game area may transition from the normal area to the advantageous area and the game state may transition from the general game state to the add-on specialized zone during the ART.
[0225] More specifically, two add-on specialization zones can be provided: add-on specialization zone 1, which is entered when a weak rare role (cherry, watermelon) is won during the normal period, and add-on specialization zone 2, which is entered when a strong rare role (chance eye) is won.
[0226] This add-on special zone is a part of the ART, and while the add-on special zone continues, the number of remaining games in the ART is not subtracted. In this second special game state transition process, the game state enters the add-on special zone before the subtraction of the remaining number of games in the ART begins, and the number of remaining games in the ART is added based on the game result.
[0227] As mentioned above, the zone is entered when a weak rare role such as cherry or watermelon is won during the normal zone. In this zone, when a rare role is won, the probability of not awarding additional games is 10%, the probability of awarding 10 games is 80%, the probability of awarding 20 games is 7%, and the probability of awarding 30 games or more is 3%.
[0228] On the other hand, the additional special zone 2 is entered when a strong rare chance symbol is won during the normal zone as described above. In this additional special zone 2, for example, when a rare symbol is won, the probability that no additional game number is awarded is 5%, the probability that 10 games are awarded is 50%, the probability that 20 games are awarded is 30%, and the probability that 30 games or more are awarded is 15%.
[0229] Hereinafter, the second special game state transition process, which is another embodiment of the present invention, will be described with reference to Fig. 19. In addition, the order of the processes described below can be changed as appropriate without changing the gist of the present invention.
[0230] First, the interval control unit 616 determines whether or not the game interval is a normal interval (step S201).
[0231] When the game zone is a normal zone (S201: YES), the internal lottery unit 610 judges whether or not the flag drawn by the internal lottery is other than a pure loss (step S202).
[0232] If the winning flag indicates a pure loss (S202: NO), the process repeats step S202.
[0233] On the other hand, if the winning flag is other than a pure loss (S202: YES), the zone control unit 616 shifts the game zone from the normal zone to the advantageous zone (step S203).
[0234] Next, the internal lottery unit 610 determines whether or not the winning flag is a strong rare combination (chance combination) (step S204).
[0235] When the winning flag does not indicate a strong rare combination (S204: NO), the internal drawing unit 610 judges whether the winning flag indicates a weak rare combination (cherry, watermelon) or not (step S205).
[0236] When the winning flag does not indicate a weak rare combination (S205: NO), the gaming state control unit 618 transitions the gaming state from the general gaming state to the ART (step S206).
[0237] Next, the game state control unit 618 determines whether or not the ART has ended (step S207).
[0238] If ART has not ended (S207: NO), the process repeats step S207.
[0239] On the other hand, when the ART is finished (S207: YES), the gaming state control unit 618 transitions the gaming state from the ART to the general gaming state (step S208).
[0240] Next, the zone control unit 616 determines whether or not to transition the gaming zone from the advantageous zone to the normal zone (step S209).
[0241] When it is determined that the game zone is to be shifted from the advantageous zone to the normal zone (S209: YES), the zone control unit 616 shifts the game zone to the normal zone (step S210). After that, the second special game state shift process, which is another embodiment of the present invention, ends.
[0242] On the other hand, if it is determined that the gaming zone is not to be shifted from the advantageous zone to the normal zone (S209: NO), the process proceeds to step S211 described later.
[0243] Returning to step S201, if the gaming zone is not a normal zone (is an advantageous zone) (step S201: NO), the gaming state control unit 618 determines whether the gaming state is ART or not (step S211).
[0244] If the gaming state is ART (S211: YES), the process proceeds to step S207.
[0245] On the other hand, if the gaming state is not ART (S211: NO), the gaming state control unit 618 determines whether or not the ART lottery has been won (step S212).
[0246] If the ART lottery is won (S212: YES), the process proceeds to step S206.
[0247] On the other hand, if the ART lottery is not won (S212: NO), the zone control unit 616 determines whether or not to transition the game zone to the normal zone (step S213).
[0248] If it is determined that the game zone is to be shifted to the normal zone (S213: YES), the process proceeds to step S210.
[0249] On the other hand, if it is determined that the game zone is not to be shifted to the normal zone (S213: NO), the process returns to step S211.
[0250] Returning to step S205, if the winning flag is a weak rare role (S205: YES), the game state control unit 618 transitions the game state to the add-on specialized zone 1 during ART and executes the add-on process (step S214).
[0251] Next, the game state control unit 618 starts subtracting the remaining number of games of the ART upon the end of the additional specialization zone 1 (step S215). Then, the process proceeds to step S207. The subsequent process is as described above.
