Game machine
Patent Information
- Application Number
- JP2023039676
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-03-14
- Publication Date
- 2025-11-13
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player engagement and unpredictability in game states, particularly in Assist Time (AT) phases, leading to predictable outcomes and reduced player interest.
The gaming machine incorporates a lottery system with multiple types of lottery results, storage for determination information, and state control mechanisms to manage various game states, including a second gaming state (AT state), where the AT state can end unpredictably based on stored lottery results.
This design enhances player engagement by introducing unpredictable game states, increasing player interest and prolonging gameplay, as the duration of advantageous states like AT is not fixed, making the game more dynamic and exciting.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] As an example of a gaming machine, a slot machine is known, and some slot machines have a gaming state called AT (assist time) that notifies the player that a small winning combination or a replay winning combination may be achieved, which is an advantageous gaming state for the player. Among such slot machines, there are known ones that end the AT when the number of remaining games reaches a predetermined value (for example, zero) (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-169625 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention comprises a lottery means capable of deriving one of a plurality of lottery results when a predetermined condition is met, a gaming state control means capable of controlling the gaming state to one of a plurality of gaming states including a first gaming state and a second gaming state, and a storage means capable of storing judgment information related to the lottery result derived by the lottery means in the first gaming state, and the gaming state control means is configured to be controllable to terminate the second gaming state when, in the second gaming state, the lottery means derives lottery results related to all of the judgment information stored in the storage means. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine; [Diagram 3] 2 is a block diagram showing the control configuration of the gaming machine. [Figure 4] 13 is a diagram showing an internal lottery table. [Diagram 5] 1 is a diagram showing a payout table. [Figure 6] FIG. 13 is a state transition diagram of the game state. [Figure 7] 13 is a diagram showing a lottery table in a normal gaming state. [Figure 8] This is a chart showing the lottery table during CZ state. [Figure 9] 13 is a diagram showing a winning stock lottery table. [Figure 10] 13 is a diagram showing a high probability number lottery table. [Figure 11] 13 is a diagram showing a multiplication rate lottery table. [Figure 12] 13 is a diagram showing the specialized zone A continuation lottery table. [Figure 13] 13 is a diagram showing the specialized zone B continuation lottery table. [Figure 14] 13 is a diagram showing a specified game number lottery table. [Figure 15] 13 is a diagram showing a lock game number lottery table. [Figure 16] 13 is a diagram illustrating the display mode on the display device in specialized zone A. FIG. [Figure 17] 13 is a diagram illustrating the display mode on the display device in specialized zone A. FIG. [Figure 18] 13 is a diagram illustrating the display mode on the display device in specialized zone B. FIG. [Figure 19] A diagram explaining the display mode on the display during the AT state. [Figure 20] A diagram explaining the display mode on the display during the AT state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. First, the overall configuration of the slot machine 1 will be described. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and is installed in an amusement arcade or the like. As shown in Figures 1 to 3, the slot machine 1 is equipped with a front door 1a, a cabinet 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, a performance button 2c, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout outlet 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, an advantageous zone lamp 13, a power supply unit 14, a probability setting device 15, a main control unit 10, a sub-control unit 20, etc.
[0008] The main control unit 10 and the sub-control unit 20 each include a storage unit (storage means) and a control unit (control means) and are devices capable of various types of calculation processing and various types of control, and are included in the concept of a computer. Each storage unit includes a ROM for storing a control program related to a game, various lottery tables, etc., and a RAM having a storage area for temporarily storing various data and a working area for the CPU, etc. Each control unit includes a CPU, etc. Each control unit appropriately reads out and executes various control programs, etc., stored in the corresponding storage unit, to realize various functions of the present embodiment.
[0009] The slot machine 1 includes a housing 1b having an opening on the front side, and a front door 1a that opens and closes the opening. A flat front panel with decorations and various function indications on its surface is disposed in the vertical center of the front door 1a, and a display window 6 through which the rear can be seen is formed in approximately the center of the front panel. Through this display window 6, the patterns displayed on the reels 41 can be seen from the front. In addition, below the display window 6, a step is formed that protrudes forward, and the upper surface of this step is provided with a medal insertion slot 2 for inserting medals, a bet button 2a which the player presses to set the number of bets when starting a game, and an effect button 2c which the player operates to change the effects displayed on the display 8. In addition, on the front surface of the stepped portion, there are provided a start lever 3 which the player operates when starting a game, and a stop button 5 which the player presses to stop the reel 41.
[0010] Additionally, above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of informing the player of the operation sequence (hereinafter also referred to as the push order) of the stop buttons 5 are disposed in correspondence with the reels 41a, 41b, 41c. Note that the navigation lamps 12 may be controlled to light up, for example, the "dot" portions of a 7-segment display (also referred to as "7-seg") constituting a push order display section that displays the operation sequence of the stop buttons 5.
[0011] Below the display window 6, for example, a favorable zone lamp 13 consisting of an LED is disposed. The favorable zone lamp 13 is controlled to light up during a favorable zone (described later). Note that instead of the favorable zone lamp 13, for example, a 7-segment "dot" portion constituting a payout number display section that displays the number of medals paid out, etc., may be controlled to light up.
[0012] A display 8 that functions as a notification means and a display means is provided at the top of the front door 1a. The display 8 is, for example, a liquid crystal display capable of displaying a plurality of pieces of information, and performs various effects using images, displays various pieces of information in games, and the like. As shown in Fig. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side to function as a single display unit. The sub-display may be disposed closer to the reel 41 than the main display, so that the displayed image can be easily viewed while watching the reel 41 rotate or stop. Moreover, the display may be provided on a lower panel display, which is a large display section disposed below the slot machine 1.
[0013] Above the display 8, there is a speaker 9 that acts as a notification means by providing sound effects and notifications, and a lamp 11 that emits light when each winning combination is achieved and provides light effects and notifications corresponding to the effects displayed on the display 8. Further, at the bottom of the front door 1a, there is provided a medal payout opening 7b through which medals are paid out.
[0014] The top of the cabinet 1b is equipped with a main control unit 10 that provides overall control of the game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls aspects of the game, etc., under the control of the main control unit 10. Furthermore, the center of the housing 1b is provided with a drum unit 4 that rotates and drives the reel 41. The drum unit 4 is provided with reels 41a, 41b, and 41c that are arranged in parallel in the horizontal direction, and these reels 41a to 41c are each configured to be rotatable by driving a stepping motor (not shown).
[0015] Reels 41a to 41c are an example of a variable display means, and the periphery of reels 41a to 41c displays a plurality of (e.g., 20) symbols that serve as identification information, such as "replay," "watermelon," "cherry," "bell," "7," etc. The configuration of the reels 41a to 41c is not limited to this, and for example, the number of symbols on the periphery may be other than 20. In addition, the lower part of the cabinet 1b is equipped with a medal payout device 7 that pays out medals, and a hopper 7a that stores the medals, and the medals paid out from the medal payout device 7 are paid out to the player via a medal payout outlet 7b.
[0016] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 when the voltage or frequency drops below a predetermined value. This indicates that the power supply to the slot machine 1 has been stopped. Furthermore, when the power supply device 14 detects a supply of power indicating a voltage or frequency exceeding a predetermined value due to power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.
[0017] Fig. 3 shows the configuration of the control system of the slot machine 1. Note that the same reference numerals are used to designate components that are the same as or correspond to the components described in Figs. 1 and 2. The main control unit 10 performs the drawing of winning roles and the control of the progress of the game, while the sub-control unit 20 performs various presentation controls based on the control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is limited to one direction only, from the main control unit 10 to the sub-control unit 20, to prevent input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous zone lamp 13, probability setting device 15 (setting means), and sub-control unit 20 via communication cables, and is capable of controlling each device.
[0018] The probability setting device 15 allows the degree of advantage for the player to be set in multiple stages, and the main control unit 10 stores one of the setting values in the memory unit based on the probability setting operation in the probability setting device 15, and controls the probability of a bonus being awarded, etc. based on the stored setting value. The setting values set by the probability setting device 15 are: setting 1 has the lowest probability value, the higher the number, the higher the probability value, and setting 6 has the highest probability value. Therefore, setting 1 is the most disadvantageous setting to the player, and the higher the number, the more advantageous it is to the player, with setting 6 being the most advantageous setting to the player.
[0019] The procedure for changing the setting value in the probability setting device 15 is as follows: a setting key (not shown) is inserted into the key insertion port of the probability setting device 15, the setting key is rotated in a specified direction, and the slot machine 1 is then powered on to enter setting change mode. Upon entering setting change mode, the setting value at that time is displayed on the setting confirmation display (not shown). After changing the setting to the desired value by operating the setting change button, the setting value is changed, for example, by operating the start lever 3.
[0020] Furthermore, after the setting key (not shown) is inserted into the key insertion port of the probability setting device 15 and rotated in a predetermined direction, the slot machine 1 is powered on, and then the reset switch (not shown) is operated to reset the main control unit 10. This initializes the setting value in the probability setting device 15 (set to setting 1), and counters A and B, which will be described later, are also initialized (cleared to zero). Note that counters A and B are also initialized when the above-mentioned setting value change operation is performed other than by operating the reset switch.
[0021] It is also possible to check the setting value at that time on the probability setting device 15. After turning on the power, by inserting the setting key into the key insertion port of the probability setting device 15 and rotating it in a specified direction, the setting value at that time will be displayed on the setting confirmation display.
[0022] In addition, the probability of transitioning to the CZ state or the AT state may be changed directly or indirectly by the setting value in the probability setting device 15, making it possible to change the degree of advantage of the player in multiple stages. In addition to the game state, the probability of winning a predetermined minor winning combination may be made variable in multiple stages (for example, six stages). Also, although the setting value can be set in six stages, it is not limited to this, and may be, for example, four stages (setting values 1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6), or may be a fixed probability value.
