Game machine
Patent Information
- Application Number
- JP2023132967
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-17
- Publication Date
- 2025-02-28
AI Technical Summary
【0273】 [本発明の効果] (a1)第1遊技状態(通常遊技状態、特殊CZ状態、連モード)と、当該第1遊技状態よりも有利な第2遊技状態(疑似ボーナス状態)と、を含む複数の遊技状態のうち何れかの遊技状態に制御可能な遊技状態制御手段(図8及び図9に示す主制御部10による遊技状態の遷移)と、前記第1遊技状態において、前記第2遊技状態に移行させるかを判定可能な判定手段(図15~図17及び図22~図23に示す主制御部10による疑似ボーナス抽選)と、前記判定手段により前記第2遊技状態に移行すると判定された場合、前記第2遊技状態に関する情報を記憶可能な記憶手段(図14に示すBカウンタ)と、を備え、前記第1遊技状態は、通常第1遊技状態(通常遊技状態)と、前記通常第1遊技状態よりも前記第2遊技状態に移行し易い特定第1遊技状態(連モード1)と、を含み、前記第2遊技状態は、特定第2遊技状態(BB状態)と、前記特定第2遊技状態とは異なる特別第2遊技状態(RB状態)と、を含み、前記記憶手段は、前記特定第2遊技状態(BB状態)に制御された場合、特定情報を記憶可能であり(BBカウンタの値を加算)、前記特別第2遊技状態(RB状態)に制御された場合、特別情報を記憶可能であり(RBカウンタの値を加算)、前記遊技状態制御手段は、前記特定第2遊技状態(BB状態)が終了する場合において、前記記憶手段に特定情報(BBカウンタの値)が所定回数連続して記憶されていない場合(BBカウンタの値が「3」に到達していない場合)、前記通常第1遊技状態(通常遊技状態)に制御可能であり(図8及び図9に示す主制御部10による遊技状態の遷移)、前記特定第2遊技状態(BB状態)が終了する場合、前記記憶手段に特定情報(BBカウンタの値)が所定回数連続して記憶されている場合(BBカウンタの値が「3」に到達している場合)、前記特定第1遊技状態(連モード1)に制御可能である(図8及び図9に示す主制御部10による遊技状態の遷移)。 したがって、第2遊技状態(疑似ボーナス状態)の履歴が特定第1遊技状態(連モード1)に制御されるか否かの鍵を握る遊技性なので、遊技者に対して常に前回の第2遊技状態(疑似ボーナス状態)の種別を考慮させることができる。そして、特定第2遊技状態(BB状態)に制御された回数が所定回数になり得る状態である場合は、第2遊技状態(疑似ボーナス状態)に移行し易い特定第1遊技状態(連モード1)へ移行することへの期待感が高まるので、遊技者は遊技を中止しにくくなる。これにより、遊技機の稼働率を向上させることができ、遊技場の利益の向上に貢献できる。
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Figure 2025027820000001_ABST
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. As this type of gaming machine, there is known one that is controlled to a specific mode as a favorable zone mode (gaming mode) in which the player stays in the favorable zone (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-13605 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 includes a gaming zone control means capable of controlling a gaming machine to any one of a plurality of gaming zones including a non-favorable zone and a favorable zone, a favorable zone mode control means capable of controlling a gaming machine to any one of a plurality of favorable zone modes including a first favorable zone mode and a second favorable zone mode which is less favorable to a player than the first favorable zone mode in the favorable zone, a gaming state control means capable of controlling a gaming machine to any one of a plurality of gaming states including a first gaming state and a second gaming state which has a higher probability of acquiring gaming value than the first gaming state, and and a game progress control means capable of controlling the first game state, the first game state including a normal first game state and a specific first game state which is easier to transition to the second game state than the normal first game state, the game progress control means being capable of controlling the first game state so that when the first game state is controlled in the second advantageous zone mode it is more disadvantageous than when the first game state is controlled in the first advantageous zone mode, and being capable of controlling the first game state so that when the second advantageous zone mode is controlled it is not more disadvantageous than when the first game state is controlled in the first advantageous zone mode. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of a medalless gaming machine. [Diagram 3] A block diagram showing the control configuration of the medalless gaming machine. [Figure 4] 13 is a flowchart showing a playing method of the medalless gaming machine. [Diagram 5] 1 is a diagram showing a payout table. [Figure 6] 13 is a diagram showing an internal lottery table. [Figure 7] FIG. 13 is a state transition diagram showing the transition of the lottery state of the internal lottery. [Figure 8] A state transition diagram showing the transition of game states. [Figure 9] FIG. 13 is an explanatory diagram of the game state. [Figure 10] A diagram showing a favorable zone mode lottery table used in the favorable zone mode lottery in the main control unit. [Figure 11] This is a diagram showing a ceiling game number lottery table used in the ceiling game number lottery at the time of transition to an advantageous zone during a non-carry-over state in the main control unit or at the time of the end of a pseudo bonus. [Figure 12] This is a diagram showing a ceiling game number lottery table used in the ceiling game number lottery at the end of a consecutive mode or a special CZ in the main control unit. [Figure 13] 13 is a diagram showing a special CZ game number lottery table used in the special CZ game number lottery in the main control unit. [Figure 14] 13 is a diagram showing a B counter lottery table used in the B counter lottery in the main control unit. [Figure 15] 13 is a diagram showing a pseudo bonus lottery table used in pseudo bonus lottery 1 in the normal gaming state in the main control unit. [Figure 16] 13 is a diagram showing a pseudo bonus lottery table used in pseudo bonus lottery 2 in the normal gaming state in the main control unit. [Figure 17] 13 is a diagram showing a bonus type selection table used in a bonus type selection in a normal gaming state in the main control unit. [Figure 18] 13 is a diagram showing a high probability state lottery table used in the high probability state lottery in the main control unit. [Figure 19] 13 is a diagram showing a high probability game number lottery table used in the high probability game number lottery in the main control unit. [Figure 20] An explanatory diagram showing the relationship between the state when the high probability state lottery is won in the main control unit and the processing based on the results of the high probability state lottery and the high probability game number lottery. [Figure 21] 13 is a diagram showing a long freeze lottery table used in the long freeze lottery in the main control unit. [Figure 22]This is a diagram showing a pseudo bonus lottery table used in pseudo bonus lottery 1 in the special CZ state or consecutive mode in the main control unit. [Diagram 23] This is a diagram showing a pseudo bonus lottery table used in pseudo bonus lottery 2 in a special CZ state or consecutive mode in the main control unit. [Figure 24] This is a diagram showing a bonus type lottery table used in the bonus type lottery in the special CZ state or consecutive mode in the main control unit. [Diagram 25] 13 is a diagram showing a 1G consecutive lottery table used in the 1G consecutive lottery in the main control unit. [Figure 26] This is a diagram showing the advantageous zone end lottery table 1 used in the advantageous zone end lottery 1 in the main control unit. [Figure 27] This is a diagram showing the advantageous zone end lottery table 2 used in the advantageous zone end lottery 2 in the main control unit. [Figure 28] 13 is an explanatory diagram showing an example of a presentation showing the history of bonus types when a pseudo bonus is won. FIG. [Figure 29] 13 is an explanatory diagram showing an example of a presentation showing the history of bonus types when a pseudo bonus is won. FIG. [Diagram 30] 13 is a diagram showing a pseudo bonus lottery table used in a pseudo bonus lottery in a modified example. 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. The gaming machine of this embodiment does not use actual medals (gaming media), but instead uses medals that are loaned to players as electronic information and stored as data, allowing players to play without touching actual medals. In this way, the gaming machine is a gaming machine (referred to as a medal-less gaming machine in the embodiment) that uses a pseudo gaming medium in the data format. Such a gaming machine is also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example of applying the invention to a No. 6 slot machine having a pseudo bonus state as a medal-less gaming machine, but the invention is not limited to this and can also be applied to, for example, normal type (so-called A type) slot machines that allow real bonus play. In addition, medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming store (management device, dedicated unit) and that have been won in previous games are called "owned medals."
[0008] [Overall configuration of medal-less gaming machine 1] First, the overall configuration of the medal-less gaming machine 1 will be described. A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and symbols displayed on the reels 41 can be seen through this display window 6. Below the display window 6, a step is formed that protrudes forward, and around this step, operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, stop button 5, and notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f are provided. The game medal number display device 7 may be provided on the upper surface side or front side of the step. Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5. The upper part of the front door 1a is provided with a display 8 that functions as a display means and a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the lower part (lower panel) of the front door 1a, and it is not necessarily required to provide the display 8.
[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning of each role or the effects displayed on the display 8.
[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls aspects of the game, such as the presentation, under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of the reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is in a stopped state, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. A game medal count clear button 14 and a probability setting device 16 are provided inside the cabinet 1b, and a dedicated unit 19, which is an inter-machine device, is located adjacent to the outside of the gaming machine in correspondence with each medalless gaming machine 1 (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal count display device 7, a game medal count clear button 14, a probability setting device 16, and a power supply unit 15. In addition, the dashed line portion in FIG. 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, detects and controls the operations of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) at predetermined timing to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of the internal lottery process and a winning determination command indicating the result of the winning determination. The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the performance button 2g, the display 8, the speaker 9, the lamp 11, etc. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned parts in response to commands (control information) from the main controller 10.
[0012] The operation of the main parts will now be described. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the game medal number displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as a RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number lent out or paid out, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when game medals are inserted, the main control unit 10 subtracts the number of inserted medals from the “number of game medals” “stored and displayed” in the game medal number display device 7 . The game medals are dispensed by operating a dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. An upper limit (for example, 16,300) is set for the number of game medals (amount of game value) that can be stored and displayed in the game medal count display device 7, and if the total number of game medals paid out due to winning exceeds the upper limit, a "play not possible" control is executed so that play is not possible. In the "unplayable" state, operations of the start lever 3, the bet button 2a, the MAX bet button 2b, and the settlement button 2d are not accepted.
[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in the RAM), and when pressed, the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in the RAM). In response to a pressing operation of the BET button 2 a or the MAX BET button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0014] The start lever 3 is an operating means that is operated by a player when starting a game after inserting a gaming medal. The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c). The effect button 2g is an operating means that can be operated when the player wishes to change the effect or the like displayed on the display 8 by operating the button.
[0015] The count button 2c is an operating means that is operated when the player performs a counting process on the game medals that he / she has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is not available). The count button 2c counts different amounts depending on how it is pressed. For example, when the count button 2c is "short pressed" (e.g., pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted amount "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted amount "1" from the game medal count stored and displayed in the game medal count display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that the maximum number of game medals "50" has been counted, that is, the maximum number of game medals "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the number of game medals (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display device 7 displays a game medal count of "50 or less," the maximum number of game medals that can be counted is "50," thereby counting all game medals. In this case, the main control unit 10 outputs count data capable of identifying the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held continuously while the game medal count display device 7 displays a game medal count of "over 50", the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data capable of specifying the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be a lump-sum output of counting data that allows the total counting amount to be identified when the continued long press ends, or counting data that allows the counting amount (maximum 50) to be identified may be output individually each time a long press is detected. The dedicated unit 19 manages, for example, the total number of medals counted until the return button is operated as the number of medals held. In addition to the normal count button 2c, separate count buttons may be provided, such as a button that can count 100 sheets with a short press, or a count button that stops at 500 sheets even if pressed for a long time.
[0016] In this manner, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the "unplayable" state occurs, as a countermeasure, the "unplayable" state can be lifted by operating the counting button 2c to reduce the number of game medals below the upper limit.
[0017] The game medal number clear button 14 is an operation means for a store clerk to clear (set to 0) the game medal number stored and displayed in the game medal number display device 7. When the game medal number clear button 14 is operated, the main control unit 10 updates the game medal number stored and displayed in the game medal number display device 7 to "0." Therefore, the “unplayable” state can also be released by a store clerk operating the game medal count clear button 14.
[0018] The settlement button 2d is an operation means that is operated when returning the set bet number to the game medal number display device . For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiple bets) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, when he / she confirms that the number of bets has been set by checking that the number of bets lamp 2f is lit, he / she may press the settlement button 2d. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and the bet number can then be returned together with the number of game medals by subsequently pressing the counting button 2c.
[0019] It should be noted that the function of the settlement button 2d can also be given to other operating means such as the bet button 2a or the count button 2c. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the return operation described above) is performed. In addition, when the counting button 2c is operated, the settlement button 2d can be operated (the above-mentioned return operation) before the counting operation. This allows the player to simply perform the counting operation, and then output (count) the number of game medals to the dedicated unit 19 after the number of game medals bet is reliably returned.
[0020] The bet number lamp 2f is a notification means for notifying the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls to light one lamp (for example, the "1 BET" lamp shown in FIG. 1) when the bet number is set to "1", to light two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) when the bet number is set to "2", and to light three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it performs control to turn off the bet number lamp 2f. In addition, when the sub-controller 20 detects that the gaming medals corresponding to the number of bets have been returned in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. That is, the bet number lamp 2f is turned on when the bet number is set, and is turned off when the game medal is inserted or returned.
[0021] The probability setting device 16 can change the probability (winning probability) of transitioning to a specific gaming state (pseudo bonus state) into multiple stages (for example, six stages), and can change the degree of advantage for the player into multiple stages. The main control unit 10 stores one of the set values in the storage unit based on the probability setting operation of the probability setting device 16 by the game center staff, and controls the winning probability of the pseudo bonus state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.
[0022] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a dispensing operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs, to the medal-less gaming machine 1, dispensing data capable of specifying the number of gaming medals to be lent. In the medal-less gaming machine 1, the main control unit 10 specifies the number of game medals to be lent based on the inputted lending data, and adds the specified number of lent medals to the number of game medals stored and displayed in the game medal number display device 7.
[0023] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs to the dedicated unit 19 count data that can specify the counted number of gaming medals based on the operation of the count button 2c. The dedicated unit 19 receives the count data output from the medal-less gaming machine 1 and manages the counted amount determined based on the count data as the number of owned medals. The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner in the game center to exchange the number of medals held for a prize, or can be inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal count display device 7 are linked, so that if the number of game medals stored and displayed in the game medal count display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all game medals have been counted. This prevents the player from failing to return any remaining game medals.