[0252] Returning to step S204, if the winning flag indicates a strong rare role (S204: YES), the game state control unit 618 transitions the game state to the add-on specialized zone 2 during ART and executes the add-on process (step S216).
[0253] Next, the game state control unit 618 starts subtracting the remaining number of games of the ART when the additional specialization zone 2 ends (S217). Then, the process proceeds to step S207. The subsequent process is as described above. By the above-mentioned procedure, the second special game state transition process which is another embodiment of the present invention is executed.
[0254] In the above-mentioned other embodiment, the weak rare role is a cherry and a watermelon, and the strong rare role is a chance eye, but the present invention is not limited to this. For example, the winning role may be a weak cherry, a weak watermelon, or a weak chance eye, which are weak rare roles, and the winning role may be a strong cherry, a strong watermelon, or a strong chance eye, which are strong rare roles.
[0255] Further, other different embodiments will be described below. In the above embodiment, examples of the special gaming state are given as CZ and ART, but in addition to these, the special gaming state may be AT (assist time), a so-called pseudo bonus, high probability mode, and the like.
[0256] In addition, in the above embodiment, the example is described in which the game state to which the game zone is transferred when the game zone is transferred from the normal zone to the advantageous zone is CZ, but the present invention is not limited to this. That is, the game state to which the game zone is transferred when the game zone is transferred from the normal zone to the advantageous zone may be ART, AT, pseudo bonus, etc.
[0257] In addition, when the special game state is AT, the game progress may be executed inside the 1st type BB or the 2nd type BB. In addition, in the following, when the word BB is used, it means either the 1st type BB or the 2nd type BB bonus.
[0258] In an AT machine, when the setting value is changed, the game starts in a state that is not inside the BB (not inside the BB). Then, when the BB is won for the first time after the setting value is changed (inside the BB), the game zone transitions from the normal zone to the advantageous zone, but the game state control unit does not transition the game state to the special game state. Instead, the game state control unit can execute the special processing described above.
[0259] In the above embodiment, an example is described in which the game state transitions from the normal game state to the special game state (the special game state transition signal is generated) in the game in which the game zone transitions from the normal zone to the advantageous zone, but the present invention is not limited to this. For example, in another embodiment, the game state may transition from the normal game state to the special game state, for example, after three games or five games after the game zone transitions from the normal zone to the advantageous zone.
[0260] Also, unlike the above embodiment, the ART may start when the RT state transitions to RT2 due to the winning of an RT2 transition lip.
[0261] In addition, in the above embodiment, an example is described in which the ART lottery is performed only during the CZ, but the present invention is not limited to this. If the game zone is an advantageous zone, the game state control unit can perform the ART lottery even if, for example, a rare role is won.
[0262] In addition, if the slot machine is equipped with bonuses such as RB (first type special feature), type 1 BB (a feature continuous operation device for a first type special feature), CT (second type special feature), type 2 BB (a feature continuous operation device for a second type special feature) (the slot machine in the above embodiment is not equipped with any of RB, type 1 BB, or type 2 BB), when these bonuses are won, the notification unit does not have to notify the correct push order even if the push order feature flag is established.
[0263] Also, unlike the above embodiment, when the slot machine is equipped with a type 1 BB (or RB or type 2 BB), the zone control unit performs a zone transition lottery even if the type 1 BB is won during the normal zone. However, in this case, even if the zone control unit decides to transition the game zone from the normal zone to the advantageous zone, the game zone will transition to the standby zone within the type 1 BB without transitioning to the advantageous zone.
[0264] During this waiting period, the period control unit does not count the number of continuing games in the advantageous period, and the medium display unit does not notify that the game period is an advantageous period. In addition, no processing related to the instruction function is performed inside the Type 1 BB. Then, when the Type 1 BB is won and the game state transitions to the Type 1 BB, the game period transitions from the waiting period to the advantageous period.
[0265] In addition, for example, when the correct push-order role is played, the correct push-order role is controlled to be announced, and when the role excluding the bonus wins with the maximum payout number, the payout rate is 100% or more (when the specific conditions are met), the fact that the gaming area is an advantageous area may be displayed on any display unit, such as a media display unit.
[0266] In addition, even if the specific condition is not satisfied, when the gaming area becomes a favorable area, an arbitrary display area such as a medium display area may notify that the gaming area is in a favorable area.
[0267] Unlike the above embodiment, in the special game state, the correct button press sequence may be announced only if the winning flag includes a promotion lip for transitioning to the RT state, in which the player wins by operating the stop switch in the correct button press sequence.