[0023] The main control unit 10 performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs an internal lottery process based on the sampled random numbers.The main control unit 10 also realizes various functions of the embodiments described below by appropriately reading and executing control programs and the like stored in the storage unit. That is, the main control unit 10 is equipped with a lottery means for performing a lottery for a role (winning role) associated with the identification information displayed in a stopped state on the variable display means (reel 41) in response to the execution of a game, and a means for determining whether or not to grant a privilege such as the right to transition to a game state. In addition, the selection pattern using random numbers may be other than the patterns mentioned above, and the hand may be selected based on random numbers generated by software, and the selection of specialized zones or transitions to AT states, or additional selections, may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0024] The main control unit 10 also controls the rotation of the reels 41 based on a signal from the start lever 3. The main control unit 10 detects the rotation position of each of the reels 41a-41c based on a signal from a sensor (not shown) provided on each of the reels 41a-41c, and is capable of grasping the rotation position of the symbols on each of the reels 41a-41c. Then, based on a signal from the stop button 5, the main control unit 10 performs control to stop a desired symbol within the display window 6.
[0025] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of the stop buttons 5a to 5c, transition of game states, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs a signal indicating that the start lever has been operated to the sub-control unit 20, and when each of the stop buttons 5a to 5c is operated, the main control unit 10 outputs a signal that enables identification of which stop buttons 5 were operated and in what order, and when each of the reels 41a to 41c is stopped by operation of the stop button 5, the main control unit 10 outputs information to the sub-control unit 20 that enables identification of which reels 41 have stopped and in what order, and the patterns on the upper, middle and lower rows, etc. Therefore, the sub-controller 20 can recognize the stopping mode of the symbols according to the operation mode of the stop buttons 5a to 5c by the player. Furthermore, when the game state is shifted, the main control unit 10 outputs to the sub-control unit 20 information that enables identification of which game state the game state has been shifted to.
[0026] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the power-off signal is input, the main control unit 10 executes a power-off process to store (save) the game information at the time of input. This game information includes, for example, the game state at that time, winning combinations, the stopping state of the reels 41, the number of bets, and the like. In addition, when the main control unit 10 receives a power return signal, it executes a power return process to read out the stored (saved) game information and resume the game. That is, when the main control unit 10 receives a power return signal, it returns to the state immediately before the power was turned off based on the read game information. Furthermore, in the power restoration process, the main control unit 10 transmits game information to the sub-control unit 20. This allows the sub-control unit 20 to resume presentation based on the game state immediately before the power was cut off.
[0027] The sub-controller 20 is connected to and capable of communicating with the performance button 2c, the speaker 9, the display 8, the lamp 11, and the navigation lamp 12 via communication cables. The sub-controller 20 controls these devices in response to commands (control information) from the main controller 10.
[0028] The sub-controller 20 stores various information such as programs relating to performance, performance image data, audio data, etc. in the memory unit. The sub-controller 20 operates as a presentation control means, and performs processes such as presentations synchronized with the play of the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the display 8, the lamps 11, the speaker 9, etc. to output presentation images and sound effects that indicate the transition of the game state, and lamp presentations.
[0029] The sub-controller 20 is also configured to be able to input a power-off signal and a power-return signal from the power supply device 14. When the sub-controller 20 inputs a power-off signal, it stores (backs up) performance information that specifies the performance content being executed at the time of input. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power return signal, it resumes the presentation based on the presentation information stored (saved) in the game information received from the main controller 10.
[0030] (Basic gameplay of gaming machines) Next, a basic game in the slot machine 1 realized by the control of the main control unit 10 will be described with reference to FIGS.
[0031] First, at the start of a game, the number of bets is set using medals (including credit medals). The number of bets can be set either by inserting medals directly into the medal insertion slot 2 or by pressing the bet button 2a.
[0032] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the medal selector 2b provided on the back of the front door 1a detects the inserted medals and sets the number of bets corresponding to the number of medals inserted (however, the upper limit is 3 bets corresponding to 3 medals). If medals exceeding 3 bets are inserted, they are internally stored as data as credit medals. The upper limit of the number of bets may be "1", "2", "4" or more.
[0033] When the bet button 2a is pressed, a predetermined number (e.g., 3 medals) is subtracted from the credit medals stored internally as data as the number of medals to be used in one game, and the subtracted amount is set as a bet of 3 medals. In addition, by providing a 2 bet button for setting the number of medals corresponding to 2 medals as the bet button, 2 bets may be set by pressing the 2 bet button once. In addition, by providing a 1 bet button that sets the number of medals corresponding to one coin, a 2 bet may be set by pressing the 1 bet button twice, and a 3 bet may be set by pressing the 1 bet button three times. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning, and up to 50 medals can be credited (stored), for example.
[0034] In this way, the number of bets set by directly inserting medals into the medal insertion slot 2 or by pressing each bet button is stored in the memory section of the main control section 10, and when the number of bets required to run one game (e.g., 3 bets) is reached, the game can be started. In a state where a game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, the game starts, the reels 41 start to move, and an internal lottery process is executed to determine in advance the lottery results of the current game for multiple roles such as replay roles, small roles, and bonus roles (including misses), specialized zones, and transitions to the AT state before the reels 41 stop. In the internal lottery process, a winning combination (including a losing combination) (lottery result) for the current game is determined (derived) by lottery from among a plurality of winning combinations (lottery results) based on a predetermined winning probability.
[0035] The reel 41 gradually increases its rotation speed from a stopped state, and then reaches a steady rotation at a constant speed. When the steady rotation is reached, the stop buttons 5a to 5c provided corresponding to each of the reels 41a to 41c become operable by pressing them. The stop buttons 5a to 5c are an example of an operating means (stop operating means) for performing a stop operation on the reel 41, and when pressed in a state in which they can be pressed, each reel 41a to 41c is controlled to stop with a combination of patterns that is allowed based on the timing of the operation and the lottery results of the internal lottery process (stop control means). The stopping control of each reel 41a to 41c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stopping operation is performed can be pulled in, and only any of the symbols within this pull-in range can be stopped on a winning line (hereinafter also referred to as a winning line).
[0036] After the third reel is stopped, the combination of symbols that stop (hereinafter also referred to as the "stop display") on the winning line as a result of the game is determined. If the combination of symbols is a predetermined combination, it is determined to be a winning combination, and a game value (e.g., medals) according to the combination of symbols is awarded. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once each for a total of three times. Furthermore, "after the third reel is stopped" refers to the time after the player releases his / her finger from the stop button 5 that was used to stop the third reel.
[0037] In this embodiment, winning is determined based on the combination of symbols that stop on the middle line out of a total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. Of these, only the middle line is considered to be a valid line. The number of winning lines for determining a win is not limited to one line, but can be changed as appropriate depending on the relationship between the arrangement of the symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like. The control relating to the stopping of symbols includes control for stopping symbols as a game result based on the lottery result of an internal lottery process, and control for pseudo-stopping symbols during execution of a game in a pseudo game. As described above, the slot machine game (game control) is executed.
[0038] (Winning combination and corresponding symbols) Next, each winning combination (lottery result) and the symbol combination corresponding to each winning combination will be described. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. Small roles include, for example, bell role, watermelon role, cherry role, and one-coin role. Also, there are weak cherry roles and strong cherry roles. In the following description, the cherry role, the watermelon role, and the chance role are collectively referred to as "rare roles." In addition, with regard to the rare roles, the weak cherry role and the watermelon role, which have a relatively high probability of winning, are set as "weak rare roles", while the strong cherry role and the chance role, which have a relatively high probability of winning, are set as "strong rare roles".
[0039] The bell role includes a push order bell role. The push order bell role has six push order bell roles 1 to 6, in which the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed by operating stop buttons 5a to 5c in one of six possible push orders (correct push order, specific push order). When the stop buttons 5a to 5c of these push order bell roles 1 to 6 are operated using any of the other five push orders (incorrect push orders, push orders other than the specified push order), the corresponding symbol combination ("Bell Bell Bell") is not displayed as a stopped symbol, and another symbol combination (push order bell spill or missing symbol) is displayed as a stopped symbol. If the stop buttons 5a to 5c are operated in an incorrect pressing sequence, and the combination of symbols corresponding to the pressing sequence bell spill ("Bell Bell Replay") cannot be stopped, a spill will occur and a losing combination (such as "Replay Cherry Bell") will be displayed. When a combination of symbols corresponding to the push order bell spill number is landed, one medal is awarded, and when a combination of symbols corresponding to a losing number is landed, no medal is awarded.
[0040] In addition, when the push order bell role is won, regardless of which stop button 5 is operated second or third, if only the first stop button 5 is operated in a specific push order, the reel 41 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. In addition, the push order bell role is not limited to six types, and three types of push order bell roles 1 to 3 may be provided. In addition, the push order bell role is set to six different types with different push orders, but it may be set to 12 types by configuring the push order bell role with symbols that require eye-pressing operations in addition to the push order. In the following description, the push order bell roles 1 to 6 are collectively referred to simply as the push order bell role.
[0041] In addition, a common bell role may be provided in which the combination of symbols corresponding to the push order bell role is formed. For example, the common bell role stops a combination of symbols corresponding to the push order of the stop buttons 5a to 5c ("bell, replay, bell").
[0042] In addition, the slot machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell roles 1 to 6. In the AT, when the push order bell role 1 to 6 is won through the internal lottery process, the sub-control unit 20 controls the display 8, etc. to notify the user of the order in which to press the stop buttons 5 and the patterns that serve as a guide for pressing the buttons at the correct time. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stopping operation for deriving the combination of symbols (Bell-Bell-Bell) for the push order bell role as the result of the game. Therefore, the occurrence of the AT allows the player to easily win medals, and the balls are dispensed faster during the AT than during non-AT. The game states in which the AT continues to be executed include the specialized zone, AT state, and ending state, which will be described later.
[0043] For example, when the push order bell role 1 is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 from left to right, the sounds "left," "middle," and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order 12a (left), 12b (middle), and 12c (right) to notify the order in which to press the stop buttons 5. In this embodiment, the navigation of the button press order by notification means such as the display 8, navigation lamp 12, speaker 9, etc. is also referred to as "push order navigation." In non-AT, even if the winning result of the internal lottery process is the push order bell role 1 to 6, the push order of the stop button 5 is not announced. Therefore, unless the operation order of the stop button 5 operated by the player coincidentally matches the push order corresponding to the winning push order bell role 1 to 6, the combination of symbols corresponding to the winning push order bell role 1 to 6 cannot be stopped and displayed. Therefore, the playability of the slot machine 1 is such that the player can increase the number of balls dispensed by playing in a manner that allows the player to be controlled by the AT for a long period of time.