[0024] The dedicated unit 19 can be connected to computers such as hall computers or management devices via a relay device or directly, and is capable of outputting game information such as out and safe, sales information, etc. to the computer. This makes it possible, for example, for the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate the error balls from this gaming information.
[0025] In addition, the dedicated unit 19 can be connected directly or via a relay device to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and occurrence information of a pseudo bonus state, etc., received from the medalless gaming machine 1 to the call device.
[0026] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. A game start process is executed (S1). In the game start process, first, the medal-less gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs an operation to lend gaming medals in the dedicated unit 19, lending data capable of specifying the number of medals to be lent is output from the dedicated unit 19, and the medal-less gaming machine 1 inputs this lending data. When the lending data is input to the medalless gaming machine 1, the main control unit 10 specifies the number of medals to be lent based on the lending data, and stores and displays the number of gaming medals corresponding to the number of medals lent in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the bet number (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and the operation of the start lever 3 is valid.
[0027] A lottery process is executed (S2). When the start lever 3 is tilted in a state in which a game is ready to start, the game starts, and the main control unit 10 executes an internal lottery process for determining a winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 performs control to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (bet) has been used.
[0028] A reel spin process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, the reels 41a to 41c reach a steady rotation speed at a constant speed, and the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0029] A reel stopping process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process is displayed.
[0030] The prize-winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that the reel stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 judges the combination of symbols that have stopped on the pay line (winning line) to be a predetermined combination of symbols, and determines that a winning combination has occurred. Incidentally, "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was used to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for each of the three reels 41a to 41c are performed once each for a total of three times. In addition, in this embodiment, the winning result is determined based on the combination of symbols that stop on the middle line out of a total of five lines: the upper, middle, and lower lines, the 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 the 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.
[0031] A payout process is executed (S6). When it is determined that a specific minor winning combination has been achieved, a process is executed to pay out a corresponding number of game medals (hereinafter, simply referred to as paying out medals). For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed on the game medal number display device 7.
[0032] A game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2 c , the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7 . More specifically, when the count button 2c is pressed for a short time, the count amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed for a long time, the maximum count amount "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is continuously pressed, the maximum count amount "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted amount is output to the dedicated unit 19. The dedicated unit 19 stores the total number of the counted amounts based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed in the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, an IC card is inserted into the card unit instead of inserting cash at S1. As a result, a game start process (S1) can be executed in response to a lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0033] The medal-less gaming machine 1 according to the present invention has the following characteristic configurations in addition to the configurations described above. Each of the configuration items may be installed independently or in combination.
[0034] [Winning combinations and corresponding symbols] Next, each winning combination and the symbol combination corresponding to each winning combination will be described. As shown in FIG. 5, the winning combination includes, for example, a bonus combination (omitted in FIG. 5), a replay combination, a small combination, and the like. Small symbols include, for example, cherry symbols, watermelon symbols, reach symbols, and bell symbols. The bell role includes a common bell role and a push order bell role. The push order bell roles include push order bell roles A1 to A6 and push order bell roles B3 to B6. In the following explanation, the cherry role, watermelon role, common bell role, and reach symbol role are collectively referred to as "rare roles."
[0035] The push order bell role is a winning role in which a combination of symbols is completed by following the order of pressing the stop button 5, and in this embodiment, ten push order bell roles A1 to A6, B3 to B6 are provided. In the following description, the push order bell roles A1 to A6, B3 to B6 are collectively referred to simply as push order bell roles. The push order bell roles A1 to A6 are designed so that when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order), the corresponding combination of symbols ("Bell Bell Bell") is displayed in a static manner, but if the stop button 5 is operated in one of the other five possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a static manner. Specifically, the correct pressing order for the push order bell role A1 is set to "5a → 5b → 5c" (left → center → right: 1st press left), the correct pressing order for the push order bell role A2 is set to "5a → 5c → 5b" (left → right → center: 1st press left), the correct pressing order for the push order bell role A3 is set to "5b → 5a → 5c" (center → left → right: 1st press center), the correct pressing order for the push order bell role A4 is set to "5b → 5c → 5a" (center → right → left: 1st press center), the correct pressing order for the push order bell role A5 is set to "5c → 5a → 5b" (right → left → center: 1st press right), and the correct pressing order for the push order bell role A6 is set to "5c → 5b → 5a" (right → center → left: 1st press right).
[0036] Other combinations of symbols that may appear due to an incorrect button press sequence include button sequence bell spills and missing numbers. If the stop buttons 5a to 5c are operated in an incorrect push order, and the combination of symbols corresponding to the push order bell spill cannot be stopped, a spill occurs and a missing symbol (such as "Replay Cherry Bell") is displayed. When a combination of symbols corresponding to the push order bell spill number is stopped, one game medal is awarded, and when a combination of symbols corresponding to a losing number is stopped, no game medal is awarded.
[0037] The push order bell roles B3 to B6 are such that when the stop buttons 5a to 5c are operated in one of four possible push orders (the correct push order), the corresponding combination of symbols is displayed in a static manner, and when the stop button 5 is operated in one of the other three possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a static manner. Specifically, the correct pressing order for the push order bell role B3 is set to "5b → 5a → 5c" (center → left → right: 1st press of center), the correct pressing order for the push order bell role B4 is set to "5b → 5c → 5a" (center → right → left: 1st press of center), the correct pressing order for the push order bell role B5 is set to "5c → 5a → 5b" (right → left → center: 1st press of right), and the correct pressing order for the push order bell role B6 is set to "5c → 5b → 5a" (right → center → left: 1st press of right).
[0038] The common bell role is a winning role in which the combination of symbols ("bell replay bell") is lined up regardless of the order in which the stop buttons 5 are pressed.
[0039] Furthermore, the medal-less gaming machine 1 according to this embodiment is capable of generating a pseudo bonus state as a gaming state related to the push order bell role. The pseudo bonus state is a state in which, in a game in which the push order bell role has been won through the internal lottery process, the sub-control unit 20 controls the display 8, etc. to notify the player of the correct order in which to press the stop buttons 5a to 5c and patterns that serve as a guide for pressing the buttons at the correct timing. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stopping operation for deriving a combination of symbols in a game in which the push order bell role is the lottery result of the internal lottery process. Therefore, the occurrence of the pseudo bonus state allows the player to easily acquire game medals, and during the pseudo bonus state, the balls are dispensed faster than during a non-pseudo bonus state.
[0040] In this embodiment, in a gaming state other than the pseudo bonus state, it is recommended to perform the first stop operation by operating the stop button 5a first. In a gaming state other than the pseudo bonus state, if the stop button 5a is not operated first, a penalty is imposed by the control of the main control unit 10. The penalty can be set appropriately, such as not performing a pseudo bonus lottery or not adding to the number of games in the pseudo bonus state.
[0041] 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 addition, the navigation of the button press order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called "push order navigation." In non-AT, even if the winning result of the internal lottery process is the push order bell role, 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, the combination of symbols corresponding to the winning push order bell role cannot be stopped and displayed. Therefore, the playability of the medal-less gaming 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.
[0042] 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". Reach eyes are small symbols that make the corresponding symbol combination "Bell Bell Replay". Therefore, when a reach eye is won, the same symbol combination as the above-mentioned "Push Order Bell Spill Eye" will stop.
[0043] 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. 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.
[0044] 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 to the winning game and subsequent games as long as the corresponding symbol combination does not stop (the bonus role is won). Therefore, the winning bonus is maintained in a carryover state (hereinafter, this state may be referred to as a "bonus winning state") during the period until the corresponding symbol combination stops and the bonus role is won. In normal games, the bonus is played during the bonus winning state 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 displayed (the bonus role is won), the player enters 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 may 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 game medals (so-called zero bonus).
[0045] In addition, the bonus combination is won in duplicate at a predetermined rate when the replay combination is won. When a bonus combination and a replay combination are 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 symbol combination corresponding to the bonus role cannot basically be stopped, but the symbol combination corresponding to the replay role will be stopped, and the bonus winning state will continue (be carried over) to subsequent games. However, this is not limiting, and the bonus role may be won by itself.
[0046] 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 (game medals are 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 (game medals) according to the stopping mode of the symbols. For example, when the push order bell roles A1 to A6 display corresponding symbol combinations, 8 game medals are paid out, when the push order bell roles B3 to B6 display corresponding symbol combinations, 15 game medals are paid out, and when the common bell role displays corresponding symbol combinations, 15 game medals are paid out. In addition, the probability of winning the push order bell role is set so that the number of game medals held by the player increases during the pseudo bonus state.
[0047] When the symbol combination corresponding to the watermelon role is stopped, six game medals are paid out, and when the symbol combination corresponding to each of the cherry and reach-eye winning roles is stopped, one medal is paid out. Furthermore, by displaying a combination of symbols corresponding to a replay role, the player can play the next game again without inserting a gaming medal. Furthermore, when a combination of symbols corresponding to a bonus role is stopped, no game medals are paid out.
[0048] The number of game medals paid out when a combination of symbols corresponding to each winning combination 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. In addition, in this embodiment, it is assumed that the number of game medals paid out is the same regardless of the number of bets, but the number of game medals paid out may be varied depending on the number of bets.
[0049] [Winning probability of each role] Next, the winning probability of each winning combination will be described with reference to FIG. FIG. 6 shows an internal lottery table used for drawing each role in the bonus winning state (carry-over 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. 6, for example, when the setting value in the probability setting device 16 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 cherry role is set with a probability of 970 / 65536, the watermelon role is set with a probability of 920 / 65536, the common bell role is set with a probability of 512 / 65536, the reach eye role is set with a probability of 256 / 65536, the push order bell role A1-A2 is set with a probability of 3268 / 65536, the push order bell role A3-A6 is set with a probability of 8542 / 65536, and the push order bell role B3-B6 is set with a probability of 3298 / 65536. In this way, when the bonus is won, the winning probability of each role is set in the following relationship: Bell role > Replay role > Watermelon role, Cherry role > Common Bell role > Reach 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.
[0050] The winning probability of each role shown in Figure 6 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.
[0051] The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, the winning probability is determined by the winning role in which the winning probability varies depending on the set value (for example, a weak cherry role) and the winning role in which the winning probability does not vary depending on the set value, but it is not limited to this and may be common to all set values. In addition, for roles other than the weak cherry role, 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. In addition, although no losing combination is provided for the winning combination, a losing combination may be provided.
[0052] [Internal lottery status] As shown in FIG. 7, the main control unit 10 can control the selection state of the internal selection to any one of a plurality of selection states.
[0053] As the plurality of lottery states, three states RT0 to RT2 are provided. RT0 to RT2 have different configurations of the internal lottery table used in the internal lottery.
[0054] The main control unit 10 controls the game machine 1 to RT0 when it is shipped or when the settings are changed. In RT0, a lottery table with a possibility of winning a bonus role is used. When a bonus role is won by an internal lottery in RT0 and the bonus role is awarded, the main control unit 10 controls the game machine 1 to switch from RT0 to RT1 (arrow a in the figure) along with a transition to the bonus state. In RT1, a lottery table with a higher probability of winning a small role than RT0 or RT2 is used. When the bonus state ends, the main control unit 10 controls the game machine 1 to switch from RT1 to RT0 (arrow d in the figure).
[0055] When a bonus role is won by an internal lottery in RT0 and the bonus role is not awarded, the main control unit 10 controls the game from RT0 to RT2 (arrow b in the figure). Since RT2 is a bonus role carryover state, a lottery table in which a bonus role cannot be won is used in RT2. When a bonus role carried over in RT2 is awarded, the main control unit 10 controls the game from RT2 to RT1 along with the transition to the bonus state (arrow c in the figure).
[0056] Note that, while FIG. 6 shows an example of the configuration of the internal lottery table used in RT2, the configuration of the internal lottery table used in RT0 to RT1 is omitted in this embodiment.
[0057] In this embodiment, in RT0, there is about 1 / 8 chance of winning a replay role and a bonus role. In addition, in RT0, priority is given to drawing in the symbols corresponding to the replay role that was won at the same time as the bonus role, so in most cases, if a bonus role is won in RT0, the bonus role will be carried over. Therefore, even if the player stays in RT0, the game will move to RT2 after a few games. In RT2, a winning role is always won (see FIG. 6), and since priority is given to drawing in the symbols corresponding to these winning roles, it is rare for a bonus role to be won. For this reason, in this embodiment, most games are played in RT2 unless the lottery state is reset by a reset operation or a setting change operation.
[0058] [Normal section, advantageous section] As shown in FIG. 8, the main control unit 10 includes a zone control means capable of controlling the game zone to be either a normal zone (non-advantageous zone) or an advantageous zone. 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, when the main control unit 10 is in its initial state (at reset) or when the setting value is changed (including re-entering the setting value), the control is performed in the non-advantageous zone.
[0059] In this embodiment, the advantageous zone transition condition is met when a advantageous zone transition role (in this example, all roles are advantageous zone transition roles) is won in the internal lottery process, and after the third reel is stopped in the winning game, a transition from the normal zone to the advantageous zone occurs. In addition, the conditions for transition to the advantageous zone may be met when a specified role is won rather than all roles, and the transition may be made, for example, by 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 transitioned to a gaming state (e.g., a pseudo-bonus state) that is advantageous to the player in terms of increasing the number of gaming medals played, and the advantageous zone may be continued if the advantageous gaming state continues.
[0060] 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 zone may be, for example, when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In this embodiment, the advantageous zone basically continues when the pseudo bonus state ends, but the conditions for ending the advantageous zone may be met when the pseudo bonus state ends, or it may be decided whether or not to end the advantageous zone depending on the difference in number of coins when the pseudo bonus state ends. In addition, a favorable zone lamp may be provided that can indicate that a favorable zone is being entered by lighting it, and the lighting may be controlled by the main control unit 10. Furthermore, if a favorable zone lamp is provided, it may be configured to light up during the favorable zone and during a game state in which the number of game medals is increasing (for example, a pseudo bonus state).