[0268] In addition, the probability of winning the state transition lottery can be made different depending on whether the number of continuing games in the normal zone is odd or even. For example, if the game zone transitions to the advantageous zone when the number of continuing games in the normal zone is even, the probability of winning the ART during the CZ can be made higher than if the game zone transitions to the advantageous zone when the number of continuing games in the normal zone is odd.
[0269] In the above embodiment, an example is described in which the game zone shifts from the normal zone to the advantageous zone when the winning flag is other than "pure loss", but the present invention is not limited to this. For example, the game zone may shift from the normal zone to the advantageous zone only when the winning flag is "replay" or "common bell".
[0270] Furthermore, the longer the number of continuous games in the normal section, the higher the probability of winning the state transition lottery. For example, the probability of winning the ART may increase by 1% each time a pure miss occurs during the normal section.
[0271] In addition, the specified game results include the number of games played during the advantageous zone described in the above embodiment, the number of CZ passes, and the number of times a specific winning role is won, as well as the number of medals paid out and the difference in the number of medals (including negative difference in the number of medals).
[0272] In the first benefit granting process in the above embodiment, an example is described in which a mode drawing, a ceiling drawing, etc. are performed in a game in which the game state has shifted to an advantageous zone, but the present invention is not limited to this. For example, a mode drawing, a ceiling drawing, etc. may be performed after 10 games from entering the advantageous zone, or after the end of a type 1 BB that was won after the transition to the advantageous zone.
[0273] In addition, in the above embodiment, an example is described in which if the number of games required until the number of CZ passes during the advantageous zone reaches a predetermined number satisfies a predetermined condition, the game state will always transition to ART, and if the number of games required until a specific winning flag is established a predetermined number satisfies a predetermined condition, a CZ lottery is held.
[0274] However, the present invention is not limited to this. For example, if the number of games required until the number of CZ throughs reaches a predetermined number during the predetermined period meets a predetermined condition, an ART lottery may be performed. Also, if the number of games required until the number of times a specific winning flag is established reaches a predetermined number meets a predetermined condition, the game state may always transition to ART.
[0275] In addition, in the above embodiment, the example of transition to ART or CZ lottery as a privilege was described, but the present invention is not limited to this. For example, transition to so-called pseudo bonus using ART or AT, transition to AT, or setting suggestion may be given as a privilege. Then, the game result may be selected by lottery by the privilege granting unit from these game results.
[0276] In addition, the bonus awarding unit may determine a specified game result, a specified number of times that the number of results must be met, and a target number of games, thereby managing the high and low probability of a lottery for ball-out benefits such as ART lotteries during normal times.
[0277] In addition, the specified period during the advantageous zone, the game result, the number of results, and the specified number of times may be determined by lottery at a specified timing based on the winning role that triggered the transition to the advantageous zone, the set value, the mode currently in use, the RT status, etc.
[0278] For example, if the ART lottery is not won during a CZ in the advantageous zone, the number of results until the next CZ may be determined by lottery, and the content of the game results for each specified number of games in the advantageous zone may be determined by lottery.
[0279] In addition, when the game result, the number of results, the predetermined number of times, etc. are determined by drawing lots, the lottery values may be set to have differences based on set values.
[0280] In addition, if the game state transitions to ART during the advantageous zone and the number of medals paid out during the ART is less than a predetermined value, the bonus awarding unit can count the number of results while maintaining the advantageous zone. In this case, the bonus awarding unit may award a CZ according to the number of results, or may draw a transition lottery to determine whether to transition to AT, CZ, etc.
[0281] In addition, when determining the number of game results, the lottery value may be changed by referring to the current RT state, the set value, the current mode, or the like.
[0282] In addition, when the target number of games is determined using a lottery table, the bonus awarding unit may award a more advantageous bonus to the player as the condition becomes stricter for the player. In other words, when the target number of games until the number of CZ passes reaches 10 times is 100 games or 200 games, the bonus awarding unit can award a more advantageous bonus when 100 games is set as the target number of games.
[0283] For example, when the target number of games is 200 and the number of CZ passes reaches 10 within the target number of games, if the bonus awarding unit awards the number of sets at the time of transition to ART as one of 1 to 3, the bonus may be awarded as follows when the target number of games is 100. When the target number of games is 100 and the number of CZ passes reaches 10 within the target number of games, for example, the bonus awarding unit can always set the number of ART sets to 3 or add 30 games as the number of additional games.