[0044] The cherry role is a minor role in which the corresponding symbol combination is "Cherry ANY ANY", and there are two types: a weak cherry role in which the "cherry" symbol stops on the top or bottom row of the left reel 41a, and a strong cherry role in which the "cherry" symbol stops on the middle row of the left reel 41a. The watermelon role is a minor role where the corresponding symbol combination is "watermelon, watermelon, watermelon". The 1-coin role is a minor role that causes the corresponding symbol combination to be "Bell Bell Replay". Therefore, when the 1-coin role is won, the same symbol combination as the "Push Order Bell Spill" mentioned above will stop.
[0045] For the replay role, a combination of symbols will line up regardless of the order in which you press the buttons, and the combination of symbols "Replay Replay Replay" will stop and be displayed on the winning line. The chance combination is a small combination of "bell, watermelon, watermelon" (chance eye). In addition, a rare symbol requires a stopping operation (a so-called eye-pressing operation) aimed at a symbol that corresponds to a winning combination on a specific reel, and even if a winning symbol is won and pull-in stop control is performed, the corresponding symbol combination does not necessarily stop.
[0046] The bonus combination is a combination of the corresponding symbols "BAR·BAR·BAR", and when won, the game state is shifted to the bonus state. The right to win a bonus role can be carried over as long as the corresponding symbol combination does not stop (a bonus role is won) in the game in which the bonus role was won and in subsequent games. Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is called the "bonus winning state"). In normal games, the bonus winning state is executed for most of the time. On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is stopped and displayed (the bonus role is won), the player transitions to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state"). In addition, in the bonus state, the winning combination is selected so that there is almost no increase or decrease in the number of medals (so-called zero bonus).
[0047] In addition, the bonus combination is won in duplicate at a predetermined rate when the replay combination is won. When a bonus combination overlaps with a replay combination and is won, the main control unit 10 performs reel control with the lowest priority for the combination of symbols corresponding to the bonus combination. Therefore, in a game in which a bonus role is won by overlapping bonus roles, the combination of symbols corresponding to the bonus role cannot basically be stopped, but the combination of symbols corresponding to the replay role will be stopped, and the bonus winning state will continue in subsequent games. However, this is not limiting, and the bonus role may be won by itself.
[0048] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (a medal is paid out) as shown in Fig. 5. That is, the main control unit 10 includes a game value awarding means for awarding a game value (a medal) according to the stopping mode of the symbols. For example, when the combination of corresponding symbols is displayed in the push order bell roles 1 to 2, 3 medals are paid out, and when the combination of corresponding symbols is displayed in the push order bell roles 3 to 6, 10 medals are paid out. On the other hand, when the push order bell role is won, if the stop buttons 5a to 5c are operated in the incorrect push order and the push order bell spill stops, 1 medal is paid out. In addition, for the push order bell roles 3 to 6, the winning probability and payout number are set so that the medals held by the player increase during the AT state described below.
[0049] When the symbol combination corresponding to the watermelon role is landed, six medals are paid out, and when the symbol combination corresponding to each of the winning roles of the weak cherry role, strong cherry role, chance role and 1-coin role is landed, one medal is paid out respectively. Furthermore, by displaying a combination of symbols corresponding to a replay role, the player can play the next game again without inserting a medal. Furthermore, when a combination of symbols corresponding to a bonus role is stopped, no medals are paid out.
[0050] The number of medals paid out when a combination of symbols corresponding to each winning role is stopped and displayed may be other than the above numbers. In addition, the combination of symbols corresponding to each winning role may be other than those described above, and may be composed of symbols that require a pressing operation, or may be composed of symbols that do not require a pressing operation. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.
[0051] (Probability of winning each role) Next, the winning probability of each winning combination will be described with reference to FIG. FIG. 4 shows an internal lottery table used to select each winning combination in the bonus winning state. The internal lottery table indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 to be 65536, and the number of winning values (wins) among them. As shown in FIG. 4, for example, when the setting value in the probability setting device 15 is setting 1, the probability of winning each role is set as follows: the replay role is set with a probability of 8982 / 65536, the 1-coin role is set with a probability of 14400 / 65536, the weak cherry role is set with a probability of 650 / 65536, the strong cherry role is set with a probability of 164 / 65536, the watermelon role is set with a probability of 919 / 65536, the chance role is set with a probability of 491 / 65536, the push order bell role 1-2 is set with a probability of 6981 / 65536, and the push order bell role 3-6 is set with a probability of 6492 / 65536. In this way, when the bonus is won, the probability of winning each role is set in the following order: Bell role > 1 coin role > Replay role > Watermelon role > Weak Cherry role > Chance role > Strong Cherry role. Although detailed explanation is omitted, the winning probability of each role in settings 2 to 6 is also set to a value as shown in the figure.
[0052] The winning probability of each role shown in Figure 4 is the value in the bonus winning state, but the winning probability is the same even in the state where the bonus role is not won (bonus non-winning state). However, in the bonus non-winning state, the bonus role will be won at the same time as the replay role.
[0053] The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, the winning probability is set to a winning role in which the winning probability varies depending on the set value and a winning role in which the winning probability does not vary depending on the set value, but is not limited to this and may be common to all set values. In addition, for roles other than rare roles (weak cherry roles), the higher the setting, the higher the probability of winning may be set, or the lower the probability of winning may be set. Also, although the winning probability of each role in a 3-bet game is shown, it may be the winning probability of each role in a game other than a 3-bet game.
[0054] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a zone control means capable of controlling the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and begins when the next game is started after the favorable zone has ended, and ends when the favorable zone transition conditions are met. In addition, in the initial state (when reset) of the main control unit 10, it is controlled to the normal zone, and in the normal zone, the advantageous zone lamp 13 is controlled to the off state.
[0055] In this embodiment, the condition for transitioning to the advantageous zone is met when a predetermined role (for example, a role other than a 1-coin role) is won in the internal lottery process, and after the third reel is stopped in the winning game, the transition from the normal zone to the advantageous zone occurs. In addition, although details will be described later, when the game state is the normal game state and the advantageous zone transition condition is established in a game in the normal zone, the game will transition to the advantageous zone, but if the bonus is won at this time, the game state will transition to the CZ state, and if the bonus is not won, the game state will remain in the normal game state. Therefore, the transition to the normal zone in the bonus winning state is essentially granted the right to transition to the CZ state.
[0056] In addition, the conditions for transition to the advantageous zone may be met when a rare role is won, or the transition may be caused by, for example, the stopped display of a combination of symbols corresponding to a specified winning role or the stopped display of a combination of symbols not corresponding to a specified winning role (for example, a missing number or a push order bell spill). In addition, the player may be transitioned to an advantageous zone on the condition that the player has entered a gaming state that is advantageous to the player in terms of increasing the number of medals, and the advantageous zone may be continued if the advantageous gaming state continues.
[0057] The advantageous zone is a play zone in which push order navigation related to the push order bell role can be executed, and is a play zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when a predetermined advantageous zone end condition is satisfied after the advantageous zone transition condition is satisfied in the normal zone. The condition for ending the advantageous period may be, for example, when the slot machine 1 (main control unit 10) is reset (including when the settings are changed). In addition, the end condition of the advantageous zone is also satisfied when the ending state described below ends. And, as mentioned above, the end of the advantageous zone in the bonus winning state (transition to the normal zone) essentially grants the right to transition to the CZ state. That is, after the ending state ends, the game state transitions to the normal game state once with the transition to the normal zone, but if the advantageous zone transition condition is met, the game state transitions to the CZ state with the transition to the advantageous zone. For convenience, in Figure 6, it is shown that the game state transitions to the CZ state after the ending state ends (arrow j). In addition, in this embodiment, the advantageous period basically continues when the AT state ends, but the conditions for ending the advantageous period may be met when the AT state ends, or it may be determined whether or not to end the advantageous period depending on the difference in number of coins at the end. In addition, if a predetermined number of games are played during normal gameplay, the advantageous zone may end and the game may transition to the normal zone.
[0058] Furthermore, the slot machine 1 is provided with a limiter function (hereinafter also referred to as the advantageous zone limiter) as a limiting function for restricting the number of medals that a player can acquire, and the advantageous zone end condition is met even when the advantageous zone limiter is activated. For example, the advantageous zone limiter satisfies the condition that "the number of coins won during one advantageous zone (the difference in the number of coins (the number of medals inserted - the number of medals paid out)) reaches the upper limit (for example, +2400 coins)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. In addition, the condition for the upper limit number of coins may be "the number of coins won during one advantageous period (net increase in number of coins (so-called MY)) has reached the upper limit number of coins (for example, 2400 coins)."
[0059] The above-mentioned advantageous zone end condition may be satisfied when the condition "the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit game number (for example, 4000 games)" is satisfied. In other words, the advantageous zone limiter may be activated when the number of games in one advantageous zone reaches the upper limit game number. In addition, the conditions for ending the advantageous zone are not limited to the above and may include, for example, "at least one push order bell has been announced" or "a combination of symbols corresponding to a bonus role has been displayed in a stopped state," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and the player may transition to the normal zone.
[0060] When the advantageous period ends, the right to win a bonus among the information related to the game is carried over, but other information is initialized. For example, the values of each counter described later and various information managed during each game state (for example, the probability state, the number of consecutive wins of small roles, and role stock (described later)) are initialized when the advantageous period ends. However, without being limited to this, some or all of the information that is initialized at the end of the favorable zone may not be initialized.
[0061] In the favorable zone, the favorable zone lamp 13 is controlled to be lit. However, without being limited to this, the advantageous zone lamp 13 may start lighting up when the game state becomes advantageous for the player after the transition to the advantageous zone, in which the number of medals increases. In addition, the favorable zone lamp 13 may not be lit even when a transition to a favorable zone has occurred, or it may be lit only when a transition to an AT state has occurred even when a transition to a favorable zone has occurred. In addition, it is not necessary to provide the favorable zone lamp 13. In this case, it is preferable to provide an AT status lamp controlled by the main control unit 10 instead, and turn on the AT status lamp during AT.