[0061] Furthermore, the medalless gaming machine 1 is provided with a limiter function (hereinafter also referred to as the advantageous zone limiter) for limiting the number of gaming medals that a player can acquire, and the conditions for ending the advantageous zone are 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 game medals inserted - the number of game 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)."
[0062] In this embodiment, the condition that "the number of games in one advantageous period (the number of advantageous period games) reaches the upper limit number of games (for example, 4000 games)" is not set as the end condition of the advantageous period, but the end condition of the advantageous period may be established when the condition that "the number of games in one advantageous period (the number of advantageous period games) reaches the upper limit number of games (for example, 4000 games)" is satisfied. In other words, the advantageous period limiter may be activated when the number of games in one advantageous period reaches the upper limit number of games. 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.
[0063] 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, probability state, net increase state, number of consecutive wins of small roles, history of winning roles, set 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.
[0064] In addition, the medalless gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of gaming medals (net increase in number) actually acquired by the player from when the medalless gaming machine 1 is turned on to when it is turned off, as a function for limiting the number of gaming medals acquired by the player. Specifically, when the net increase in number of coins (MY) from when the coinless gaming machine 1 is turned on to when it is turned off reaches a predetermined number (a completion value of +19,000 coins), the machine enters a state in which the game cannot be played and the machine enters a game stop state in which any further games cannot be played. Therefore, the number of game medals that a player can acquire while the game arcade is open is limited. Furthermore, even if the difference in the number of coins 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 gaming 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 coins is an extremely small value, it is possible to prevent the amusement arcade from suffering an extremely large disadvantage.
[0065] [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
[0066] 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 game 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.
[0067] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of game medals consumed (entered as the number of bets) by the player in one advantageous period and the number of game medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of game medals consumed and the number of game medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of game medals consumed in playing the game becomes greater than the total number of game medals paid out as a result of the game.
[0068] This makes it possible to count the number of game medals consumed at that time (the number of game medals lost by the player) even if the player has not actually won any game medals during the advantageous zone and has only consumed game medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values (game medals) consumed in the advantageous zone is greater than the number of game values (game medals) awarded in the advantageous zone.
[0069] In addition to the above configuration, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game characteristics based on these gaming 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.
[0070] [Details of each game state] Next, each game state of the medal-less gaming machine 1 in the advantageous zone and the transition of 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 payout of game medals). However, this is not limited to this, and transition may occur from the next game after the transition condition is established.
[0071] As shown in Figures 8 and 9, in the advantageous zone, the game of the medalless gaming machine 1 is executed in a plurality of gaming states including a normal gaming state, a pseudo bonus state, a consecutive mode, and a special CZ state. The pseudo bonus state includes a BB state and an RB state. The consecutive mode includes a consecutive mode 1, a consecutive mode 2, and a consecutive mode 3. The main control unit 10 can control the transition from one gaming state to another gaming state based on the establishment of a predetermined transition condition.
[0072] In the normal game state, the consecutive mode, and the special CZ state, it is controlled to non-AT. In the pseudo bonus state, it is controlled to AT. Therefore, in the pseudo bonus state, the main control unit 10 controls the lighting of the navigation lamp 12 and the sub-control unit 20 controls the display of the display 8 to execute push order navigation for the push order bell role as a notice of an operation mode advantageous to the player. As a result, the pseudo bonus state is an advantageous state that is advantageous to the player because it is easy to acquire game medals. The normal game state is a state that is disadvantageous to the player compared to the pseudo bonus state because push order navigation is not executed. Although push order navigation is not executed in the consecutive mode and the special CZ state, it is a state that is advantageous to the player compared to the normal game state in that it is easier to transition to the pseudo bonus state than in the normal game state, and the BB state and the RB state are easier to consecutive. In addition, the normal game state, consecutive mode, and special CZ state may be controlled to execute some AT, that is, push order navigation with a predetermined probability (for example, 40%) when the push order bell role is won.
[0073] [Game state transition] As shown in FIG. 8, the transition of the game state under the control of the main control unit 10 is carried out as follows.
[0074] In the non-advantageous zone, when the bonus role is not carried over (i.e., when RT0), if the player wins the advantageous zone transition role, the game will transition to the advantageous zone and the normal game state will begin (arrow a in Fig. 8). On the other hand, in the non-advantageous zone, when the bonus role is carried over (i.e., when RT2), if the player wins the advantageous zone transition role, the game will transition to the advantageous zone and the special CZ state will begin (arrow b in Fig. 8).
[0075] In this embodiment, the majority of the game is played in a bonus role carryover state (i.e., when in RT2), so that the route indicated by arrow a in Figure 8 is essentially the transition to the first favorable zone after the medalless gaming machine 1 is reset, and the route indicated by arrow b in Figure 8 is the transition to the second or subsequent favorable zone after the medalless gaming machine 1 is reset.
[0076] When a pseudo bonus lottery (see Figures 15 to 17) is won during normal gaming state, or the number of games played in normal gaming state reaches the ceiling number of games determined by the ceiling number of games lottery (see Figures 11 and 12), the player transitions to the pseudo bonus state (arrow c in Figure 8).
[0077] When the pseudo bonus lottery (see Figures 22 to 24) is won in the special CZ state, the state transitions to the pseudo bonus state (arrow d in Figure 8). Note that when the pseudo bonus lottery is won in the special CZ state, the state transitions only to the BB state.
[0078] In addition, if you win the 1G consecutive lottery (see FIG. 25) in the pseudo bonus state, the number of times the 1G consecutive lottery is won is added and you move to the pseudo bonus state. In other words, the pseudo bonus state continues for the number of times the 1G consecutive lottery is won.
[0079] When the number of games played in the special CZ state reaches the specified number of games determined by the special CZ game number lottery (see Figure 13), the game transitions to the normal game state (arrow e in Figure 8).
[0080] When the pseudo-bonus state ends, the game transitions to either the normal game state, consecutive mode, or a non-advantageous zone (arrows f, g, and h in Figure 8).
[0081] Specifically, the main control unit 10 has a B counter for determining whether to transition to linked mode 1 or linked mode 2. The B counter has a BB counter corresponding to the BB state and an RB counter corresponding to the RB state.
[0082] The main control unit 10 determines the type of pseudo bonus to be BB or RB when the pseudo bonus lottery is won. If the main control unit 10 wins BB, it enables transition to the BB state, and if it decides on RB, it enables transition to the RB state. Furthermore, if the main control unit 10 wins BB, it adds "1" to the BB counter, and if the main control unit 10 wins RB, it adds "1" to the RB counter.
[0083] The main control unit 10 determines the initial values to be set in the BB counter and the RB counter by a B counter lottery (see FIG. 14) when moving to an advantageous zone in a non-carryover state, when consecutive modes 1 to 3 end, and when a special CZ state ends. Also, when the main control unit 10 wins a pseudo bonus lottery in a high probability state (see FIG. 18 to FIG. 20) described later, the main control unit 10 adds a value according to the type of high probability state to the BB counter and the RB counter. Furthermore, when the main control unit 10 wins a 1G consecutive lottery (see FIG. 25) described later in the pseudo bonus state to which the normal game state is entered, the main control unit 10 adds a value to the BB counter or the RB counter according to the type of pseudo bonus state to which the normal game state is entered based on the winning of the 1G consecutive lottery.
[0084] Then, when neither the BB counter nor the RB counter value has reached "3", the main control unit 10 transitions to the normal game state after the pseudo bonus state ends (arrow f in FIG. 8). On the other hand, when the BB counter value reaches "3", the main control unit 10 transitions to consecutive mode 1 after the pseudo bonus state ends (arrow g in FIG. 8). Also, when the RB counter value reaches "3", the main control unit 10 transitions to consecutive mode 2 after the pseudo bonus state ends (arrow g in FIG. 8).
[0085] When the pseudo bonus drawing (see Figs. 22 to 24) is won during the special CZ state, the main control unit 10 transitions to consecutive mode 3 after the pseudo bonus state ends (arrow g in Fig. 8). Also, when the long freeze effect drawing (see Fig. 21), which is executed when the pseudo bonus drawing is won, is won, the main control unit 10 transitions to consecutive mode 3 after the pseudo bonus state ends (arrow g in Fig. 8).
[0086] In addition, the main control unit 10 executes a favorable zone end lottery (see Figs. 26 to 27) to determine whether or not to end the favorable zone when the pseudo bonus state ends. If the favorable zone end lottery is won, the game will transition to a non-favorable zone after the pseudo bonus state ends (arrow h in Fig. 8).
[0087] Also, if the pseudo bonus lottery (see Figs. 22 to 24) is won in consecutive modes 1 to 3, the state transitions to the pseudo bonus state (arrow i in Fig. 8).
[0088] In addition, in consecutive modes 1 and 3, only BB is won, and if the pseudo bonus lottery is won in consecutive modes 1 and 3, consecutive modes 1 and 3 will loop (i.e., it will transition to consecutive modes 1 and 3 again after the pseudo bonus state), so you can expect consecutive wins in the BB state when you transition to consecutive modes 1 and 3. In consecutive modes 2, only RB is won, and if the pseudo bonus lottery is won in consecutive modes 2, consecutive modes 2 will loop (i.e., it will transition to consecutive modes 2 again after the pseudo bonus state), so you can expect consecutive wins in the RB state when you transition to consecutive modes 2.
[0089] The BB counter value and the RB counter value are reset when the other type is won. For example, when the BB counter value is set and the RB counter value is not set and an RB is won, the BB counter value is reset (returned to "0") and "1" is added to the RB counter.
[0090] In this way, in this embodiment, since the pseudo bonus state history is the key to whether or not the game is controlled to consecutive mode 1, the player can always take into consideration the type of the previous pseudo bonus state. If the number of times controlled to the BB state is likely to reach a predetermined number, the player will be more likely to stop playing because of the increased expectation of transitioning to consecutive mode 1, which is likely to transition to the BB state. This can improve the operating rate of the gaming machine, which can contribute to improving the profits of the gaming facility.
[0091] In addition, when the same type of pseudo bonus state is continuously controlled, the expectation of transitioning to consecutive mode 1, which transitions only to the BB state, or consecutive mode 2, which transitions only to the RB state, can be increased, thereby increasing the interest in the game.
[0092] In addition, in consecutive mode 1, the game progresses only to the BB state, and in consecutive mode 2, the game progresses only to the RB state, so that the expectation of consecutive BB states or consecutive RB states can be increased, and the interest in the game can be enhanced.
[0093] In addition, even in the RB state where the player's interest generally declines due to the small profit, if the RB state continues, the interest of the player can be increased. In other words, even in the RB state where the profit to be obtained is small, the interest of the player can be increased.
[0094] In this embodiment, in the non-advantageous zone, if the bonus role is not carried over and the player wins the advantageous zone transition role (all roles), the player will transition to the advantageous zone and the normal game state. On the other hand, in the non-advantageous zone, if the bonus role is carried over and the player wins the advantageous zone transition role (all roles), the player will transition to the advantageous zone and the special CZ state. In this embodiment, all roles are considered to be advantageous zone transition roles, but some roles (e.g., Bell A5) may not transition to the advantageous zone.
[0095] The main control unit 10 then determines whether the internal lottery state is RT0 to RT2 when a beneficial zone transition role is won in a non-favorable zone (i.e., after operating the start lever 3 and before the stop button 5 is activated), and thereby determines whether the bonus role is in a carry-over state or a non-carry-over state when a beneficial zone transition role is won.
[0096] Furthermore, since the main control unit 10 performs the RT transition after the end of the game (after the third stop operation), even if a replay role is won and a bonus role is won while in a non-advantageous zone and in a non-carry-over state of the bonus role, the advantageous zone transition role will be won when the bonus role is won (i.e., after the operation of the start lever 3 and before the activation of the stop button 5) in a non-advantageous zone and in RT0 (non-carry-over state).
[0097] Therefore, when the main control unit 10 is in the initial state (at the time of reset) or after the setting is changed, when the advantageous zone transition role is won, the game can be transitioned to the normal game state first. In other words, the special CZ state is transitioned when the game transitions from the advantageous zone to the non-advantageous zone while the bonus role is carried over, and then transitions back to the advantageous zone from the non-advantageous zone, in other words, when the game transitions to the advantageous zone for the second or subsequent times after the reset.
[0098] [Contents of each game state] Next, the contents of each game state in the non-favorable zone and the favorable zone will be explained using FIG.
[0099] As shown in Figure 9, the type of the game zone of the non-advantageous zone is a non-advantageous zone. Since the number of continuing games is not set for the non-advantageous zone, the number of continuing games in the non-advantageous zone is indefinite. However, since all roles are roles that transition to the advantageous zone, the number of continuing games in the non-advantageous zone is effectively one game. Also, push order navigation is not performed in the non-advantageous zone. The content of the game is a waiting state for the winning of the advantageous zone transition role.
[0100] The type of the game zone in the normal game state is the advantageous zone. The normal game state continues until it transitions to the pseudo-bonus state. Whether or not to transition to the pseudo-bonus state is decided by lottery, so the number of games that can continue in the normal game state is indefinite. Also, push order navigation is not performed in the normal game state. The game content is a waiting state for transition to the pseudo-bonus state.
[0101] The type of play area in Ren Mode 1 is the advantageous area. Ren Mode 1 is entered when the value of the BB counter reaches "3". The number of continuing games in Ren Mode 1 is 32. Also, in Ren Mode 1, push order navigation is not performed. In terms of the game content, only BB is won in the pseudo bonus lottery. If the pseudo bonus lottery is won in Ren Mode 1, Ren Mode 1 will loop (transition back after the pseudo bonus state).
[0102] The type of play area in Ren Mode 2 is the advantageous area. Ren Mode 2 is entered when the value of the RB counter reaches "3". The number of continuing games in Ren Mode 2 is 16. Also, in Ren Mode 2, push order navigation is not performed. In terms of game content, only RB is won in the pseudo bonus lottery. If the pseudo bonus lottery is won in Ren Mode 2, Ren Mode 2 will loop (transition back to the pseudo bonus state).