[0284] In addition, for example, if the number of results reaches a predetermined number when the number of games is a multiple of 100, an additional bonus may be awarded. For example, as in the above embodiment, if the number of CZ passes reaches 10 times on the 200th game, the bonus awarding unit may award two sets of ART.
[0285] In addition, in the above embodiment, an example is described in which, when the setting value is 1 in the lottery table of Figure 17 and 900 games are won as the target number of games in the lottery, the player transitions to ART regardless of the resulting number of CZ passes. However, for example, if a number of games other than 900 games is won in mode a, a lottery may be held to transition to a different mode.
[0286] In addition, in this lottery table, the larger the set value, the more advantageous the target number of games can be set to the player. For example, if the set value is 6, it can be determined that the transition to ART will occur after 300 games in mode b and 100 games in mode c.
[0287] In addition, if a 2-type BB wins during the advantageous zone and a role that requires a push during the 2-type BB is won, a bonus may be awarded according to the number of times the player successfully pushes the button. Note that this push refers to a specific pattern lining up on an effective line when the player presses the stop switch in the right order or at the right timing.
[0288] Also, for example, when the target number of games is 300 and the number of games being played is 295, the game state transitions to a CZ in which 7 games are played, and the bonus awarding unit can execute the following process. For example, the bonus awarding unit may not initialize the number of CZ passes until the CZ to which the transition is made at the 295th game ends, and when the number of CZ passes in that CZ reaches 10, the bonus awarding unit may cause the game state control unit to transition the game state to ART.
[0289] In the above embodiment, an example is described in which it is determined whether or not a predetermined number of results is reached within a target number of games, but the present invention is not limited to this. For example, the bonus awarding unit may change the contents of the subsequent lottery depending on how many times a predetermined game result is obtained before a predetermined target number of games is played.
[0290] For example, the bonus awarding unit can increase the probability of winning the ART the more medals are paid out during the 40 games in the advantageous zone.
[0291] In addition, the bonus awarding unit may conduct a CZ lottery if 120 or more medals are paid out within 40 games in the advantageous zone, and may conduct an ART lottery if 140 or more medals are paid out.
[0292] In the above embodiment, the game status control unit and the bonus awarding unit are described separately, but the game status control unit may have the function of the bonus awarding unit. In this case, the game status control unit awards a bonus to the player.
[0293] In the above embodiment, an example is described in which the number of games to be continued in the advantageous zone and the medal difference are displayed on the liquid crystal screen, but the present invention is not limited to this. For example, the number of games to be continued in the advantageous zone and the medal difference may be displayed on the medium display section. In this case, the number of games to be continued may be displayed next to the number of credits or the number of medals to be paid out displayed on the medium display section.
[0294] In addition, the number of continuing games and the medal difference may be displayed on a seven-segment display connected to the main control unit, or on a mechanism called a gimmick that operates at a predetermined timing, for example.
[0295] Also, the number of games to be continued in the advantageous zone and the medal difference number may be displayed not on the liquid crystal screen or medium display unit of the slot machine but on a data counter as an external display unit that is electrically and physically connected directly or indirectly to the outside of the slot machine. In this case, the zone control unit may transmit information regarding the number of games to be continued to the data counter.
[0296] In the above embodiment, the number of games to be continued and the medal difference in the advantageous zone are always displayed on the liquid crystal screen when the game zone is an advantageous zone, but the present invention is not limited to this. For example, the number of games to be continued and the medal difference may be displayed on the liquid crystal screen when a predetermined combination (such as a bell or a replay) is won three times in a row, or when the number of games to be continued reaches 500.
[0297] Also, for example, if a rare combination is won and the player presses and holds the third stop switch, the number of continued games and the medal difference may be displayed on the liquid crystal screen.
[0298] Also, a lottery may be held regarding the operation to be performed by the player, and the number of games to be continued and the medal difference may be displayed on the liquid crystal screen only when the player performs the operation that has been selected. For example, the operation may be selected by lottery from among the operation that the player performs by pressing the bet switch, operating the lever, or pressing and holding the third stop, and the number of games to be continued may be displayed when the player performs the operation that has been selected.
[0299] In addition, the number of continued games and the medal difference may be displayed on the liquid crystal screen in a specific RT state (for example, RT1) or in a specific mode (for example, mode C).
[0300] In addition, the type of winning combination that triggered the transition of the gaming zone to the advantageous zone may determine whether or not the number of continued games and the medal difference are displayed, or whether or not they are likely to be displayed.
[0301] In addition, the setting may be suggested by the ratio at which the number of continued games and the medal difference are displayed. For example, the higher the setting value, the easier it is for the number of continued games to be displayed in the advantageous zone.