[0062] In addition, the slot machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of medals (net increase) that the player actually acquires from the time the slot machine 1 is turned on to the time it is turned off, as a function for limiting the number of medals that the player acquires. Specifically, when the net increase in number of coins (MY) from when the slot machine 1 is powered on to when it is shut off reaches a predetermined number (a completion value of +19,000 coins), the game becomes inoperable and the game is stopped, making it impossible to play any further games. Therefore, the number of medals that a player can win while the gaming center is open is limited. Furthermore, even if the difference in the number of medals during one advantageous zone during business hours of the amusement arcade is an extremely small value and a player is able to win a very large number of medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, so that even if the difference in the number of medals is an extremely small value, it is possible to prevent the amusement arcade from suffering an extremely large disadvantage.
[0063] (Game-related counters) During the favorable zone, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the memory unit. -Advantageous Zone Game Count Counter (hereinafter referred to as Counter A): Counting value of the number of games played during the advantageous zone ·Advantageous Zone Difference Counter (hereinafter referred to as Counter B)…Counting value of the number of winnings (difference) during the advantageous zone
[0064] Counter B is a counter related to the favorable zone limiter. When the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting the number of games played during the advantageous zone (Counter A) and the number of medals won during the advantageous zone (Counter B), and when the value indicated by Counter B reaches a specific value (+2400 medals), it forcibly ends the advantageous zone. In addition, counter A may be used as a counter related to the advantageous zone limiter, and for example, when the value indicated by counter A reaches a specific value (4000 games), the advantageous zone may be forcibly ended. The values of counter A and counter B are initialized (cleared to zero) when the favorable zone ends.
[0065] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (entered as the number of bets) by the player in one advantageous period and the number of medals paid out (awarded).It is a counter that can count the difference (difference in game value) between the number of medals consumed and the number of medals paid out, which increases or decreases as the game is played, by subtracting the number of medals consumed in playing a game during one advantageous period and adding the number of medals paid out as a result of the game. Furthermore, unless counter B is initialized, it will continue to count even if the total number of medals consumed in playing the game becomes greater than the total number of medals paid out as a result of the game.
[0066] This makes it possible to count the number of medals consumed (the number of medals lost by the player) during an advantageous zone, even if the player has not actually won any medals and has only consumed medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values (medals) consumed in the advantageous zone is greater than the number of game values (medals) awarded in the advantageous zone.
[0067] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic game features based on these game states. Each game state is controlled (hereinafter also referred to as transition) to each game state by the main control unit 10 operating as a game state control means.
[0068] (Details of each game state) Next, with reference to FIG. 6, each game state of the slot machine 1 according to this embodiment, transitions between each game state, and game characteristics based on each game state will be described. In addition, the main control unit 10 can independently control the transition between the normal zone and the advantageous zone, and the transition between game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is established (or after the end of the medal payout). However, this is not limited to this, and transition may occur from the next game after the transition condition is established.
[0069] As shown in Figure 6, game play on the slot machine 1 of this embodiment is carried out in multiple game states, such as a normal game state (third game state), a CZ state, a specialized zone (first game state), an AT state (second game state), and an ending state. The main control unit 10 is capable of controlling a transition from one game state to another game state based on the establishment of a predetermined transition condition. The normal game state and CZ state are controlled by non-AT, while the specialized zone, AT state and ending state are controlled by AT. In particular, in the normal game state, the longer the player stays in the state, the longer the period during which it is difficult for the player to increase medals, which is disadvantageous to the player. On the other hand, in the specialized zone, AT state, and ending state, medals tend to increase as the player continues playing, which is advantageous to the player. Therefore, the player will play the game aiming to transition from a gaming state controlled by a non-AT to a gaming state controlled by an AT, and in particular, to stay in the AT state for a long time. There are multiple transitions to the AT state, but the basic transition is from normal game state → CZ state → specialized zone, and then it is possible to transition to the AT state. In addition, the normal game state and the CZ state may be partially AT, that is, the push order navigation may be executed with a predetermined probability (for example, 40%) when the push order bell role is won. Also, a part of the specialized zone, AT state, and ending state may be partially AT.
[0070] (Normal gameplay state) The normal game state is maintained when the slot machine 1 is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends. It may also enter after the end of the CZ state, AT state, or ending state. When the slot machine 1 (main control unit 10) is reset, the slot machine 1 is in the normal gaming state, which is controlled to the normal zone (non-advantageous zone). When the condition for transitioning to the advantageous zone is met (a role other than a 1-coin role is won) during the normal gaming state in the normal zone, the main control unit 10 controls the slot machine 1 to switch from the normal zone to the advantageous zone. However, when the main control unit 10 is reset, the slot machine 1 is in the bonus non-winning state, so the gaming state will remain in the normal gaming state even when the next game is played. During the normal game mode, a normal game mode image is displayed in the main screen portion of the display 8 to notify the player that the normal game mode is being played.
[0071] (Transition process from normal game state to CZ state or specialized zone A) In the normal game mode, a lottery is held to transition to the CZ state or specialized zone A. Specifically, the main control unit 10 refers to the "normal gaming state lottery table" (FIG. 7) to perform a transition lottery based on the setting value set in the probability setting device 15 and the winning combination. When the transition lottery is won, the main control unit 10 controls the transition from the normal gaming state to the CZ state or the specialized zone A (arrow a, arrow c in FIG. 6). In addition, if the transition lottery is won, instead of immediately transitioning to the CZ state or specialized zone A from the next game, a delay period of a specified period may be set and a premonition effect may be performed during that delay period.
[0072] As shown in Figure 7, for example, when setting 1 is selected and a weak rare role is won, there is a 15 / 256 probability of winning the CZ state and a 1 / 256 probability of winning specialized zone A, and when setting 6 is selected and a weak rare role is won, there is a 32 / 256 probability of winning the CZ state and a 4 / 256 probability of winning specialized zone A. Also, for example, when setting 1 is selected and a strong rare role is won, there is a 62 / 256 probability of winning the CZ state and a 2 / 256 probability of winning specialized zone A, and when setting 6 is selected and a strong rare role is won, there is a 121 / 256 probability of winning the CZ state and a 7 / 256 probability of winning specialized zone A. Although detailed explanation is omitted, when the set value in the probability setting device 15 is set to 2 to 5, the lottery is performed with each probability as shown in the figure. In this way, the lower the winning probability of the role, the higher the probability of transitioning to the CZ state or specialized zone A, and the higher the setting value set in the probability setting device 15, the higher the probability of transitioning to the CZ state or specialized zone A.
[0073] In addition, in the normal game state, the transition probability may be made changeable by providing a normal probability state in which the transition probability to the CZ state or specialized zone A is relatively low, and a high probability state in which the transition probability is relatively high. The transition of the probability state may be controlled, for example, so that a transition (promotion) from a normal probability state to a high probability state occurs with a predetermined probability when a rare role is won, and, for example, so that a transition (demotion) from the high probability state to the normal probability state occurs with a predetermined probability when a replay role, a bell role, or a miss role is won.
[0074] In addition, in the normal gaming state, when the number of games executed in the normal gaming state (only advantageous zones) or the number of games executed in the normal gaming state (including non-advantageous zones) reaches a predetermined number, the state may be transitioned to the CZ state or specialized zone A. Furthermore, in a game in the normal game state, a predetermined number of points may be added depending on the result of a lottery for a winning combination, and when the added value of these points reaches a predetermined number, a transition to the CZ state or specialized zone A may be made, or when the added value of the points reaches a predetermined number, a lottery may be held, and a transition may be made if the transition lottery is won.
[0075] In addition, in the normal game state, a lottery for transition to the AT state may be performed based on the winning of a predetermined role (for example, a strong cherry role) in order to transition directly from the normal game state to the AT state. For example, the transition to the AT state may be made with a predetermined winning probability (for example, 1%). In this case, the game may transition to the AT state with all role stocks (described later) awarded one by one, or the game may be controlled so that the locked state (described later) continues until one set of the AT state ends without awarding any role stocks.
[0076] (CZ state) Although the CZ state is not an AT, a lottery is held to determine whether or not a player will transition to a specialized zone, making it an advantageous gaming state for the player, and therefore it is positioned as a chance zone (CZ) in the flow of the game. Although the push order navigation is not executed when the push order bell role is won, the push order navigation may be executed, or the push order navigation may be executed only a portion of the time when the push order bell role is won, i.e., with a predetermined probability (for example, 40%) when the push order bell role is won.
[0077] The maximum number of times that a player can play in the CZ state is 10 games. In other words, in the CZ state, the player plays the game with the aim of acquiring the right to move to the specialized zone during the 10 games. However, this is not limited to this, and may continue until a predetermined combination (other than a replay combination or a rare combination) is won even after the 11th game. During the CZ state, a CZ state image is displayed in the main part of the screen of the display 8 to notify that the CZ state is being entered.
[0078] (Transition process from CZ state to specialized zone) In the CZ state, a lottery is held to transition to a specialized zone, and if the lottery is won, the right to transition to specialized zone A or specialized zone B is granted. If the transition lottery is won, the main control unit 10 controls the transition to specialized zone A or specialized zone B from the next game (arrow d in Figure 6). Specifically, the main control unit 10 refers to the "CZ state lottery table" (Figure 8) to conduct a transition lottery based on the setting value set in the probability setting device 15 and the winning role. For example, as shown in Figure 8, when setting 1 is set and the push order bell role is won, there is a 25 / 256 probability of winning specialized zone A and a 1 / 256 probability of winning specialized zone B, and when setting 6 is set and the push order bell role is won, there is a 26 / 256 probability of winning specialized zone A and a 1 / 256 probability of winning specialized zone B. Also, for example, when setting 1 is selected and a rare role is won, there is a 204 / 256 probability of winning into specialized zone A and a 4 / 256 probability of winning into specialized zone B; and when setting 6 is selected and a rare role is won, there is a 192 / 256 probability of winning into specialized zone A and a 16 / 256 probability of winning into specialized zone B. Although detailed explanation is omitted, when the set value in the probability setting device 15 is set to 2 to 5, the lottery is performed with each probability as shown in the figure. In this way, if a combination with a low probability of winning is won, the probability of moving to the specialized zone is higher. Also, if a combination with a low probability of winning is won, the higher the set value set in the probability setting device 15, the higher the probability of moving to specialized zone B. Therefore, it is possible to carry out a highly interesting lottery and to increase the player's expectations.