[0103] The type of play area in Ren Mode 3 is the advantageous area. Ren Mode 3 is entered when the pseudo bonus lottery is won during the special CZ state. The number of continuing games in Ren Mode 3 is 32 games. Also, push order navigation is not performed in Ren Mode 3. In terms of game content, only BB is won in the pseudo bonus lottery. If the pseudo bonus lottery is won in Ren Mode 3, Ren Mode 3 will loop (transition back after the pseudo bonus state).
[0104] The type of the play area in the special CZ state is the advantageous area. The number of games that can continue in the special CZ state is 46 to 50 games. In addition, push order navigation is not performed in the special CZ state. In terms of the game content, only BB can be won in the pseudo bonus lottery. If you win the pseudo bonus lottery in the special CZ state, you will move to consecutive mode 3 after the pseudo bonus state.
[0105] The type of the play area in the BB state is the advantageous area. The number of continuing games in the BB state is 30 games. In addition, push order navigation is performed in the BB state. The content of the game is a pseudo bonus state (pseudo BB state).
[0106] The type of play area in RB state is the advantageous area. The number of continuing games in RB state is 10 games. In addition, push order navigation is performed in RB state. The content of the game is a pseudo bonus state (pseudo RB state). Since the number of games in RB state is less than that in BB state, it is possible to make more profit in BB state than in RB state.
[0107] In addition, the non-advantageous zone and the normal game state may be the same game state. Also, even if it is not in the BB state or RB state, if it is in the advantageous zone, push order navigation may be executed at a low probability (such as 1 / 100 when the push order bell is won) when it is in the advantageous zone. Also, regarding the consecutive mode, a consecutive mode in which both pseudo bonus states can be won, such as a mode in which the winning rate of the BB state and the RB state is 1:1, may be provided. Also, the execution probability of the push order navigation during the RB state may be lower than the execution probability of the push order navigation during the BB state (the execution probability of the push order navigation during the BB state = 100%, the execution probability of the push order navigation during the RB state = 50%, etc.).
[0108] [Advantageous Zone Mode] As shown in Fig. 10, in this embodiment, multiple types of advantageous zones are provided. The multiple types of advantageous zones are managed as advantageous zone modes by the main control unit 10. The advantageous zone modes are different from the game state shown in Fig. 9, and are controlled independently of the game state. In this embodiment, "normal mode", "BB mode", "RB mode", and "unlucky mode" are provided as advantageous zone modes.
[0109] In "normal mode", when transitioning to the pseudo bonus state, the BB state and RB state are allocated in a 1:1 ratio. In "BB mode", when transitioning to the pseudo bonus state, it is easier to transition to the BB state than the RB state. In "RB mode", when transitioning to the pseudo bonus state, it is easier to transition to the RB state than the BB state. In "unfortunate mode", when transitioning to the pseudo bonus state, it is controlled so that it is difficult to transition to the BB state or RB state consecutively.
[0110] As described above, in the normal game state, when the value of the BB counter reaches "3", the game state transitions to consecutive mode 1. Therefore, when the advantageous zone mode is "BB mode", it is easier to transition to consecutive mode 1. As a result, in "BB mode", it is easier to get consecutive BB states.
[0111] Also, in the normal game state, when the value of the RB counter reaches "3", it transitions to consecutive mode 2. Therefore, when the advantageous zone mode is "RB mode", it is easier to transition to consecutive mode 2. As a result, in "RB mode", it is easier to have consecutive RB states.
[0112] Also, in "normal mode", regardless of the value of the BB counter or RB counter, the state is divided into either the BB state or the RB state at a rate of 50%. However, in "unfortunate mode", when a value is set in the BB counter, the transition rate to the RB state is higher than that to the BB state, and when a value is set in the RB counter, the transition rate to the BB state is higher than that to the RB state.
[0113] Therefore, it is more difficult to transition to consecutive modes 1 and 2 in the "unfavorable mode" than in other favorable zone modes. As a result, it is more difficult to get consecutive BBs and RBs in the "unfavorable mode" than in other favorable zone modes. In this respect, it can be said that the "unfavorable mode" is a disadvantageous favorable zone mode compared to other favorable zone modes.
[0114] On the other hand, in the consecutive modes 1 to 3, it is easier to transition to the pseudo bonus state than in the normal game state, and the pseudo bonus state of the same type is easier to continue, and unlike the normal game state, it is not affected by the setting value, so it is possible to obtain a large amount of profit in a short period of time compared to the normal game state. Therefore, the consecutive modes 1 to 3 are more advantageous game states than the normal game state.
[0115] As described above, when the player is controlled to the "unfavorable mode", it is more difficult to transition to the consecutive modes 1 and 2 compared to when the player is controlled to other favorable zone modes, so the "unfavorable mode" is a favorable zone mode that is disadvantageous to the player. However, in the consecutive modes 1 to 3, the player is not subjected to poor treatment due to staying in the "unfavorable mode" in terms of the winning probability of the pseudo bonus state lottery and the selection of its type. Therefore, even if the player stays in the "unfavorable mode" where the player is treated poorly for a long period of time, it is possible to win many balls in the consecutive modes 1 to 3. Therefore, it is possible to prevent a decrease in the interest of the game due to the fact that the player cannot expect to win balls until the end of the favorable zone when staying in the "unfavorable mode".
[0116] [Advantageous Zone Mode Lottery] The main control unit 10 conducts a favorable zone mode lottery to determine one of the four types of favorable zone modes described above when the favorable zone transition occurs or when the pseudo-bonus state ends a predetermined number of times (for example, 50 times) after the favorable zone transition occurs.
[0117] The number of transitions to the pseudo bonus state during the advantageous period is counted by a counter provided in the main control unit 10. The count value of the counter is reset when the number of transitions to the pseudo bonus state reaches 50 or when the advantageous period ends.
[0118] By resetting the counter, the player can have a sense of expectation that the game will move to the "normal mode", "BB mode", or "RB mode" even if the player is in the unfavorable "unfavorable mode" with a low ball payout rate. In addition, the player can be motivated to continue playing because the expectation that the favorable zone mode will be re-determined when the number of transitions to the pseudo bonus state approaches a predetermined number. This can improve the operating rate of the gaming machine and contribute to increasing the profits of the gaming facility.
[0119] FIG. 10 shows an advantageous zone mode lottery table used in the advantageous zone mode lottery. The advantageous zone mode lottery is performed based on a random number value (with a selection range of 256 types) extracted when the game is executed (at the start or end of the game, same below) and a set value.
[0120] As shown in FIG. 10, for example, in the case of setting 1, the probability of “normal mode” is 83 / 256, the probability of “BB mode” is 64 / 256, the probability of “RB mode” is 64 / 256, and the probability of “unfortunate mode” is 45 / 256. Also, explanations of settings 2 to 6 will be omitted, but they are controlled so that the advantageous zone mode is determined with the probabilities shown in the figure.
[0121] In addition, when the 50th pseudo-bonus ends after the transition to the advantageous zone mode, the advantageous zone does not end and only the advantageous zone mode is changed, but it is also possible to leave the advantageous zone mode unchanged until the advantageous zone is exited.
[0122] In addition, the advantageous zone mode may be changed another number of times (such as 100 times), or may be changed under other conditions (such as winning BB and RB alternately six times).
[0123] In addition, the advantageous zone mode may not be changed until the advantageous zone ends.
[0124] In addition, when the advantageous zone mode is changed while the advantageous zone is retained, it is possible to prevent the same advantageous zone mode from occurring consecutively.
[0125] [Various lottery controls] In this embodiment, various lotteries are performed to control the game state as described above. Then, based on the results of the lotteries, control is performed for transition of the game state, the end of the advantageous zone, etc. The various lotteries are described below.
[0126] [Ceiling game number lottery] In this embodiment, a ceiling game number is set in the normal gaming state. When the number of games played in the normal gaming state reaches the ceiling game number, the right to transition to the pseudo bonus state is granted.
[0127] The main control unit 10 performs a ceiling game number lottery to determine the ceiling game number in the normal game state when a transition to an advantageous zone occurs during a non-carryover state of a bonus role or when the pseudo bonus state ends.
[0128] When moving to a favorable zone while the bonus role is not carried over, the ceiling number of games is selected from "111 games," "222 games," "333 games," "444 games," "555 games," or "666 games."
[0129] When the pseudo bonus state ends, the ceiling number of games is selected from "111 games," "222 games," "333 games," "444 games," "555 games," or "999 games."
[0130] In other words, when the bonus role is not carried over and the game moves to the advantageous zone and then to the normal game state (at the time of reset, mainly when the game arcade opens for business), the maximum ceiling number of games is smaller than when the pseudo-bonus state ends and the game moves to the normal game state.
[0131] Figure 11 shows a ceiling game number lottery table used in the ceiling game number lottery that determines the ceiling game number in the subsequent normal game state when transitioning to an advantageous zone during a non-carryover state of a bonus role and when the pseudo-bonus state ends. The ceiling game number lottery is performed based on a random number (with a sampling range of 256 types) sampled when the game is executed (at the start or end of the game, same below) and a set value.
[0132] As shown in Figure 11(a), when transitioning to a favorable zone during a non-carryover state of a bonus role, for example, in the case of setting 1, the ceiling game number is controlled to be "111 games" with a probability of 46 / 256, "222 games" with a probability of 42 / 256, "333 games" with a probability of 46 / 256, "444 games" with a probability of 42 / 256, "555 games" with a probability of 42 / 256, and "666 games" with a probability of 42 / 256. In addition, although explanations are omitted for settings 2 to 6, the ceiling game number is controlled to be determined with the probabilities shown in the figures.
[0133] As described above, regardless of the setting value, the probability of "222 games," "333 games," "444 games," "555 games," or "666 games" being selected is the same, and only the probability of "111 games" being selected differs from the probability of other ceiling game numbers being selected.
[0134] As shown in Figure 11(b), when the pseudo-bonus state ends, for example, in the case of setting 1, the ceiling number of games is controlled to be "111 games" with a probability of 46 / 256, "222 games" with a probability of 42 / 256, "333 games" with a probability of 46 / 256, "444 games" with a probability of 42 / 256, "555 games" with a probability of 42 / 256, and "999 games" with a probability of 42 / 256. In addition, although explanations are omitted for settings 2 to 6, the ceiling game number is controlled to be determined with the probabilities shown in the figures.
[0135] As described above, the probability of selecting "222 Games," "333 Games," "444 Games," "555 Games," or "999 Games" is the same regardless of the setting value, and only the probability of selecting "111 Games" differs from the probability of selecting other ceiling game numbers.
[0136] In addition, the lottery table used in the ceiling game number lottery may be different depending on the advantageous zone mode in which the player is staying (for example, the table in Figure 11 (a) is always used in the "unfavorable mode").
[0137] In addition, when consecutive modes 1 to 3 end or when the special CZ state ends, the main control unit 10 performs a ceiling game number lottery to determine the ceiling game number in the normal gaming state thereafter. The ceiling number of games when consecutive modes 1 to 3 end or when the special CZ state ends is selected from among "30 games," "40 games," "50 games," and "450 games."
[0138] 12 shows a ceiling game number lottery table used in the ceiling game number lottery that determines the ceiling game number in the normal game state after the end of the consecutive modes 1 to 3 or the end of the special CZ state. A common ceiling game number lottery table is used when the consecutive modes end and when the special CZ state ends. The ceiling game number lottery is performed based on a random number value (with a sampling range of 256 types) that is sampled when the game is executed (at the start or end of the game, same below).
[0139] As shown in Figure 12, for example, the ceiling number of games is controlled to be "30 games" with a probability of 51 / 256, "40 games" with a probability of 51 / 256, "50 games" with a probability of 26 / 256, and "450 games" with a probability of 128 / 256.
[0140] As described above, when the consecutive modes 1 to 3 end or the special CZ state ends, the maximum ceiling game number is "450 games", which is less than the maximum ceiling game number when the player moves to the advantageous zone during the non-carryover state or when the pseudo bonus state ends. In addition, since the ceiling game number of 50 games or less is selected at a rate of 50%, the player can have a sense of expectation that the ceiling game number will be less than when the player moves to the advantageous zone during the non-carryover state or when the pseudo bonus state ends. Therefore, the player does not end the game when the consecutive modes 1 to 3 or the special CZ state, which are advantageous for the player, ends, and the player's motivation to continue playing thereafter can be stimulated. This can improve the operating rate of the gaming machine and contribute to the profits of the gaming facility.
[0141] [Special CZ Game Number Lottery] The main control unit 10 performs a special CZ game number lottery to determine the number of games in the special CZ state when transitioning to the special CZ state (that is, when transitioning to the advantageous zone during the carryover state of the bonus role). The number of games in the special CZ state is selected from "46 games," "47 games," "48 games," "49 games," or "50 games."
[0142] FIG. 13 shows a special CZ game number lottery table used in the special CZ game number lottery. The special CZ game number lottery is performed based on a random number value (with a sampling range of 256 types) extracted when the game is executed (at the start or end of the game, same below) and a set value.
[0143] As shown in Figure 13, for example, when setting 1 is selected, the ceiling number of games is controlled to be "46 games" with a probability of 52 / 256, "47 games" with a probability of 51 / 256, "48 games" with a probability of 51 / 256, "49 games" with a probability of 51 / 256, and "50 games" with a probability of 51 / 256. Also, explanations for settings 2 to 6 will be omitted, but they are controlled so that the number of games in the special CZ state is determined with the probabilities shown in the figures.
[0144] As described above, the probability of selecting "47 games," "48 games," "49 games," or "50 games" is the same for all setting values, and only the probability of selecting "46 games" differs from the probability of selecting other ceiling game numbers.
[0145] In addition, the number of games in the special CZ state may be set to a uniform number of games without determining the number of games in the special CZ state. Also, without determining the number of games in the special CZ state, the lottery probability of the fall lottery is determined when transitioning to the special CZ state, and the fall lottery for the special CZ state is executed for each game based on the lottery probability, and if the fall lottery is won, the special CZ state may be transitioned to the normal game state.