[0302] The colors indicating the number of games to be continued and the medal difference can be changed based on the progress of the game, specifically, on the ball output factor. For example, the slot machine may have a ceiling function related to the game results during the advantageous zone, and the color indicating the number of games to be continued may change stepwise from white, blue, yellow, green, red, purple, to rainbow as the number of games remaining until the ceiling function is activated decreases. In this case, the player can enjoy the game with a sense of expectation that the time when the ceiling function is activated is approaching.
[0303] Also, unlike the above embodiment, even the same advantageous zone may have different effects, such as a higher probability of winning the ART or the possibility of winning with a direct hit on the ART.
[0304] In addition to the above, the number of games to be continued in the advantageous zone may be displayed only when the advantageous zone is in the advantageous zone and a certain condition is satisfied. For example, the number of games to be continued in the advantageous zone may be displayed only in the advantageous zone during the ART.
[0305] In the above embodiment, an example is described in which the probability of the game zone switching from the normal zone to the advantageous zone is set according to a set value, but it is not necessary for a difference to be set according to the set value.
[0306] In addition, in the above embodiment, an example is described in which the section transition lottery is performed when a rare role is won, but the present invention is not limited to this. For example, the section transition lottery may be performed based on the winning of a specific role other than a pure loss.
[0307] In addition, when a specific role is won by the internal lottery, the game zone may always transition to the advantageous zone without the zone transition lottery being executed.
[0308] In addition, the advantageous zone may be a zone with restrictions such as the transition probability being below a predetermined value (for example, 1 / 17,500 or less) and zone transition lottery not being conducted for replays that appear only in specific RT states.
[0309] In addition, the winning combination when the game zone transitions to the advantageous zone may be a winning combination other than a winning combination having a different winning probability during a bonus period and a non-bonus period.
[0310] In addition, in the above embodiment, an example is described in which the advantageous zone is forcibly ended when the number of continuing games reaches 1500 games or when the medal difference becomes a predetermined number (2400 medals), but the present invention is not limited to this.
[0311] In the above embodiment, no particular restrictions are set, but for example, a restriction may be set such that when 17,500 games are executed, the advantageous zone must not be executed for more than 70% of the play zone of those 17,500 games.
[0312] Furthermore, the present invention may be applied to a gaming machine in which the number of medals paid out when a process related to a bonus such as a type 1 BB and an instruction function is executed is less than 70% of the total number of medals paid out.
[0313] In addition, while there is no difference in the set value for the probability of winning a small role, there may be a difference in the set value for the probability of transitioning to a favorable zone even for the same small role. The same applies to the mode lottery, the additional lottery, and the continuation lottery of AT or ART.
[0314] In addition, although the above embodiment describes an example of the processing and drawing related to the instruction function, these are only examples, and any aspect of the processing and drawing related to the instruction function may be included. For example, the AT or ART may be directly hit depending on the game results during a predetermined period in the advantageous zone. [Explanation of symbols]
[0315] 1. Slot Machines 10. Chassis 100 Front door 2-spin reel unit 20(20a, 20b, 20c) Spinning reel 200 Reel Window 3 LCD screen 4 Control section 40(40a, 40b, 40c) Stop switch 41 Inlet 42 Bet Switch 43 Lever (start switch) 44 Media display section (display section) 45 Settlement Switch 50 Hopper Unit 51 Payment outlet 52 Bottom Plate 6 Control section 61 Main control unit 610 Internal lottery 611 Rotation start control unit 612 Rotation stop control unit 612a Rotating reel detector 612b Pattern determination section 612c Push order determination section 613 Game result judgment unit 614 Media Management Department 615 Setting value control section 616 Section Control Unit 617 RT state control section 618 Game status control unit 619 Benefits Granting Department 62 Sub-control section 620 Production Control Unit 621 Information Department T1 Internal lottery table T2 Pattern Table T3 Performance Table
Claims
[Claim 1] A game state control unit capable of controlling transitions between game states including a general game state and a special game state that is a game state that is more advantageous to the player than the general game state; A section control unit capable of controlling the transition of a game section including an advantageous section and a normal section; Equipped with the zone control unit executes a transition process to the advantageous zone when a predetermined game condition is satisfied when the game zone is the normal zone and the game state is the general game state, The game state control unit executes a state transition process to transition the game state to the special game state when the zone control unit executes the transition process to the advantageous zone, The game state control unit is capable of transitioning from the special game state to the general game state when the game zone is the advantageous zone, and progressing the game in the general game state while maintaining the advantageous zone. Amusement machine.