[0079] In addition, in the CZ state, a lottery may be conducted to determine whether or not the player can move to the AT state based on a predetermined winning combination (for example, a strong cherry combination), and the player may be able to move directly from the CZ state to the AT state. For example, the player may be able to move to the AT state with a predetermined winning probability (for example, 1%). In this case, the game may transition to the AT state with all role stocks (described later) awarded one by one, or the game may be controlled so that the locked state described later continues until one set of the AT state ends without awarding any role stocks.
[0080] (Transition process from CZ state to normal game state) In the CZ state, if 10 games are played without winning the lottery for transition to the specialized zone, the main control unit 10 controls the transition to the normal game state from the next game (arrow b in FIG. 6).
[0081] (Specialized Zone) The specialized zone is a gaming state specialized for acquiring winning stocks. The slot machine 1 according to this embodiment is designed to allow the player to play advantageously in the AT state that is subsequently entered, depending on the type and number of winning stocks acquired in the specialized zone. Therefore, during the specialized zone, the player will play in the hope of acquiring many types of role stocks or a large number of role stocks.
[0082] The specialized zones are comprised of specialized zone A and specialized zone B, and players can stay in each of them for a specified number of games (10 games + α). The number of games for "+ α" will be described later. In addition, the specialized zone is controlled so that a set of a predetermined number of games (10 games + α) is continued to the next set if a predetermined condition is met during the set (if the continuation lottery is won). Details of the continuation lottery will be described later.
[0083] (Stock) Use stock is information (information for judgment) that determines the duration of the AT state to which one can enter after the end of the specialized zone. In addition, a role stock is provided in relation to each role. For example, there are provided a bell role stock (first determination information) related to the push order bell role (first lottery result), a 1-coin role stock related to the 1-coin role, a replay role stock related to the replay role, a watermelon role stock (second determination information) related to the watermelon role (second lottery result), a weak cherry role stock related to the weak cherry role, a chance role stock related to the chance role, and a strong cherry role stock related to the strong cherry role. In addition, without being limited to this, a push order bell role stock may be provided as a role stock related to the push order bell role, and when a common bell role is provided, a bell role stock or a common bell role stock may be provided as a role stock related to the common bell role. In other words, one role stock (e.g., bell role stock) related to multiple roles (e.g., push order bell role, common bell role) may be provided, and multiple role stocks (e.g., push order bell role stock, common bell role stock) related to one role (e.g., bell role) may be provided.
[0084] The winning combination stock can be obtained by winning the relevant combination in the internal lottery process in the specialized zone. Specifically, the main control unit 10 (determination means) refers to the "winning combination stock lottery table" (FIG. 9) to perform a lottery for granting winning combination stocks based on the winning combination of the current game. For example, as shown in FIG. 9, if the push-order bell role is won, there is a 232 / 256 probability that one bell stock will be awarded, a 16 / 256 probability that two bell stocks will be awarded, and a 8 / 256 probability that three bell stocks will be awarded; and if the watermelon role is won, there is a 254 / 256 probability that one watermelon stock will be awarded, a 1 / 256 probability that two watermelon stocks will be awarded, and a 1 / 256 probability that one watermelon stock will be awarded. In addition, although detailed explanation is omitted, even if another role is won, a lottery for awarding role stocks is held with the respective probabilities as shown in the figure. In this way, a player who wins a combination with a high probability of winning is more likely to be awarded a large number of combination stocks. However, without being limited to this, a player who wins a combination with a low probability of winning may be more likely to be awarded a large number of combination stocks. In addition, the number of awarded winning stocks is not particularly limited, and may be four or more. In addition, the number of winning combination stocks to be awarded may be determined by lottery, regardless of the type of winning combination. In addition, it is assumed that the same lottery table is referenced in specialized zone A and specialized zone B to draw the lottery for awarding useful stocks, but this is not limited to the above, and for example, specialized zone B may reference a table that makes it easier to acquire more useful stocks.
[0085] The awarded winning stock is stored in the memory unit (storage means) of the main control unit 10. For example, one or more of each type of winning combination stock (each lottery result) can be stored, such as "2 bell combination stocks," "3 replay combination stocks," and "1 watermelon combination stock." Also, as will be described in detail later, the various role stocks stored in the memory unit are erased when the related role is won during the AT state.
[0086] (Probability state) The specialized zone has a plurality of probability states, for example, a low probability state in which the expected probability of acquiring a useful stock is low, and a high probability state in which the expected probability of acquiring a useful stock is higher than in the low probability state. During the specialized zone, a lottery is held to award a high probability difference number of coins based on the winning role, and if the lottery is won and a high probability difference number of coins is awarded, control is performed to transition (promote) from a low probability state to a high probability state. The main control unit 10 controls the remaining number of games in the specialized zone to stop decreasing until the high probability difference number is consumed (until the game value of the high probability difference number is acquired). In other words, by granting the high probability difference number, the specialized zone is extended by the number of games "+α" in addition to the initial number of games of 10 games. In addition, if a high probability difference number is awarded in the final game (10th game) of the specialized zone, the specialized zone will end after the high probability difference number is consumed. In this way, the period until the high probability difference number is consumed is extended in the specialized zone, so that the period for acquiring the winning stock is increased, and the state is controlled as a high probability state. Therefore, when the state is controlled as a high probability state, the expectation of acquiring the winning stock increases, and it is possible to increase the expectation of the player.
[0087] Specifically, the lottery for awarding the high probability difference number of coins is executed as follows. The main control unit 10 refers to the "high probability difference number lottery table" (FIG. 10) to perform a lottery for awarding the high probability difference number of coins based on the winning combination of the current game. For example, as shown in FIG. 10, if the push order bell role is won three or more times in a row, there is a 95 / 256 probability that 10 high probability difference coins will be awarded, and there is a 1 / 256 probability that 30 high probability difference coins will be awarded. If a strong rare is won, the player is guaranteed to be awarded one of the high probability difference coins of 10, 30, or 50. In addition, although detailed explanation is omitted, even if other roles are won, a lottery for awarding a high probability difference number of coins is executed with each probability as shown in the figure.
[0088] Also, even if the probability state is a high probability state, by referring to the "High Probability Difference Number Lottery Table" (Figure 10), if the lottery is won and a high probability difference number is awarded, this will be added to the current high probability difference number. However, in the case of a high probability state, instead of the high probability difference number, the high probability number of games may be given. This changes the control from the difference number management type AT to the game number management type AT, so that it is possible to control it as a super high probability state that can further extend the stay period in the specialized zone. This makes it possible to improve the interest.
[0089] In addition, control may be performed to transition (demotion) from a high probability state to a low probability state. For example, a transition (demotion) lottery may be performed with a predetermined probability when a predetermined role (for example, a replay role) is won. In addition, the probability state does not necessarily transition based on a winning combination, and the probability state may be switched every predetermined number of games.
[0090] (Ratio determination lottery) In the specialized zone, when the zone is controlled to a high probability state, it is possible to increase (add on) the number of role stocks awarded by the role stock awarding lottery. Specifically, the number of awarded role stocks can be increased (topped up) by multiplying the number by a predetermined multiplier. In other words, the number of role stocks awarded will be calculated by multiplying the number of role stocks awarded in the role stock award lottery by the multiplier. For example, if the number of replay role stocks awarded upon winning a replay role is determined to be "1" and the multiplier is determined to be "3," the number of replay role stocks awarded will be 1 x 3 = 3. Therefore, during the specialized zone, it is advantageous for the player to acquire many winning stocks and to have a large multiplier determined.
[0091] Specifically, the odds determination lottery is executed as follows. When a winning stock is awarded in the winning stock awarding lottery, the main control unit 10 refers to the "multiple lottery table" (Figure 11) and conducts a lottery to determine the multiplier based on the setting value set in the probability setting device 15. For example, as shown in FIG. 11, when setting 1 is selected, there is a 221 / 256 chance of winning 1x, a 32 / 256 chance of winning 2x, and a 3 / 256 chance of winning 3x. When setting 6 is selected, there is a 214 / 256 chance of winning 1x, a 32 / 256 chance of winning 2x, and a 10 / 256 chance of winning 3x. Although a detailed description is omitted, when the setting value is set to any of settings 2 to 5, the lottery is executed with each probability as shown in the figure. In this way, the higher the setting value set in the probability setting device 15, the higher the probability of winning (a multiplier other than 1x is determined), and furthermore, the higher the multiplier is set so that it is easier to win.
[0092] In the above description, the lottery for determining the odds is conducted in specialized zone A and specialized zone B by referring to the same lottery table. However, this is not limited to the above, and for example, specialized zone B may refer to a table in which a higher odds are more likely to be won. In addition, although the case where the multiplier is determined each time a winning stock is awarded has been described, the multiplier may not change during a predetermined period. For example, the multiplier may be determined at the start of a high probability state, and the same multiplier may be continued during the period until the high probability state ends. In other words, the same multiplier may be applied to the number of all winning stocks awarded during this period.
[0093] (Acquisition of stocks) Next, with reference to Figs. 16 and 17, examples of effects executed on the display device 8 during the specialized zone will be described. Figures 16 and 17 show examples of the acquisition of winning stocks. FIG. 16 shows an example of a case where the probability state is a low probability state or a high probability state and the lottery for determining the odds is not won (when 1x is determined). FIG. 17 shows an example in which the probability state is a high probability state and the odds lottery is won (a value other than 1x is determined). Although the examples shown in Figures 16 and 17 show the display mode in specialized zone A, the display mode in specialized zone B may be the same or different.