[0146] [B Counter Lottery] As described above, the main control unit 10 has a B counter for determining whether to transition to consecutive mode 1 or consecutive mode 2. The B counter has a BB counter corresponding to the BB state and an RB counter corresponding to the RB state. The main control unit 10 adds "1" to the BB counter when the BB state is won, and adds "1" to the RB counter when the RB state is won. Furthermore, the main control unit 10 adds a value according to the type of high probability state to the BB counter or the RB counter when the high probability state lottery described later is won. Furthermore, when the main control unit 10 wins the 1G consecutive lottery (see FIG. 25) described later in the pseudo bonus state transitioned to in the normal game state, it adds a value to the BB counter or the RB counter according to the type of pseudo bonus state transitioned to based on the winning of the 1G consecutive lottery.
[0147] When the BB counter value becomes "3", the main control unit 10 transitions to consecutive mode 1 after the pseudo bonus state ends. On the other hand, when the RB counter value becomes "3", the main control unit 10 transitions to consecutive mode 2 after the pseudo bonus state ends. Note that when the B counter value becomes "3" upon transition to the pseudo bonus state in the normal game state, the main control unit 10 does not add any more to the B counter value until consecutive modes 1 and 2 end. Therefore, in this embodiment, the upper limit of the B counter is "3".
[0148] Then, the main control unit 10 executes a B counter lottery to determine the initial value to be set in the B counter when transitioning to a favorable zone during a non-carryover state of a bonus role, when transitioning to a normal game state after the end of consecutive modes 1 to 3, and when transitioning to a normal game state after the end of a special CZ state.
[0149] The initial value of each counter is selected from "0", "1", and "2". Therefore, for example, when "2" is set as the initial value of the BB counter, if the BB is won once, the counter value becomes "3" and the mode transitions to consecutive mode 1. Also, for example, when "0" is set as the initial value of the BB counter, if the BB is won three times, the counter value becomes "3" and the mode transitions to consecutive mode 1. The same is true for the RB counter. Therefore, the larger the initial value, the easier it is to transition to consecutive modes 1 and 2.
[0150] The main control unit 10 resets the count value of the RB counter when setting the BB counter to an initial value, and resets the count value of the BB counter when setting the RB counter to an initial value. The main control unit 10 also resets the count value of the RB counter when adding "1" to the BB counter upon winning a BB, and resets the count value of the RB counter when adding "1" to the RB counter upon winning an RB.
[0151] FIG. 14 shows a B counter lottery table used in the B counter lottery. The B counter lottery is executed based on a random number (with a sampling range of 256 types) sampled when the game is executed (at the start or end of the game, hereinafter the same) and a set value.
[0152] As shown in FIG. 14(a), when transitioning to a favorable zone during a non-carryover state of a bonus role, for example, in the case of setting 1, there is a 152 / 256 probability that the BB counter is set to "0" and the RB counter is set to "0", there is a 26 / 256 probability that the BB counter is set to "1" and the RB counter is set to "0", there is a 26 / 256 probability that the BB counter is set to "2" and the RB counter is set to "0", there is a 26 / 256 probability that the BB counter is set to "0" and the RB counter is set to "1", and there is a 26 / 256 probability that the BB counter is set to "0" and the RB counter is set to "2". Further, although a description of settings 2 to 6 is omitted, they are controlled so that the initial value to be set in the B counter is determined with the probabilities shown in the figures.
[0153] As described above, the probability that a value is set in the B counter is the same for any set value, and only the probability that a value is not set in the B counter differs from the probability that a value is set in the B counter. When transitioning to the normal game state, the higher the setting, the higher the probability that the BB counter or the RB counter will be 1 or more (the higher the expectation of transitioning to the consecutive mode).
[0154] As shown in FIG. 14(b), when transitioning to the normal game state after the end of consecutive modes 1 to 3 or when transitioning to the normal game state after the end of the special CZ state, for example, in the case of setting 1, there is a 222 / 256 probability that the BB counter is set to "0" and the RB counter is set to "0", there is a 13 / 256 probability that the BB counter is set to "1" and the RB counter is set to "0", there is a 4 / 256 probability that the BB counter is set to "2" and the RB counter is set to "0", there is a 13 / 256 probability that the BB counter is set to "0" and the RB counter is set to "1", and there is a 4 / 256 probability that the BB counter is set to "0" and the RB counter is set to "0". Settings 2 to 6 are not described here, but are controlled so that the initial value to be set in the B counter is determined with the probabilities shown in the figures.
[0155] As described above, for any setting value, the probability that a value is set in the B counter is higher for "1" than for "2", and the probability that a value is not set in the B counter is lower than the probability that a value is set in the B counter. When transitioning to the normal game state, the higher the setting, the higher the probability that the BB counter or the RB counter will be 1 or more (the higher the expectation of transitioning to the consecutive mode).
[0156] Although the initial values of both counters may be "0", when one is "1" or greater, the other becomes "0", thereby realizing "control to transition to consecutive modes 1 and 2 when one pseudo-bonus state is biased."
[0157] In addition, when one counter becomes "1" or greater, the value of the other counter may be maintained, or if the value of the other counter is "2", it may be set to "1" (i.e., subtracted by 1) so that both counters become "1" or greater.
[0158] In this way, since the pseudo bonus state history is the key to whether or not the game is controlled to the BB state or the RB state, the player can always take into consideration the type of the previous pseudo bonus state. If the number of times the game has been controlled to the BB state or the RB state can be three times, players who prefer playing in the BB state or the RB state will be less likely to stop playing. This can improve the operating rate of the gaming machine and contribute to increasing the profits of the gaming facility.
[0159] [Pseudo bonus lottery during normal gameplay] In the normal gaming state, the main control unit 10 performs a lottery process (called a pseudo bonus lottery) for transition to the pseudo bonus state for each game. The pseudo bonus lottery is determined to be won or not through a two-stage lottery. Hereinafter, the first stage pseudo bonus lottery will be referred to as pseudo bonus lottery 1, and the second stage pseudo bonus lottery will be referred to as pseudo bonus lottery 2.
[0160] 15 shows a pseudo bonus lottery table 1 used for the pseudo bonus lottery 1 in the main control unit 10 during the normal game state. In the figure, if the lottery result indicates a "win", the pseudo bonus state 2 is performed, and if the lottery result indicates a "lose", the lottery ends.
[0161] The pseudo bonus lottery 1 is executed based on the random number (with 256 types of random number) extracted when the game is executed, the result of the internal lottery extraction, and the set value. "Other" indicates replay and push order bell.
[0162] As shown in FIG. 15(a), for example, when the result of the internal lottery is “other” and the setting is 1, the probability of a “miss” is 215 / 256, and the probability of a “win” is 41 / 256. In addition, although explanations are omitted for settings 2 to 6, they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, setting 1 has the highest probability of winning, and the other settings are controlled so that the higher the setting, the easier it is to win.
[0163] As shown in FIG. 15(b), for example, when the result of the internal lottery is a “common bell” and the setting is 1, the probability of a “miss” is 64 / 256 and the probability of a “win” is 192 / 256. In addition, although explanations are omitted for settings 2 to 6, they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, the higher the setting, the easier it is to win.
[0164] As shown in FIG. 15(c), for example, when the result of the internal lottery is “watermelon” and the setting is 1, the probability of a “miss” is 192 / 256 and the probability of a “win” is 64 / 256. In addition, although explanations are omitted for settings 2 to 6, they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, setting 1 has a higher probability of winning than setting 6, and settings 1 and 6 are controlled so that they are easier to win than settings 2 to 5.
[0165] As shown in FIG. 15(d), for example, when the result of the internal lottery is “Cherry” and the setting is 1, the probability of a “miss” is 217 / 256, and the probability of a “win” is 39 / 256. In addition, although explanations are omitted for settings 2 to 6, they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, setting 6 has a higher probability of winning than setting 1, and settings 1 and 6 are controlled so that they are easier to win than settings 2 to 5.
[0166] As shown in FIG. 15(e), for example, when the result of the internal lottery is a “reach eye” and the setting is 1, the probability of a “miss” is 0 / 256 and the probability of a “win” is 256 / 256. In addition, although explanations are omitted for settings 2 to 6, they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, the "reach symbol" is controlled so as to always win.
[0167] 16 shows a pseudo bonus lottery table 2 used for pseudo bonus lottery 2 in the main control unit 10 when pseudo bonus lottery 1 is won during the normal gaming state. In the figure, when the lottery result shows "win", the right to transition to the pseudo bonus state is granted. The pseudo bonus lottery 2 is executed based on the random number (with 256 types of random number) extracted when the game is executed, the result of the internal lottery extraction, and the setting value. The "rare role" refers to the cherry role, watermelon role, common bell role, and reach eyes, and "other" refers to replay and push order bell.
[0168] As shown in FIG. 16(a), for example, when the result of the internal lottery is “other” and the setting is 1, the probability of a “miss” is 248 / 256, and the probability of a “win” is 8 / 256. In addition, although explanations are omitted for settings 2 to 6, they are controlled so that pseudo bonus lottery 2 is held with the probabilities shown in the figures. As described above, settings 1 to 6 are controlled so that the winning probability is the same.
[0169] As shown in FIG. 16(b), for example, when the result of the internal lottery is a “rare role” and the setting is 1, the probability of a “miss” is 0 / 256 and the probability of a “win” is 256 / 256. In addition, although explanations are omitted for settings 2 to 6, they are controlled so that pseudo bonus lottery 2 is held with the probabilities shown in the figures. As described above, the jackpot is controlled so that a win is guaranteed in any of the settings 1 to 6.
[0170] In addition, since a "rare role" will always result in a "win," there is no need to execute Pseudo Bonus Lottery 2 if a "rare role" is won. In addition, among the "rare roles", a "miss" may be allocated to some or all of the rare roles, and a two-stage lottery similar to that for "others" may be carried out.
[0171] The main control unit 10 executes a bonus type lottery to determine the type of pseudo bonus when the pseudo bonus lottery 2 is won. FIG. 17 shows a bonus type selection table used for the bonus type selection in the main control unit 10 during the normal gaming state. The bonus type lottery is executed based on a random number value (with a range of 256 types) extracted when the game is executed, the values of the BB counter and the RB counter, and the advantageous zone mode.
[0172] As shown in FIG. 17(a), for example, when the value of the BB counter is greater than 0 (i.e., when the value of the BB counter is 1 or greater), when the advantageous zone mode is the "normal mode", the probability of becoming "RB" is 128 / 256, and the probability of becoming "BB" is 128 / 256. When the advantageous zone mode is the "BB mode", the probability of becoming "RB" is 64 / 256, and the probability of becoming "BB" is 192 / 256. When the advantageous zone mode is the "RB mode", the probability of becoming "RB" is 192 / 256, and the probability of becoming "BB" is 64 / 256. When the advantageous zone mode is the "unfavorable mode", the probability of becoming "RB" is 230 / 256, and the probability of becoming "BB" is 26 / 256.
[0173] As shown in FIG. 17(b), for example, when the value of the RB counter is greater than 0 (i.e., when the value of the RB counter is 1 or greater), when the advantageous zone mode is the "normal mode", the probability of "RB" is 128 / 256, and the probability of "BB" is 128 / 256. When the advantageous zone mode is the "BB mode", the probability of "RB" is 64 / 256, and the probability of "BB" is 192 / 256. When the advantageous zone mode is the "RB mode", the probability of "RB" is 192 / 256, and the probability of "BB" is 64 / 256. When the advantageous zone mode is the "unfavorable mode", the probability of "RB" is 26 / 256, and the probability of "BB" is 230 / 256.
[0174] As shown in FIG. 17(c), for example, when the values of the BB counter and the RB counter are 0, when the advantageous zone mode is the "normal mode", the probability of becoming "RB" is 128 / 256, and the probability of becoming "BB" is 128 / 256. When the advantageous zone mode is the "BB mode", the probability of becoming "RB" is 64 / 256, and the probability of becoming "BB" is 192 / 256. When the advantageous zone mode is the "RB mode", the probability of becoming "RB" is 192 / 256, and the probability of becoming "BB" is 64 / 256. When the advantageous zone mode is the "unfavorable mode", the probability of becoming "RB" is 128 / 256, and the probability of becoming "BB" is 128 / 256.
[0175] As described above, the type of pseudo bonus that is easy to win varies depending on the favorable zone mode in which the player is staying. As a tendency, in normal mode, control is performed so that BB and RB are always won at a ratio of 1:1. Also, in BB mode, control is performed so that BB is easily won. Also, in RB mode, control is performed so that RB is easily won. However, in unfavorable mode, control is performed so that there is no bias towards RB or BB. For this reason, in unfavorable mode, the transition rate to consecutive mode is significantly lower than in other favorable zone modes.
[0176] Regarding Figures 17(a) to (c), the winning percentage of BB when the advantageous zone mode is BB mode and the winning percentage of RB when the advantageous zone mode is RB mode are both set to the same percentage (192 / 256), but the winning percentage of one advantageous zone mode may be higher than the other advantageous zone mode (for example, the winning percentage of BB when the advantageous zone mode is BB mode = 191 / 256, the winning percentage of RB when the advantageous zone mode is RB mode = 192 / 256).
[0177] In addition, the bonus type lottery table to be referenced when the BB counter is 1 may be the bonus type lottery table of Figure 17(a), and a separate bonus type lottery table to be referenced when the BB counter is 2 may be provided, and in this bonus type lottery table, only the unlucky mode may be allocated differently from the bonus type lottery table of Figure 17(a) (by setting RB=255 / 256, BB=1 / 256, etc.), making it even more difficult to transition to the consecutive mode.
[0178] In addition, in the bonus type lottery table of FIG. 17(c), the allocation of BB and RB may be controlled to be 1:1 when the advantageous zone mode is the "BB mode" and when the advantageous zone mode is the "RB mode".
[0179] [High probability state lottery] The main control unit 10 executes a high probability state lottery during the normal gaming state to determine whether or not to transition to a high probability state in which the pseudo bonus lottery 1 or the pseudo bonus lottery 2 is not won.
[0180] There are two high probability states, a "+1 high probability state" and a "+2 high probability state", and when the high probability state lottery is won, it is decided whether to transition to one of them. If the pseudo bonus lottery 2 is won when the state is in the "+1 high probability state", "2" is added to the B counter of the type that was won. That is, an additional "1" is added to the value that is normally added (the amount of the pseudo bonus lottery win). If the pseudo bonus lottery 2 is won when the state is in the "+2 high probability state", "3" is added to the B counter of the type that was won. That is, an additional "2" is added to the value that is normally added (the amount of the pseudo bonus lottery win). By controlling in this way, when the pseudo bonus lottery 2 is won in the "+2 high probability state", the transition to the consecutive mode 1 or consecutive mode 2 is confirmed. This can reduce boredom with normal gaming and increase the enjoyment of the game.
[0181] In addition, by executing the high probability state lottery → pseudo bonus lottery in that order, it is possible to transition to a high probability state within one game, and if pseudo bonus lottery 2 is won in that game, a value can be added to counter B based on the high probability state after the transition.
[0182] FIG. 18 shows a high-probability state lottery table used for the high-probability state lottery in the main control unit 10. As shown in FIG. The high probability state lottery is performed based on the random number (with a range of 256) extracted during game execution and the result of the internal lottery. "Other" refers to replays and push order bells.
[0183] As shown in Figure 18, for example, when the result of the internal lottery is "other," there is a 256 / 256 probability of a "miss," a 0 / 256 probability of a "+1 high probability state," and a 0 / 256 probability of a "+2 high probability state." In addition, explanations for the "common bell," "watermelon," "cherry," and "reach eyes" will be omitted, but they are controlled so that a high probability state lottery is held with the probabilities shown in the figures.
[0184] [High probability game number lottery] When the main control unit 10 determines in the high probability state lottery that the player should transition to the high probability state, it executes a high probability game number lottery to determine the number of games to stay in the high probability state (hereinafter, sometimes referred to as the high probability game number). The high probability game number is selected from among "10 games," "15 games," and "20 games." The high probability game number lottery is executed when the high probability state lottery in FIG. 18 determines the "+1 high probability state" or the "+2 high probability state."
[0185] FIG. 19 shows a high-probability game number lottery table used in the high-probability game number lottery in the main control unit 10. As shown in FIG. The lottery for the number of highly probable games is executed based on a random number value (with a sampling range of 256 types) sampled when the game is executed and a set value. The main control unit 10 is provided with a high probability game number counter that counts the number of games in a high probability state. The main control unit 10 sets the number of games determined by the high probability game number lottery in the high probability game number counter. The main control unit 10 then counts the number of games in a high probability state by subtracting the number of games set in the high probability game number counter for each game, and controls the state to be in a high probability state until the number of games set in the high probability game number counter becomes 0. Note that the number of games determined by the high probability game number lottery may be counted by adding to the value of the high probability game number counter for each game.
[0186] As shown in FIG. 19, for example, when the setting is 1, the probability of "10 games" is 191 / 256, the probability of "15 games" is 64 / 256, and the probability of "20 games" is 1 / 256. Also, explanations for settings 2 to 6 will be omitted, but they are controlled so that the high probability game number lottery is held with the probabilities shown in the figures. As mentioned above, the higher the setting, the more likely it is that there will be a greater number of games in a high probability state.
[0187] [State when the high probability state lottery is won and the contents of processing based on the lottery results of the high probability state lottery and the high probability game number lottery] FIG. 20 shows the relationship between the state when the high-probability state lottery is won and the contents of the processing based on the lottery results of the high-probability state lottery and the high-probability game number lottery. As shown in Fig. 20, if the state is "non-high probability state" when the high probability state lottery is won and the "+1 high probability state" is won in the high probability state lottery, the main control unit 10 transitions to the high probability state of "+1 high probability state" and stores the number of games in the "+1 high probability state" determined by the high probability game number lottery in the high probability game number counter. "Store" means that the number of high probability games to be added is entered as is (the number of high probability games (high probability G number) is added when it is 0).
[0188] When the state is "non-high probability state" when the high probability state lottery is won and the "+2 high probability state" is won in the high probability state lottery, the main control unit 10 transitions to the high probability state of "+2 high probability state" and stores the number of games in the "+2 high probability state" determined by the high probability game number lottery in a high probability game number counter.
[0189] When the high probability state lottery is won, the state is in a "+1 high probability state", and if the "+1 high probability state" is won in the high probability state lottery, the main control unit 10 maintains the high probability state of "+1 high probability state", and adds the number of games in the "+1 high probability state" determined in the high probability game number lottery to the high probability game number counter. "Add" means that the high probability game number determined by the lottery is added to the currently stored high probability game number (the number of high probability games is added when it is 1 or more). Therefore, the newly determined number of games is added to the number of games set in the high probability game number counter.
[0190] When the high probability state lottery is won and the state is in the "+1 high probability state" and the high probability state lottery is won to the "+2 high probability state", the main control unit 10 transitions to the high probability state of the "+2 high probability state" and adds the number of games in the "+2 high probability state" determined by the high probability game number lottery to the high probability game number counter. Thus, the newly determined number of games is added to the number of games set in the high probability game number counter.
[0191] When the player is in the "+2 high probability state" when the high probability state lottery is won, and the "+1 high probability state" is won in the high probability state lottery, the main control unit 10 maintains the high probability state of the "+2 high probability state" and adds the number of games in the "+1 high probability state" determined in the high probability game number lottery to the high probability game number counter. Therefore, the player will not transition to the "+1 high probability state", which is less favorable than the "+2 high probability state". In addition, the newly determined number of games is added to the number of games set in the high probability game number counter.
[0192] When the high probability state lottery is won, the state is in a "+2 high probability state" and the "+2 high probability state" is won in the high probability state lottery, the main control unit 10 maintains the high probability state of the "+2 high probability state" and adds the number of games in the "+2 high probability state" determined in the high probability game number lottery to the high probability game number counter. Thus, the newly determined number of games is added to the number of games set in the high probability game number counter.
[0193] As described above, there are cases where the "+2 high probability state" is won when in the "+1 high probability state" and cases where the "+1 high probability state" is won when in the "+2 high probability state", but in these cases, the current number of high probability games is retained and the state is controlled to the "+2 high probability state", so that the player is not put at a disadvantage.
[0194] [Long Freeze Lottery] When the pseudo bonus lottery is won in the normal game state (excluding 1G consecutive wins described later), the main control unit 10 executes a long freeze effect lottery to determine whether or not to execute a long freeze effect. The long freeze effect lottery is executed twice for one win of the pseudo bonus lottery. Then, the main control unit 10 executes the long freeze effect when the long freeze effect lottery is won twice.
[0195] The long freeze effect is an effect in which the main control unit 10 executes delay control to slow down the progress of the game, and is an effect that suggests to the player that he or she has won the pseudo bonus lottery.
[0196] In the long freeze effect of this embodiment, the main control unit 10 executes delay control to delay (for example, 20 seconds) the start of rotation of the reels 41 after the start lever 3 is operated. This makes the player feel uncomfortable about the delay in the game progress, and allows him or her to realize that the pseudo bonus lottery has been won.
[0197] Then, when the long freeze effect lottery is won, the main control unit 10 starts the rotation of the reel 41 after the long freeze effect and executes the pseudo game. The pseudo game is a game in which the game value (game medals) used to execute the game is not given to the player. In the pseudo game, the main control unit 10 performs a pseudo stop (temporary stop) of the reel. The temporary stop is a state in which the symbols do not stop completely but move slightly (shake, vibrate, etc.) at the stop position. Then, in the pseudo game, the pseudo bonus symbols corresponding to the pseudo bonus are aligned on the winning line. When the pseudo bonus symbols are aligned, the reel 41 rotates and the pseudo bonus state is started. For example, the pseudo bonus symbols are "7-7-7" for BB and "7-7-B" for RB. Note that the pseudo game is also executed in the same manner when the pseudo bonus lottery is won but the long freeze effect lottery is not won.
[0198] When the main control unit 10 wins the long freeze effect lottery, it transitions to consecutive mode 3 after the pseudo bonus state ends. Also, when the main control unit 10 wins the long freeze lottery after winning the RB, it forcibly controls to BB. Therefore, although the probability of the long freeze effect occurring is very low (1 / 65536), it is possible to obtain a great benefit when the long freeze effect occurs.
[0199] FIG. 21 shows a long freeze effect lottery table used for the long freeze effect lottery in the main control unit 10. As shown in FIG. The long freeze effect lottery is carried out based on a random number value (with a selection range of 256 types) that is sampled when the game is executed.
[0200] As shown in Fig. 21, for example, the probability of a "miss" is 255 / 256, and the probability of a "win" is 1 / 256. Since the long freeze effect requires two wins, the probability of a win is 1 / 65536.
[0201] In addition, if the main control unit 10 wins the long freeze lottery after winning the RB, the main control unit 10 forcibly controls to BB, but if the main control unit 10 wins the long freeze lottery after winning the RB, the main control unit 10 may also control to RB.
[0202] In addition, the long freeze lottery may be executed only when the type of pseudo bonus is BB.
[0203] Also, it may be possible to determine whether or not the long freeze effect will occur in a single lottery.
[0204] In addition, the long freeze lottery may be executed in a game state other than the 1G consecutive or normal game state. In this case, for example, when staying in consecutive mode 3, if a single lottery is won, a long freeze effect may be generated to indicate that the player is staying in consecutive mode 3.
[0205] [Pseudo bonus lottery in special CZ state and consecutive mode] When in the special CZ state or consecutive mode, the main control unit 10 performs a lottery process (hereinafter referred to as a pseudo bonus lottery) for transition to the pseudo bonus state for each game with a probability different from that of the normal game state. The pseudo bonus lottery is decided through a two-stage lottery. Hereinafter, the first stage pseudo bonus lottery will be referred to as pseudo bonus lottery 1, and the second stage pseudo bonus lottery will be referred to as pseudo bonus lottery 2.
[0206] 22 shows a pseudo bonus lottery table 1 used for the pseudo bonus lottery 1 in the main control unit 10 in the special CZ state or consecutive mode. In the figure, if the lottery result indicates a "win", the pseudo bonus state 2 is performed, and if the lottery result indicates a "lose", the lottery ends.
[0207] The pseudo bonus lottery 1 is executed based on the random number (with 256 types of random number) extracted during the game and the result of the internal lottery. "Other" refers to replay and push order bell.
[0208] As shown in Figure 22(a), for example, in a special CZ state, when the result of the internal lottery is "other," the probability of a "miss" is 252 / 256, and the probability of a "win" is 4 / 256. In addition, explanations for the "common bell," "watermelon," "cherry," and "reach eyes" will be omitted, but they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, rare roles are controlled to increase the probability of winning.
[0209] As shown in FIG. 22(b), for example, in consecutive mode 1, when the result of the internal lottery is "other," the probability of a "miss" is 244 / 256, and the probability of a "win" is 12 / 256. In addition, explanations for the "common bell," "watermelon," "cherry," and "reach eyes" will be omitted, but they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, rare roles are controlled to increase the probability of winning.
[0210] As shown in FIG. 22(c), for example, in consecutive mode 2, when the result of the internal lottery is “other”, the probability of a “miss” is 214 / 256, and the probability of a “win” is 42 / 256. In addition, explanations for the "common bell," "watermelon," "cherry," and "reach eyes" will be omitted, but they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, rare roles are controlled to increase the probability of winning.
[0211] As shown in FIG. 22(d), for example, in consecutive mode 3, when the result of the internal lottery is "other," the probability of a "miss" is 224 / 256, and the probability of a "win" is 32 / 256. In addition, explanations for the "common bell," "watermelon," "cherry," and "reach eyes" will be omitted, but they are controlled so that pseudo bonus lottery 1 is held with the probabilities shown in the figures. As described above, rare roles are controlled to increase the probability of winning.
[0212] 23 shows a pseudo bonus lottery table 2 used for pseudo bonus lottery 2 in the main control unit 10 when pseudo bonus lottery 1 is won in the special CZ state or consecutive mode. In the figure, when the lottery result shows "win", the right to transition to the pseudo bonus state is granted. The pseudo bonus lottery 2 is executed based on the random number (with 256 types of random number) extracted during the game and the result of the internal lottery. "Other" refers to replay and push order bell.
[0213] As shown in Figure 23, for example, in the special CZ state or consecutive mode, when the result of the internal lottery is "other" and the setting is 1, the probability of a "miss" is 214 / 256, and the probability of a "win" is 42 / 256. In addition, explanations for the "common bell," "watermelon," "cherry," and "reach eyes" will be omitted, but the pseudo bonus lottery 2 is controlled to be held with the probabilities shown in the figures. As described above, rare roles are controlled to increase the probability of winning.
[0214] In addition, in the special CZ state or consecutive mode, it is easier to transition to the pseudo bonus state than in the normal game state, and there is no difference in the winning probability. Therefore, in the special CZ state or consecutive mode, the player can have the impression that "even if the setting is low, once you transition to the special CZ state or consecutive mode, you can win a lot of balls."
[0215] The main control unit 10 executes a bonus type lottery to determine the type of pseudo bonus when the pseudo bonus lottery 2 is won. FIG. 24 shows a bonus type selection table used for the bonus type selection in the main control unit 10 in the special CZ state or consecutive modes 1 to 3. The bonus type lottery is performed based on a random number value (with a selection range of 256 types) that is sampled when the game is executed.
[0216] As shown in FIG. 24, for example, in consecutive mode 1, it is controlled so that there is a probability of 0 / 256 to become "RB" and a probability of 256 / 256 to become "BB". In consecutive mode 2, it is controlled so that there is a probability of 256 / 256 to become "RB" and a probability of 0 / 256 to become "BB". In consecutive mode 3, it is controlled so that there is a probability of 0 / 256 to become "RB" and a probability of 256 / 256 to become "BB". In the special CZ state, it is controlled so that there is a probability of 0 / 256 to become "RB" and a probability of 256 / 256 to become "BB". As described above, in consecutive modes 1, 3 and the special CZ state, only BB is won, and in consecutive mode 2, only RB is won.