[0094] As shown in FIG. 16 etc., during the specialized zone, for example, the number of remaining games is displayed at the top of the screen of the display device 8, and a winning stock display area is displayed at the bottom of the screen. In the example shown in FIG. 16(a), weak cherry stock, watermelon stock, and bell stock are displayed in that order from the left side of the screen, showing a situation in which one, one, and two stocks of each role are held, respectively. The display order of the winning combination stocks is, for example, from the combination with the lowest winning probability to the combination with the highest winning probability, or may be in the order of winning combination stocks, or in the order of the number of winning combination stocks held. In addition, all types of winning stocks may be displayed. In other words, winning stocks with a holding count of "0" may also be displayed in the winning stock display area.
[0095] In the situation shown in Figure 16(a), for example, if a replay role is won, a replay image is displayed in the main part of the screen of the display 8, as shown in Figure 16(b), and the fact that a replay role has been won is visibly displayed. Then, after the third reel is stopped, an image (+1 image) showing the number of winning stocks granted in this game is displayed near the winning stock display area, and the image showing the number of replay winning stocks held in the winning stock display area is updated (hidden → 1). This makes it visible that one replay winning stock has been acquired.
[0096] The example shown in Figure 17 is a case where the game is controlled to a high probability state, and, for example, text information indicating that the game is in a high probability state (for example, "High Probability") is displayed on the right side of the screen of the display 8. Also, similar to the example shown in Figure 16, this shows a case where a replay role is won when one weak cherry stock, one watermelon stock, and two bell stocks are owned (Figures 17(a) and (b)).
[0097] If the player wins the odds determination lottery in the current game, after the third reel is stopped, a button effect as shown in Fig. 17(c) is executed. For example, an image imitating an operation button that prompts the player to operate the effect button 2c, or an operation image consisting of text information instructing the player to operate the effect button 2c (for example, "PUSH"), etc. is displayed in the main screen portion of the display device 8. At this time, if the effect button 2c is operated, an image (×3) representing the determined magnification is displayed, as shown in FIG. 17(d). Also, an image (+3 image) showing the number of role stocks granted in this game is displayed, and the image showing the number of replay role stocks held in the role stock display area is updated (hidden → 3). In other words, the number of replay role stocks granted as a result of winning the replay role is determined to be "1" and the magnification is determined to be "3x", and it is visually displayed that three replay role stocks have been acquired. However, without being limited to this, first an image (+1 image) showing the number of role stocks awarded in the role stock awarding lottery may be displayed, and then when an image (×3) showing the multiplier is displayed, an image (+3 image) showing the number of role stocks actually awarded may be displayed. Also, when the effect button 2c is not operated, the image showing the multiplication rate may be hidden, and the number of winning stocks held in the winning stock display area may be updated in the next game.
[0098] In this way, during the specialized zone, the type and number of winning stocks currently held are displayed, and the winning stocks acquired in the current game are displayed visibly to the player. Therefore, the player can increase his / her anticipation for the next AT state to which he / she will be transferred depending on the type and number of winning stocks, thereby increasing his / her interest.
[0099] (Continued lottery) Next, the continuation lottery during the specialized zone will be described. In specialized zone A, play continues until the specified number of games (10 games + α) have been played, and a continuation lottery will be held in the final game. Specifically, the main control unit 10 performs the continuation lottery based on the setting value set in the probability setting device 15 by referring to the "specialized zone A continuation lottery table" (FIG. 12). For example, as shown in FIG. 12, when setting 1 is selected, the probability of winning is 24 / 256, and when setting 6 is selected, the probability of winning is 32 / 256. Although a detailed description is omitted, when the setting value is set to any of settings 2 to 5, the lottery is executed with each probability as shown in the figure. In this way, the higher the setting value set in the probability setting device 15, the higher the probability of winning the continuation lottery. If the continuation lottery is won, the main control unit 10 controls the special zone A again, and the player can stay (continue) for a predetermined number of games (10 games + α). On the other hand, if the continuation lottery is not won, the main control unit 10 controls the player to transition to the AT state from the next game (arrow f in FIG. 6).
[0100] In addition, the continuous lottery for the specialized zone A is not limited to this, and may be based on, for example, the total number of stocks given in the specialized zone A, the number of consecutive wins of the push order bell role, etc. This makes it possible to attract attention to the winning role in the specialized zone A, and to increase the interest. Furthermore, when the continuation lottery is won, the continuation is not limited to one set, but may be multiple sets.
[0101] In the specialized zone B, a continuation lottery is held when a role stock is awarded in the role stock award lottery. In addition, specialized zone B has a so-called ST type game function, and if the continuation lottery is won, the specified number of games (10 games + α) is reset at that point, and specialized zone B continues (extends). Furthermore, when the continuation lottery is won in the specialized zone B, a pseudo game (a winning pseudo game) is controlled to occur. In other words, the continuation lottery for the specialized zone B can be said to be a lottery for the occurrence of a winning pseudo game. The presentation during the pseudo game will be described later.
[0102] Specifically, the continuation lottery for specialized zone B is executed as follows. The main control unit 10 refers to the "specialized zone B continuation lottery table" (FIG. 13) to perform a continuation lottery based on the number of winning combination stocks awarded in the current game. For example, as shown in FIG. 13, when the number of awarded role stocks is "1", the probability of not winning is 216 / 256, the probability of not winning (false pseudo game occurs) is 24 / 256, and the probability of winning (winning pseudo game occurs) is 16 / 256. When the number of awarded role stocks is "2", the probability of not winning is 96 / 256, the probability of not winning (false pseudo game occurs) is 64 / 256, and the probability of winning (winning pseudo game occurs) is 96 / 256. When the number of awarded role stocks is "3", the probability of not winning is 96 / 256, the probability of not winning (false pseudo game occurs) is 32 / 256, and the probability of winning (winning pseudo game occurs) is 128 / 256. In this way, the more the number of winning stocks awarded by the winning stock awarding lottery, the more likely it is that the specialized zone B will be extended (continued). In other words, the more the number of winning stocks awarded by the winning stock awarding lottery, the more likely it is that a winning pseudo game will occur.
[0103] If the continuation lottery for specialized zone B is won, the main control unit 10 resets the predetermined number of games (10 games + α) and controls the player to stay (continue) in specialized zone B. On the other hand, if the continuation lottery is not won and the predetermined number of games (10 games + α) ends, the main control unit 10 controls the player to transition to the AT state from the next game (arrow f in FIG. 6). However, in the case of the first set of specialized zone B, if the probability state does not transition to a high probability state and the specified number of games (10 games + α) is completed, the main control unit 10 controls the transition to the ending state from the next game (arrow e in Figure 6). In this way, even if the player enters the specialized zone B, which is advantageous for the player, if the game ends in only one set (run-through occurs), the game is controlled to transition to the ending state. This ensures that a predetermined number of coins (500 coins) of game value is awarded, making it possible for the player to receive relief and preventing the player's motivation to play from decreasing.
[0104] In this way, in the specialized zone B, a continuation lottery is held every time a winning stock is awarded in the winning stock award lottery, so it is easier to continue than in the specialized zone A. Therefore, it can be said that it is easier to acquire more winning stocks by staying in the specialized zone B than by staying in the specialized zone A. In addition, the continuation lottery for the specialized zone B is not limited to this, and may be performed based on the type of winning combination to which the combination stock was awarded in the combination stock awarding lottery. This makes it possible to attract attention to the winning combination in the specialized zone B, thereby improving the interest. In addition, for example, a continuation lottery may be held based on the number of winning stocks accumulated by the multiplier determined by the multiplier determination lottery. In addition, the specialized zone B is not limited to ST type gameplay, and may add an additional number of sets or additional number of games if a continuation lottery is won.
[0105] (Pseudo-game) As described above, in this embodiment, based on the result of the continuation lottery in the specialized zone B, a pseudo game can be executed. The simulated game is one of the game execution modes in which, under the control of the main control unit 10, multiple game results are derived in one game. In a normal game, the reel 41 is spun by operating the start lever 3, and the reel 41 is stopped by operating the stop button 5 to derive the result of one game, but a game in which a pseudo game is performed is executed by first operating the start lever 3 to spin the reel 41, and then operating the stop button 5 during the game to pseudo-stop (temporarily stop) the spinning reel 41 to derive the pseudo game result. After the pseudo game result is derived, the reel 41 is spun again by operating the start lever 3 again, and the real game is executed in the same way as in a normal game. When the rotating reel 41 is artificially stopped, the pull-in stop control in a normal game is not performed, and a predetermined pattern is always artificially stopped regardless of the stop timing, ignoring the pull-in range. That is, when a pseudo game is executed, multiple game results are derived by consuming medals (betting input) for executing one game. In this embodiment, the pseudo game is assumed to be an operational pseudo game that requires a player's operation, but it may be a non-operational pseudo game that does not require a player's operation.
[0106] In this embodiment, if the result of the continuation lottery in specialized zone B is a win (a winning pseudo-game), a pseudo-game is executed in the game, and a specific pattern combination (a line of sevens) that can indicate that specialized zone B will continue will pseudo-stop in this pseudo-game. In addition, even if the result of the continuation lottery is a non-winning play (a false pseudo-play occurs), the pseudo-play is executed in the game, but in this pseudo-play, any symbol combination other than a specific symbol combination (other than a line of sevens) that can notify that the specialized zone B will not continue will be pseudo-stopped. In other words, a pseudo game is executed based on the result of a continuation lottery in specialized zone B, and if a winning pseudo game occurs in this pseudo game, the player can recognize that specialized zone B will continue.
[0107] Next, the presentation mode during the pseudo game will be described with reference to FIG. The example shown in Figure 18 shows a situation where, in specialized zone B, one weak cherry stock, one watermelon stock, and one bell stock are held (Figure 18(a)), for example, the Push Order Bell stock is won, and three Push Order Bell stocks are awarded in the role stock award lottery, resulting in a win in the continuation lottery in specialized zone B (occurrence of a pseudo-winning game). In this case, as shown in FIG. 18(b), a pseudo game is executed in the game. First, all of the reels 41 start to spin in the same way as in a normal game, and an instruction image consisting of text information "Aim for 7!" is displayed in the main part of the screen of the display device 8 to encourage a stopping operation aimed at the "7" symbol. Also, sound effects are output from the speaker 9 in response to the performance, and decorative light is emitted from the lamps 11. Furthermore, when the pseudo game is executed, the stop buttons 5 are activated, and the player operates any of the stop buttons 5 to stop the reels 41 while aiming at the location of the “7” symbol. When the player operates the stop button 5, the reel 41 which had been spinning comes to a pseudo-stop. For example, as shown in FIG. 18(c), a pseudo-winning stop pattern consisting of the combination "7·7·7" comes to a pseudo-stop, and the player is notified that he or she has won the continuation lottery for the specialized zone B. As mentioned above, during simulated play, the pull-in stop control that is performed in a normal game is not performed, so the target symbol will be pseudo-stopped regardless of the stop timing, ignoring the pull-in range.