[0217] In this way, in consecutive modes 1 to 3, it is easier to transition to the pseudo bonus state than in the normal game state. Also, the type is only one of BB or RB, and one of them is easier to have consecutive wins. Also, unlike the normal game state, it is not affected by the setting value. Therefore, consecutive modes 1 to 3 are more advantageous than the normal game state. And when the advantageous zone mode is the "unfavorable mode", it is difficult to win BB or RB consecutively in the normal game state (see FIG. 17(c)), and it is disadvantageous in that it is difficult to transition to consecutive modes 1 and 2 compared to other advantageous zone modes. However, once transition is made to consecutive modes 1 to 3, no pseudo bonus lottery or bonus type lottery is performed based on the type of advantageous zone mode, so in consecutive modes 1 to 3, there is no disadvantageous situation based on the difference in advantageous zone mode.
[0218] Therefore, even if you are in the unfavorable "unlucky mode" with a low ball output rate, once you move to consecutive modes 1 to 3, you can expect a BB or RB state and a large amount of balls to be output. This prevents you from losing hope of winning balls until the favorable zone ends when you are in the unfavorable "unlucky mode" with a low ball output rate, so it is possible to improve the interest of the game.
[0219] In addition, even if the player stays in the unfavorable "unlucky mode" with a low ball payout rate, once the player moves to consecutive modes 1 to 3, the player will not find it difficult to achieve consecutive BB or RB states when controlled in the "unlucky mode" compared to when the player is controlled in the "normal mode", "BB mode", or "RB mode". This can increase the interest of the player in the game.
[0220] [1G consecutive lottery] The main control unit 10 executes a 1G (game) consecutive lottery to determine whether to transition to the pseudo bonus state again in the next game after the pseudo bonus state ends (the first game after the pseudo bonus state ends). The 1G consecutive lottery is executed based on the result of an internal lottery during the pseudo bonus state, regardless of the game state before the transition to the pseudo bonus state.
[0221] In addition, since the 1G consecutive lottery is executed multiple times during the pseudo bonus, if the 1G consecutive lottery is won multiple times, the pseudo bonus state will be transitioned to the number of times that it was won. In other words, the winning of the 1G consecutive lottery is stocked (hereinafter, sometimes referred to as the stock of 1G consecutive), and the pseudo bonus state will be consecutive for the number of times that it was stocked.
[0222] In addition, when the 1G consecutive lottery is won, the main control unit 10 determines the bonus type according to the game state after the pseudo bonus state ends, using the bonus type lottery table shown in Figure 17 or Figure 23. Therefore, when it is determined that the pseudo bonus state will transition to the consecutive mode after the pseudo bonus state ends, the 1G consecutive lottery determines whether or not to continue the pseudo bonus state of the bonus type according to the consecutive mode to which the transition will be made.
[0223] FIG. 25 shows a 1G consecutive lottery table used for the 1G consecutive lottery in the main control unit 10. The 1G consecutive lottery is performed based on the random number (with a range of 256) extracted during game execution and the result of the internal lottery. "Other" refers to replays and push order bells.
[0224] As shown in FIG. 25, for example, when the result of the internal lottery is "other," the 1G consecutive stock will be "0" with a 256 / 256 probability, the 1G consecutive stock will be "1" with a 0 / 256 probability, and the 1G consecutive stock will be "2" with a 0 / 256 probability. In addition, explanations for the "common bell," "watermelon," "cherry," and "reach eyes" will be omitted, but they are controlled so that a 1G consecutive draw is performed with the probabilities shown in the figure.
[0225] As described above, rare roles are controlled to make it easier for 1G consecutive stocks to occur.
[0226] In addition, if the 1G consecutive lottery is won, the bonus type lottery may not be executed and the bonus type may be fixed to BB or RB.
[0227] In addition, in this embodiment, an example has been given in which, when a 1G consecutive lottery is won in a pseudo-bonus state entered during normal gaming, a value is added to the B counter depending on the type of pseudo-bonus state entered based on winning the 1G consecutive lottery, but the configuration may also be such that a value is not added to the B counter for the type of pseudo-bonus state entered based on winning the 1G consecutive lottery.
[0228] Regarding the type of pseudo bonus to which a transition occurs based on winning the 1G consecutive lottery, if a high probability state is present when a value is added to the B counter, a value may be added to the B counter based on the type of high probability state (for example, adding "2" or "3"), or a uniform "1" may be added regardless of whether the state is high probability.
[0229] In addition, when the value of the B counter becomes "3" when transitioning to the pseudo bonus state in the normal game state, the B counter value is not increased any further until consecutive modes 1 and 2 end, and the upper limit of the B counter is set to "3". However, even if the value of the B counter becomes "3" when transitioning to the pseudo bonus state in the normal game state, if a 1G consecutive lottery is won during the pseudo bonus state and the value of the B counter becomes a predetermined value of "4" or more, a transition to consecutive mode 3 may be made.
[0230] In addition, if the transition to consecutive mode has already been confirmed, a 1G consecutive lottery is executed to determine whether or not to continue the pseudo bonus state of the type corresponding to the consecutive mode to be transitioned to. However, if the transition to consecutive mode has been confirmed, the bonus type when the 1G consecutive lottery is won is determined by allocation in the normal game state, and if the 1G consecutive lottery is won with a bonus type that does not correspond to the consecutive mode to be transitioned to (for example, when the transition to consecutive mode 1 has been confirmed, it is determined in the 1G consecutive lottery that the RB state will be continued), after the pseudo bonus state ends, the transition may be made to the normal game state or the special CZ state rather than the consecutive mode.
[0231] [Lottery for the end of the favorable zone 1] The main control unit 10 executes a favorable zone end lottery 1 to determine whether or not to end the favorable zone when the pseudo bonus state ends, depending on the difference in the number of coins in the favorable zone, regardless of the game state.
[0232] FIG. 26 shows the advantageous zone end lottery table 1 used for the advantageous zone end lottery 1 in the main control unit 10. The end of favorable zone lottery 1 is executed based on a random number value (with a selection range of 256 types) extracted when the game is executed, whether or not there is a stock of 1G consecutive wins, and the difference in the number of coins during the favorable zone. In the case of "End", the advantageous zone ends. Since the bonus role is mostly carried over, it is most likely to transition to the special CZ state when re-transitioning to the advantageous zone. Therefore, when the advantageous zone ends, the transition to the special CZ is essentially confirmed.
[0233] As shown in Fig. 26(a), for example, when there is no stock of 1G consecutive and the difference in number of coins during the advantageous zone is 2000 coins or less, it is controlled to "continue" with a probability of 256 / 256 and to "end" with a probability of 0 / 256. Also, when there is no stock of 1G consecutive and the difference in number of coins during the advantageous zone is 2001 coins or more, it is controlled to "continue" with a probability of 0 / 256 and to "end" with a probability of 256 / 256.
[0234] As shown in Fig. 26(b), for example, when there is a stock of 1G consecutive wins and the difference in number of coins during the advantageous zone is 2200 coins or less, the probability of "continue" is 256 / 256, and the probability of "end" is 0 / 256. Also, when there is no stock of 1G consecutive wins and the difference in number of coins during the advantageous zone is 2201 coins or more, the probability of "continue" is 0 / 256, and the probability of "end" is 256 / 256.
[0235] In this way, by determining whether or not to end the advantageous zone depending on the difference in the number of coins, it is possible to prevent a transition to a pseudo-bonus state when the advantageous zone limiter is approaching, and the advantageous zone from suddenly ending during the pseudo-bonus state. In addition, when there is a 1G consecutive stock at the end of the pseudo bonus state, the difference number (prescribed number) at which the advantageous zone ends is set to be larger than when there is no 1G consecutive stock in order to consume the 1G consecutive stock. Note that when there is a 1G consecutive stock, the advantageous zone may be made to continue without fail.
[0236] [Lottery for the end of the favorable zone 2] Even if the main control unit 10 decides to continue the advantageous zone in the above-mentioned advantageous zone end lottery 1, at the end of the pseudo-bonus state entered in consecutive modes 1 to 3, it executes advantageous zone end lottery 2 to determine whether or not to end the advantageous zone.
[0237] FIG. 27 shows a favorable zone end lottery table 2 used for the favorable zone end lottery 2 in the main control unit 10. The advantageous zone end lottery 2 is executed based on a random number value (with a sampling range of 256 types) sampled when the game is executed, and a set value.
[0238] As shown in FIG. 27(a), for example, in consecutive mode 1, when setting 1 is selected, there is a 217 / 256 probability of "continue" and a 39 / 256 probability of "end." Also, explanations will be omitted for settings 2 to 6, but they are controlled so that favorable zone end lottery 2 is held with the probabilities shown in the figure. As mentioned above, the higher the setting in consecutive mode 1, the more likely it is that the advantageous period will end.
[0239] As shown in FIG. 27(b), for example, in consecutive mode 2, when setting 1 is selected, there is a 230 / 256 probability of "continue" and a 26 / 256 probability of "end." Also, explanations will be omitted for settings 2 to 6, but they are controlled so that favorable zone end lottery 2 is held with the probabilities shown in the figure. As mentioned above, the higher the setting in consecutive mode 2, the more likely it is that the advantageous period will end.
[0240] As shown in FIG. 27(c), for example, in consecutive mode 3, when setting 1 is selected, there is a 256 / 256 probability of "continue" and a 0 / 256 probability of "end." Also, explanations will be omitted for settings 2 to 6, but they are controlled so that favorable zone end lottery 2 is held with the probabilities shown in the figure. As described above, in consecutive mode 3, the advantageous zone will always continue regardless of the setting value.
[0241] [Bonus History Lamp] As shown in Fig. 28, a bonus history lamp 50 indicating the history of bonus types at the time of winning the pseudo bonus lottery from when the power was turned on to when it was turned off (hereinafter, sometimes referred to as bonus history) is provided below the display window 6 (not shown in Fig. 1). The bonus history lamp 50 is controlled by the sub-controller 20.
[0242] The bonus history lamp 50 is divided into five regions, and lamps 50a to 50e are provided corresponding to each region. The sub-controller 20 lights up these lamps 50a to 50e and indicates whether the most recent five bonus histories are BB or RB depending on the lighting color.
[0243] In this embodiment, if there is no bonus history, it is shown in white (transparent) (Figure 28(a)), if the bonus history is RB, it is shown with diagonal lines (Figure 28(b)), and if the bonus history is BB, it is shown with diagonal lines (Figure 28(c)).
[0244] When pseudo bonus symbols are aligned on a winning line in a pseudo game, the sub-controller 20 lights up one of the bonus history lamps 50 in the color of the bonus type corresponding to the pseudo bonus symbols.
[0245] In addition, in this embodiment, if the pseudo bonus lottery is won in a high probability state ("+1 high probability state" or "+2 high probability state"), it is considered that the pseudo bonus lottery has been won two or three times. When the pseudo bonus lottery is considered to have been won two or three times, the sub-control unit 20 may treat the number of times that it has been considered to have won as bonus history and reflect it in the bonus history lamp 50. Therefore, there may be a difference between the actual number of times that the pseudo bonus lottery has been won and the bonus history indicated by the bonus history lamp 50.
[0246] In addition, if the pseudo bonus lottery is won in a high probability state ("+1 high probability state" or "+2 high probability state"), a special sound is output from the speaker 9 each time a stop operation is performed when the push order bell is won during the pseudo bonus state, and when the special sound is output up to the third stop operation, another bonus history lamp 50 lights up.
[0247] The control of the bonus history lamp 50 is executed as follows: The sub-controller 20 determines by lottery at a predetermined probability (for example, 1 / 5) whether or not to execute an effect by outputting a special sound (hereinafter, sometimes referred to as an inciting effect) when the push order bell is won during the pseudo bonus state, regardless of whether or not the state is in a high probability state ("+1 high probability state" or "+2 high probability state") when the pseudo bonus lottery is won.
[0248] On the other hand, when the sub-control unit 20 wins the pseudo bonus lottery in a high probability state ("+1 high probability state" or "+2 high probability state") and there is room for the bonus history lamps 50 to light up (at least one lamp is unlit in the case of the "+1 high probability state", and at least two lamps are unlit in the case of the "+2 high probability state"), and further decides to execute a teasing effect through the above lottery, the sub-control unit 20 determines whether or not to light up the bonus history lamps 50 by a lighting lottery with a predetermined probability (for example, 1 / 5) when the push order bell is won during the pseudo bonus state.
[0249] When the sub-controller 20 turns on the bonus history lamp 50, the sub-controller 20 controls the bonus history lamp 50 to be turned on while outputting a special sound for each stop operation up to the third stop operation.
[0250] In addition, if the sub-control unit 20 decides to execute a teasing effect but does not light the bonus history lamp 50 (if the pseudo bonus lottery is not won in a high probability state, if the pseudo bonus lottery is won in a high probability state but there is no room for lighting, or if the pseudo bonus lottery is won in a high probability state but the lighting lottery is not won), it controls the sub-control unit 20 to output a special sound until the first or second stop operation but not until the third stop operation.
[0251] By executing such presentation control by the sub-controller 20, the bonus history lamp 50 does not necessarily light up even if the pseudo bonus lottery is won during the high probability state. Therefore, even if the same type of lamps 50a to 50e are not lit three times in a row at the end of the pseudo bonus state, the player can have a sense of expectation that the game will move to consecutive modes 1 and 2.
[0252] In addition, when the pseudo bonus lottery is won in a high probability state, the lamps 50a to 50e may be always turned on.
[0253] FIG. 29 shows a specific example of the lighting of the bonus history lamp 50. FIG. 29(a) shows, for example, that the pseudo bonus lottery has been won twice, with the first bonus type being RB and the second bonus type being BB. FIG. 29(b) shows, for example, that the pseudo bonus lottery has been won five or more times, and of the last five wins, the bonus type was RB for the third time before that, and BB for all but the time three times before that. FIG. 29(c) shows, for example, that the pseudo bonus lottery has been won five or more times, and the bonus type for the most recent five times has been RB.