[0108] After the pseudo-stop of the winning pseudo-stop symbol, as shown in FIG. 18(d), an effect is executed in the main screen portion of the display 8 such that the number of remaining games in the specialized zone B is rewound to the initial number of games, 10G. Furthermore, following the display of FIG. 18(d), as shown in FIG. 18(e), the remaining number of games in specialized zone B is set to 10G, and it is notified that specialized zone B will continue. Then, after a predetermined time (e.g., 5 seconds) has elapsed since the pseudo-stop of the winning pseudo-stop pattern, the start lever 3 is activated, and when the player operates the start lever 3, all of the reels 41 begin to rotate, and the game is executed. Then, when the player operates the stop button 5, after the third reel is stopped, it is visually displayed that the push order bell role has been won, as shown in Fig. 18(f). Also, an image (+3 image) showing the number of role stocks awarded in the current game is displayed, and an image showing the number of Bell role stocks held in the role stock display area is updated (from 1 to 4). This visually displays that three Bell role stocks have been acquired.
[0109] In addition, even if the continuation lottery for specialized zone B is not won (a false pseudo game occurs), a pseudo game will be executed in the same manner. In this case, when the player operates the stop button 5, a predetermined pseudo-stop symbol is pseudo-stopped. For example, the combination of "7·7·watermelon" is pseudo-stopped, and it is announced that the player has not won the continuation lottery for the specialized zone B. Thereafter, when the player operates the start lever 3, all of the reels 41 begin to rotate, and the game is executed. As shown in FIG. 18(f), an image showing the number of winning stocks awarded in the current game is displayed, and an image showing the number of winning stocks held in the winning stock display area is updated.
[0110] (Specified number of games will be drawn) At the end of the specialized zone (final game), a specified number of games is determined, which will be the initial number of games for the AT state to which the player will subsequently transition. Specifically, the main control unit 10 performs a continuation lottery based on the setting value set in the probability setting device 15 by referring to the "specified game number lottery table" shown in FIG. For example, as shown in FIG. 14, when setting 1 is set, there is a 32 / 256 probability of winning 30 games, a 64 / 256 probability of winning 50 games, a 96 / 256 probability of winning 100 games, and a 64 / 256 probability of winning 200 games; when setting 6 is set, there is a 64 / 256 probability of winning 30 games, a 128 / 256 probability of winning 50 games, a 48 / 256 probability of winning 100 games, and a 16 / 256 probability of winning 200 games. Although a detailed description is omitted, when the setting value is set to any of settings 2 to 5, the lottery is executed with each probability as shown in the figure. In this way, the higher the set value set in the probability setting device 15, the higher the probability that a larger number of the specified number of games will be selected.
[0111] In addition, the lottery for the specified number of games is not limited to this, and the initial difference number may be drawn according to the type of winning combination in the final game of the specialized zone. For example, the probability of being awarded a larger number of the specified number of games may be higher if a combination with a low winning probability is won. In addition, the specified number of games may be determined with a predetermined probability regardless of the winning combination or the set value. In addition, the specified number of games lottery is not limited to being performed at the end of the specialized zone (final game), but may be performed, for example, in the first game of the AT state.
[0112] (AT state) The AT state is a gaming state in which it is extremely easy to win medals because it is controlled by the AT. In the AT state, the specified number of games determined when the AT state is entered (when the specialized zone ends) is managed as the number of remaining games, and the number of remaining games is subtracted each time a game is played.
[0113] (Erasing stocks) In the AT state, the player's held stock of roles is erased (consumed) as the game progresses. Specifically, when the main control unit 10 operates as an erasing means and a winning combination related to a winning combination stock stored in the memory unit is won, one of the winning combination stocks is erased from the memory unit. Figure 19 shows an example of the elimination of winning stocks during the AT state. During the AT state, as shown in FIG. 19, for example, the number of remaining games and the number of sets are displayed at the top of the screen of the display device 8, and a useful stock display area is displayed at the bottom of the screen. In the example shown in Figure 19(a), one strong cherry stock, one weak cherry stock, one watermelon stock, one replay stock, two 1-coin stocks, and four bell stocks are held. The order in which the stocks are displayed is assumed to be the same as in the specialized zone (in order of decreasing probability of winning), but they may be displayed in a different order.
[0114] In the situation shown in Figure 19(a), for example, if the push order bell role is won, a bell image is displayed in the main part of the screen of the display 8, as shown in Figure 19(b), so that it is clearly visible that the push order bell role has been won. Then, after the third reel is stopped, an image (-1 image) is displayed indicating that one Bell role stock related to the winning push order Bell role will be erased, and the image showing the number of Bell role stocks held in the role stock display area is updated (from 4 to 3). The number of winning combinations to be erased at one time is not limited to one, and may be more than one. Also, the number of winning combinations to be erased may be different depending on the winning combination.
[0115] (Continuation decision process) The AT state is composed of a set-continuation type AT in which the game progresses with a set number of games as one set. In the AT state, the decision as to whether to continue to the next set is made based on the number of remaining games and the number of winning stocks held. Specifically, the main control unit 10 determines that the game should continue if the remaining number of games is consumed while one or more winning stocks are held during the game of the current set. In other words, if the remaining number of games can be consumed during the game of the current set, the continuation of the next set is confirmed. In this case, the main control unit 10 controls the game to transition to the specialized zone from the next game (arrow g in FIG. 6). After that, when the specialized zone ends, the main control unit 10 controls the game to transition to the AT state (arrow f in FIG. 6), and the next set of games begins. Furthermore, if the sets are continued consecutively and the remaining number of games in the sixth set is exhausted, the main control unit 10 controls the transition to the ending state from the next game (arrow i in FIG. 6).
[0116] In addition, when transitioning from the AT state to a specialized zone, the transition destination is determined to be, for example, specialized zone A with a predetermined probability (90%), and specialized zone B with a predetermined probability (10%). In addition, when transitioning from the AT state to the specialized zone, it is assumed that the currently held role stock will be carried over, but this is not limited to the above, and it is also possible to have it not carried over, or to have it carried over with a predetermined probability (for example, 40%).
[0117] On the other hand, if all of the held winning stocks are erased before the remaining number of games in the current set are played, the main control unit 10 determines that the game should not be continued. In this case, the main control unit 10 ends the AT state even if there is still a remaining number of games to be played, and controls the game to transition to the normal game state from the next game (arrow h in FIG. 6). However, not limited to this, when it is determined that the game is not to be continued, the game may be controlled to be in the AT state until a predetermined condition is met. For example, after it is determined that the game is not to be continued, the AT state may be continued until the game is won in the falling lottery, which has a 1 / 10 chance of winning.
[0118] An example will be given to explain whether or not a set can be continued during an AT state. In playing this set, for example, if one bell stock and one watermelon stock are owned (stored), when the push order bell stock and watermelon stock are won once each, the AT state can be controlled to end. On the other hand, in playing the current set, if the push order bell role and watermelon role are not won once each and the bell role stock or watermelon role stock is held (stored) and the remaining number of games is all consumed, it is possible to control the AT state to continue (set continuation).
[0119] In other words, during the AT state, the player plays the game hoping that the winning combination stock he / she holds will not be erased (the combination related to the winning combination stock he / she holds will not win), and hoping that the remaining number of games will be consumed while he / she holds the winning combination stock. Therefore, it is possible to attract attention to the winning combination during the AT state, and to increase the interest. In addition, the player expects to have many types and many numbers of winning stocks at the start of the current set (at the end of the specialized zone), and also expects to have winning stocks related to winning roles with low winning probability. Therefore, the player can increase the expectation of the continuation of the set according to the type and number of winning stocks he / she has, and the player can increase the interest.
[0120] In this way, in the AT state, the player retains the role stock acquired during the specialized zone, and if a role related to this held role stock is won, one of the role stocks will be erased. If all the winning stocks are erased before the remaining number of games are played, the AT state is controlled to end. This makes the timing of the end of the AT state uncertain, depending on whether or not the player will win a role related to the held role stock, making it difficult for the player to predict when the AT state will end, thereby making it possible to increase the element of surprise and excitement in the game.
[0121] (Restrictions on the elimination of stocks) In the AT state, processing is carried out that can limit the elimination of useful stocks. Specifically, the main control unit 10 performs a lottery for awarding the number of locked games based on the winning combination, and when the lottery is won and the number of locked games is awarded, the main control unit 10 controls the reel to be in the locked state. During the locked state, the number of locked games is subtracted every time a game is executed, and the deletion of the winning stock is controlled to be stopped until the entire number of locked games is consumed. In other words, during the period when the locked game count remains, even if a role related to the held role stock is won, the target role stock will not be erased.
[0122] The lottery for awarding the locked game number is executed as follows. The main control unit 10 refers to the "locked game number determination table" (FIG. 15) to perform a lottery for awarding the locked game number based on the winning combination of the current game. For example, as shown in FIG. 15, when a 1-coin role is won, 5 locked games are awarded with a probability of 1 / 256, when a weak rare is won, 5 locked games are awarded with a probability of 192 / 256, 10 locked games are awarded with a probability of 62 / 256, and 20 locked games are awarded with a probability of 2 / 256, when a strong rare is won, 5 locked games are awarded with a probability of 96 / 256, 10 locked games are awarded with a probability of 144 / 256, and 20 locked games are awarded with a probability of 16 / 256. In this way, the combination with a lower probability of winning is set to have a higher probability of winning (selection of anything other than 0 games) and is also set to be more likely to award a larger number of games.
[0123] When it is controlled to the locked state, an image is displayed on the display 8 indicating that the erasure of the winning stock will be stopped (interrupted) until the locked game number is consumed. For example, as shown in FIG. 20(a), text information indicating the locked state (for example, "Locked") is displayed covering the winning stock display area, making the winning stock invisible. The display manner indicating the locked state is not limited to any particular manner as long as it is possible to recognize that the erasure of the useful stocks has been stopped, and for example, the display color of the useful stock display area may be displayed in a color different from normal (e.g., gray). In the situation shown in Fig. 20(a), for example, when the push order bell role is won, as shown in Fig. 20(b), the fact that the push order bell role has been won and the number of remaining games has been subtracted are visibly displayed, but an image (-1 image) indicating that one bell role stock related to the winning push order bell role will be deleted is not displayed. Also, the image showing the number of bell role stocks held in the role stock display area is not updated.
[0124] In this way, when a specific condition is met (the lock game number lottery is won), the elimination of the winning stock can be restricted for the period until the lock game number is consumed. Therefore, during the locked state, the elimination of useful stocks is stopped, creating an advantageous situation in which the remaining number of games is consumed, thereby increasing the expectation of the continuation of the set.
[0125] In addition, the lottery for awarding the locked game number may be held only when the player wins a role with a held role stock of 0. For example, if the player has two 1-coin stocks, one weak rare stock, and zero strong rare stocks, and if a strong rare stock is won, a lottery may be performed by referring to the lock game number lottery table, and if a 1-coin stock or weak rare stock is won, no lottery may be performed. This can prevent excessive benefits from being given to the player. Also, during the lock state, instead of management by the number of games, it may be managed by at least one of the following, for example: the difference in number of coins, the number of times push order navigation occurs, the number of times a small win occurs, the number of medals acquired, the number of medals paid out, etc. This changes the control to another management type AT during the lock state, making it possible to improve the entertainment value. In addition, during the locked state, the deletion of the winning stock may be restricted to only a part. For example, it may be controlled so that the deletion occurs at a predetermined probability (for example, 60%). This allows the player to guess whether the winning stock is being deleted during the locked state. In addition, in a game in which the player wins the lottery for awarding the locked game number, the role stock related to the winning role may not be erased.
[0126] (Ending state) The ending state is controlled by the AT, so it is a game state in which it is extremely easy to win medals. The ending state is a game state to which one can enter before the end of the AT, and as mentioned above, it is entered from the specialized zone B or AT state and ends when a predetermined number of game values (e.g., 500 coins) have been awarded. At the end of the ending state, the main control unit 10 controls the game so that the advantageous zone ends, and the game passes through the normal game state, and transitions to the CZ state as the advantageous zone transitions (arrow j in Figure 6).
[0127] As described above, the present invention includes a lottery means (main control unit 10) capable of deriving one of a plurality of lottery results (winning roles) when a predetermined condition is met, a game state control means (main control unit 10) capable of controlling the game state to one of a plurality of game states including a first game state (specialized zone) and a second game state (AT state), and a memory means (memory unit) capable of storing judgment information (role stock) related to the lottery result derived by the lottery means in the first game state, and the game state control means is configured to be controllable to end the second game state when the lottery means derives lottery results related to all of the judgment information stored in the memory means in the second game state.
[0128] The slot machine 1 of the present invention having such a configuration is capable of storing judgment information related to a winning combination in a first gaming state, and can be controlled to end the second gaming state when combinations related to all of the stored judgment information are won in a second gaming state. As a result, the end time of the second gaming state becomes uncertain, depending on whether or not a winning combination related to the stored judgment information is won, making it difficult for the player to predict the end time of the second gaming state and making the game more unexpected, thereby making it possible to increase interest.
[0129] In response to this, Patent Document 1 discloses a gaming machine in which the AT ends when the number of remaining games during the AT reaches a predetermined value (for example, 0). However, in this gaming machine, the number of remaining games is reduced by one each time a game is played, so that by checking the number of remaining games displayed during the AT, it is possible to predict when the AT will end. This means that there is no surprise in the gameplay during the AT, and it does not sufficiently increase interest. In this way, according to the slot machine 1 of the present embodiment, it is possible to solve all or part of the problems that need to be improved in conventional gaming machines.
[0130] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, specialized zone A and specialized zone B are both described as being controlled by a game number management AT, but this is not limited to the above, and they may be managed by at least one of, for example, the difference in number of coins, the number of times push order navigation occurs, the number of times small prizes are won, the number of medals won, the number of medals paid out, etc. In addition, the objects to be managed may be different between the specialized zone A and the specialized zone B. For example, the specialized zone A may be controlled to a difference number management type AT, and the specialized zone B may be controlled to a medal payout number management type AT. In addition, only when the probability state is a high probability state, the objects managed in specialized zone A and specialized zone B may be different.
[0131] Furthermore, in the above embodiment, the case of an AT machine has been described, but the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines). In addition, in the above-described embodiment, the number of games is used as a value that can manage the AT, but this is not limited to this, and it may be managed using at least one of, for example, the difference in number of coins, the number of times that push order navigation occurs, the number of times that small winnings are won, the number of medals won, the number of medals paid out, etc. In addition, in the above embodiment, a game number subtraction method is applied during the AT, but this is not limited to the above, and a game number addition method in which the AT ends when the number of games added for each game reaches an upper limit number may also be used.
[0132] In addition, in the above-mentioned embodiment, it is assumed that the normal game state is controlled to a normal zone or an advantageous zone, and the CZ state, specialized zone, AT state and ending state are controlled to an advantageous zone, but this is not limited to the above, and each game state may be controlled to either or both of the normal zone and the advantageous zone.
[0133] In addition, in the above embodiment, the tables referred to in the various processes are only examples, and are not limited to the above tables. Furthermore, the winning probability related to each table is not limited to the above values, and can be changed as appropriate. In addition, in various tables, there are tables where the winning probability is the same for all set values, and tables where the winning probability differs for each set value, but this is not limited to this, and the winning probability may be the same for all set values in all tables, or may be different. Also, the winning probability or the table to be referenced may be different for only some set values (only even setting, only odd setting, only high setting). In addition, in the above-mentioned embodiments, when an expression is used that includes content such as "one is more likely than the other" or "one is less likely than the other", the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. In the above-described embodiment, the numerical values defined for control are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0134] In addition, the front door 1a may be provided with a vibration means for vibrating the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air toward the player, so that when a relatively highly anticipated performance is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0135] In addition, in the above-described embodiment, the main control unit 10 performed operations as various means such as a game state control means, but the sub-control unit 20 may perform some or all of these operations and operate as the various means. Conversely, while the sub-controller 20 operates as a means for executing a presentation on the display device 8 etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0136] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may be a so-called medal-less gaming machine (smart pachislot) that can execute a game using a pseudo gaming medium in data format without using actual gaming media such as medals. Furthermore, the gaming machine may be a so-called sealed gaming machine (smart pachinko) that can execute a game by circulating gaming media such as gaming balls internally without dispensing them to the outside. Note that such medal-less gaming machines may have different upper limits for the number of difference coins and number of games in the advantageous zone from the upper limits of gaming machines that use actual objects such as medals.
[0137] In addition, in the above-described embodiment, the reel 41 driven and controlled by a motor is used as the variable display means. However, instead of or in addition to this, it is also possible to use the display 8 such as a liquid crystal display as a variable display means for identification information by displaying an image in which the patterns of the reel or the like change. [Explanation of symbols]
[0138] 1. Slot machines (amusement machines) 8 Display 10 Main control unit 20 Sub-control section
Claims
1. a game state control means capable of controlling the game state to any one of a plurality of game states including a first game state; a determination means capable of executing a determination regarding the continuation of the first gaming state; A pseudo game control means for executing a pseudo game based on the determination result of the determination means; In the pseudo game, a variable display means is capable of displaying the symbol information in a static display mode based on the determination result of the determination means; Equipped with The variable display means If the determination is affirmative, the identification information can be displayed in a static display mode in a specific static display mode; If the determination means does not make a positive determination, the identification information can be displayed in a static manner in a non-specific static display mode, The game state control means In the variable display means, when the symbol information is displayed in a stopped state in the specific stopped display mode, it is possible to continue the first gaming state, When the variable display means displays the symbol information in a static manner in the non-specific static display mode, the first gaming state can be ended. A gaming machine characterized by:
2. The first gaming state is: A game state in which a predetermined number of games is specified, The game state control means When the variable display means displays the specific stop display mode before the game corresponding to the predetermined number of games is executed, the first game state can be continued; If the first gaming state continues, it is possible to execute the predetermined number of games.
2. The gaming machine according to claim 1 .
3. Equipped with a stop operation means that can be operated by a player, The variable display means In the pseudo game, when the stop operation means is operated, it is possible to stop the display of the identification information, When the stop operation means is operated in a state in which a positive determination is made by the determination means, the identification information is displayed in a stopped state in the specific stopped display mode regardless of the timing of the operation of the stop operation means.
3. The gaming machine according to claim 1 or 2.
4. The game state control means In the advantageous zone, the game state can be controlled to any one of a plurality of game states including the first game state, the second game state, and the third game state; When the first gaming state is ended, it is possible to control to the second gaming state, When the first gaming state is ended, it is possible to control to the third gaming state, When the second gaming state ends, the advantageous zone continues; When the third gaming state ends, the advantageous period ends.
3. The gaming machine according to claim 1 or 2.
5. A lottery means capable of deriving one of a plurality of lottery results when a predetermined condition is met; a storage means for storing determination information related to the lottery result derived by the lottery means in the first gaming state; Equipped with The game state control means When the first gaming state is ended, it is possible to control to a second gaming state, In the second gaming state, when the lottery results related to all the determination information stored in the storage means are derived by the lottery means, the second gaming state can be controlled to end.
3. The gaming machine according to claim 1 or 2.
6. The multiple types of lottery results include: The first lottery results, A second lottery result having a lower winning probability than the first lottery result; Contains, The determination information includes: First determination information related to the first lottery result; Second determination information related to the second lottery result; Contains, The game state control means When the storage means stores one each of the first determination information and the second determination information, if the lottery means has derived the first lottery result and the second lottery result once each in the second gaming state, the second gaming state can be controlled to be ended.
6. The gaming machine according to claim 5,