[0254] [Variations] In the above embodiment, as an example of a mode in which the "unfavorable mode" is not at a disadvantage compared to other favorable zone modes in consecutive modes 1 to 3, an example was given in which the ease of consecutive wins in BB state or RB state is not at a disadvantage compared to other favorable zone modes. However, in a mode different from the above embodiment, the "unfavorable mode" may not be at a disadvantage compared to other favorable zone modes in consecutive modes 1 to 3.
[0255] For example, the main control unit 10 can be configured to be controllable so that in the normal game state, the probability of determining that a transition to the pseudo bonus state will occur is lower when the reel is controlled to the "unfortunate mode" than when the reel is controlled to the "normal mode," "BB mode," or "RB mode," and so that in consecutive modes 1 to 3, the probability of determining that a transition to the pseudo bonus state will occur is not lower when the reel is controlled to the "unfortunate mode" than when the reel is controlled to the "normal mode," "BB mode," or "RB mode."
[0256] As a result, in this modified example, even if you are in the unfavorable "unlucky mode" with a low ball payout rate, once you move to "continuous modes 1 to 3", you can expect to get a large amount of balls. This can increase the interest of the game.
[0257] This modified example will be described in detail with reference to Figure 30. Note that, in this modified example, a pseudo bonus lottery is performed once, and the type of pseudo bonus is determined if the pseudo bonus lottery is won, but it may be determined whether or not the pseudo bonus lottery is won through a two-stage lottery as in the above embodiment.
[0258] In addition, in this modified example, when the pseudo bonus lottery is won, the type of pseudo bonus is determined using a lottery table similar to that of Fig. 17 in the normal game state, and the type of pseudo bonus is determined using a lottery table similar to that of Fig. 23 in the special CZ state and consecutive modes 1 to 3, as in the above embodiment, so the explanation is omitted. Note that the type of pseudo bonus may be determined using a configuration and lottery table different from those of Fig. 17 and Fig. 23.
[0259] 30(a) shows a pseudo bonus lottery table 1 used for the pseudo bonus lottery in the main control unit 10 during the normal game state in this modified example. In the figure, when the lottery result indicates a "win", the pseudo bonus state 2 is performed, and when the lottery result indicates a "lose", the lottery ends.
[0260] The pseudo bonus lottery is carried out based on a random number value (with a range of 256 types) extracted when the game is executed and the type of advantageous zone mode.
[0261] As shown in FIG. 30(a), for example, when the advantageous zone mode is the "unlucky mode", the probability of "missing" is controlled to be 252 / 256 and the probability of "winning" is controlled to be 4 / 256. When the advantageous zone mode is the "normal mode", the probability of "missing" is controlled to be 244 / 256 and the probability of "winning" is controlled to be 12 / 256. When the advantageous zone mode is the "RB mode", the probability of "missing" is controlled to be 204 / 256 and the probability of "winning" is controlled to be 52 / 256. When the advantageous zone mode is the "BB mode", the probability of "missing" is controlled to be 230 / 256 and the probability of "winning" is controlled to be 26 / 256. As described above, in the normal game state, the probability of winning the pseudo bonus lottery differs for each advantageous zone mode, and in the "unfavorable mode" the probability of winning the pseudo bonus lottery is controlled to be lower than in other advantageous zone modes.
[0262] FIG. 30(b) shows a pseudo bonus drawing table 1 used for the pseudo bonus drawing in the main control unit 10 in the special CZ state and consecutive modes 1 to 3 in this modified example. In the figure, when the drawing result indicates a "win", the right to transition to the pseudo bonus state is granted. The pseudo bonus lottery is performed based on the random number (with a range of 256) extracted during game execution and the result of the internal lottery. "Other" refers to replays and push order bells.
[0263] As shown in FIG. 30(b), for example, when the result of the internal lottery is "other," the probability of a "miss" is 244 / 256, and the probability of a "win" is 12 / 256. In addition, although explanations will be omitted regarding the cherry, watermelon, common bell, and reach symbols extracted in the internal lottery, the pseudo bonus lottery is controlled so that it is held with the probabilities shown in the figure. As described above, in consecutive modes 1 to 3, the probability of winning the pseudo bonus lottery varies depending on the results of the internal lottery regardless of the favorable zone mode, and in the "unfavorable mode," the probability of winning the pseudo bonus lottery is controlled so that it is not lower than in the other favorable zone modes.
[0264] [Other variations] Next, a modification of this embodiment will be described.
[0265] In this embodiment, a gaming machine equipped with a display device 8 has been described as an example, but the present invention may be applied to a gaming machine that does not have a display device 8.
[0266] In this embodiment, an example has been given in which the pseudo bonus state is an AT that manages the number of games played, but the form of the pseudo bonus state may be different from that of this embodiment, for example, an AT that manages the pseudo bonus state by the difference in number of coins or the number of coins paid out.
[0267] In this embodiment, an example has been given in which the consecutive mode is transitioned to when the same type of pseudo bonus state occurs a predetermined number of times in succession. However, for example, an AT state of a different type from the pseudo bonus state (such as an AT that adds to the number of games) may be provided, and the consecutive mode may be transitioned to when the AT state occurs a predetermined number of times in succession. In this way, the game state for transitioning to the consecutive mode may be a state different from the pseudo bonus state of this embodiment.
[0268] In this embodiment, a consecutive mode has been used as an example of a bonus that is awarded when the same type of pseudo-bonus state occurs a predetermined number of times in succession, but the form of the bonus may be different from that of this embodiment, for example, an AT may be awarded.
[0269] In this embodiment, an example is given in which the consecutive mode ends without winning the pseudo bonus lottery, but the consecutive mode may be set to always win the pseudo bonus lottery. In this case, the consecutive mode continues until the advantageous zone ends, so when the pseudo bonus lottery is won in the consecutive mode, it is preferable to hold a consecutive mode continuation lottery to determine whether or not to continue the consecutive mode.
[0270] In this embodiment, when the advantageous zone mode is the "unfavorable mode", the type of pseudo bonus is not biased so that it is difficult to transition to the consecutive mode. However, for example, in addition to the control of biasing the type of pseudo bonus, in the "unfavorable mode", other lotteries may also be made less favorable than when staying in an advantageous zone mode other than the "unfavorable mode", and the manner of disfavoring in the "unfavorable mode" may be different from the manner of this embodiment. Examples of disfavoring in the "unfavorable mode" include making it easier to select a game with a large number of ceiling games, lowering the probability of winning the pseudo bonus lottery, lowering the probability of transitioning to a high probability state, shortening the duration of stay even if transitioning to a high probability state, lowering the probability of winning the long freeze performance lottery, and lowering the probability of winning the 1G consecutive lottery.
[0271] In this embodiment, an example has been described in which the player is not treated poorly even in the "unfavorable mode" if the player is in the consecutive mode, but for example, when the player is in the "unfavorable mode" for some or all of the game states of the consecutive modes 1 to 3 and the special CZ state, the player may be treated poorly compared to when the player is in other advantageous zone modes. Examples of the manner of treatment in the "unfavorable mode" include lowering the probability of winning the pseudo bonus lottery and lowering the probability of winning the 1G consecutive lottery.
[0272] In this embodiment, an example has been described in which the player is not notified when the player is in the linked mode or special CZ state, but the player may be notified when the player is in the linked mode or special CZ state. In this case, the player may be notified so as to confirm that the player is in the linked mode or special CZ state, and may be suggested to be in the linked mode or special CZ state by having the player stay in a performance stage where the player has a high probability of staying in the linked mode or special CZ state.
[0273] [Effects of the present invention] (a1) A game state control means (a transition of the game state by the main control unit 10 shown in Figs. 8 and 9) capable of controlling a game state to any one of a plurality of game states including a first game state (normal game state, special CZ state, consecutive mode) and a second game state (pseudo bonus state) which is more advantageous than the first game state, and a judgment means (a pseudo bonus drawing by the main control unit 10 shown in Figs. 15 to 17 and Figs. 22 to 23) capable of judging whether to transition to the second game state in the first game state; and a storage means (B counter shown in FIG. 14) capable of storing information regarding the second gaming state when the determination means determines that the game will transition to the second gaming state. The first gaming state includes a normal first gaming state (normal gaming state) and a specific first gaming state (linked mode 1) that is easier to transition to the second gaming state than the normal first gaming state. The second gaming state includes a specific second gaming state (BB state) and a special second gaming state (RB state) different from the specific second gaming state. When the storage means is controlled to the specific second game state (BB state), it can store specific information (add a value of a BB counter), and when the storage means is controlled to the special second game state (RB state), it can store special information (add a value of an RB counter), and when the specific second game state (BB state) is terminated, if the specific information (value of the BB counter) is not stored in the storage means a predetermined number of times in succession (if the value of the BB counter has not reached "3"), the game state control means can control to the normal first game state (normal game state) (transition of game states by the main control unit 10 shown in Figs. 8 and 9), and when the specific second game state (BB state) is terminated, if the specific information (value of the BB counter) is stored in the storage means a predetermined number of times in succession (if the value of the BB counter has reached "3"), the game state control means can control to the specific first game state (continuous mode 1) (transition of game states by the main control unit 10 shown in Figs. 8 and 9). Therefore, since the history of the second gaming state (pseudo bonus state) is the key to whether or not the specific first gaming state (sequential mode 1) is controlled, the player can always consider the type of the previous second gaming state (pseudo bonus state). If the number of times controlled to the specific second gaming state (BB state) is likely to be a predetermined number of times, the expectation of transition to the specific first gaming state (sequential mode 1), which is likely to transition to the second gaming state (pseudo bonus state), increases, making it difficult for the player to stop playing. This can improve the operating rate of the gaming machine, contributing to increased profits for the gaming facility.
[0274] In this embodiment, an example has been given of transitioning to consecutive mode 1, which transitions only to the BB state, when the BB counter value reaches "3", but it is also possible to transition to consecutive mode 2, which transitions only to the RB state, when the BB counter value reaches "3", or to select whether to transition to consecutive mode 1 or consecutive mode 2 when the BB counter value reaches "3".
[0275] (a2) The first gaming state (normal gaming state, special CZ state, linked mode) includes the specific first gaming state (linked mode 1) which is easier to transition to the specific second gaming state (BB state) than the normal first gaming state (normal gaming state), and the special first gaming state (linked mode 2) which is easier to transition to the special second gaming state (RB state) than the normal first gaming state (normal gaming state), and the gaming state control means is capable of controlling the normal first gaming state (normal gaming state) when special information is not stored in the storage means a predetermined number of times in succession when the special second gaming state (RB state) is terminated (transition of gaming state by the main control unit 10 shown in Figures 8 and 9), and is capable of controlling the special first gaming state (linked mode 2) when special information is stored in the storage means a predetermined number of times in succession when the special second gaming state (RB state) is terminated (transition of gaming state by the main control unit 10 shown in Figures 8 and 9). Therefore, when the second game state of the same type is successively controlled, the expectation of transitioning to a specific first game state (continuous mode 1) which is likely to transition to a specific second game state (BB state) or a special first game state (continuous mode 2) which is likely to transition to a special second game state (RB state) can be increased, thereby increasing the interest in the game.
[0276] (a3) When the judgment means judges that the first specific game state (linked mode 1) will transition to the second game state, the game state control means controls the state to the specific second game state (BB state); when the judgment means judges that the first specific game state (linked mode 1) will transition to the second game state, the game state control means does not control the state to the special second game state (RB state); when the judgment means judges that the first specific game state (linked mode 2) will transition to the second game state, the game state control means controls the state to the special second game state (RB state); and when the judgment means judges that the first specific game state (linked mode 2) will transition to the second game state, the game state control means does not control the state to the specific second game state (BB state). Therefore, it is possible to increase the expectation of consecutive specific second game states (BB state) or consecutive special second game states (RB state), thereby increasing the interest in the game.
[0277] (a4) A state control means (state transition by the main control unit 10 shown in FIG. 20) is provided that can control the normal first gaming state (normal gaming state) to any one of a plurality of states including a first state (non-high probability state) and a second state ("+1 high probability state", "+2 high probability state"), and the storage means is capable of storing specific information corresponding to the number of times when the game is controlled to the specific second gaming state once when controlled to the specific second gaming state in the first state, and is capable of storing specific information corresponding to the number of times when the game is controlled to the specific second gaming state multiple times when controlled to the specific second gaming state when controlled to the specific second gaming state in the second state (adding once in the "+1 high probability state", adding twice in the "+2 high probability state"). Therefore, boredom with the game in the normal first gaming state can be reduced, and interest in the game can be increased.
[0278] (a5) The second gaming state is a pseudo bonus state, and the specific second gaming state (BB state) has a higher probability of acquiring more gaming value than the special second gaming state (RB state). Therefore, it is possible to increase the expectation that the specific second game state (BB state) will be successively controlled, and it is possible to increase the interest in the game. In addition, even in the special second gaming state (RB state) where the player's interest generally declines due to the small profits that can be obtained, the interest of the player can be increased if the special second gaming state (RB state) is in a consecutive win. In other words, the interest of the player can be increased even in the special second gaming state (RB state) where the profits that can be obtained are small.
[0279] In response to this, a patent document (JP Patent Publication No. 2022-59651) discloses a gaming machine that can increase the number of balls dispensed by playing during a specific gaming state such as a BB state or an RB state. However, with this gaming machine, regardless of the type of specific gaming state played, there is no benefit after the specific gaming state ends, so there was a risk that the player would immediately end play after the specific gaming state ends. In this way, according to the medal-less gaming 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.
[0280] (b1) A game zone control means (transition of game state by the main control unit 10 shown in FIG. 8) capable of controlling to any one of a plurality of game zones including a non-advantageous zone and an advantageous zone, and an advantageous zone mode control means (advantageous zone mode control means by the main control unit 10 shown in FIG. 10) capable of controlling to any one of a plurality of advantageous zone modes including a first advantageous zone mode (normal mode, BB mode, RB mode) and a second advantageous zone mode (unfavorable mode) which is more disadvantageous to a player than the first advantageous zone mode in the advantageous zone. The game device includes a game state control means (transition of game states by the main control unit 10 shown in FIG. 8) capable of controlling a game to any one of a plurality of game states including a first game state (transition of a pseudo bonus state), a first game state (non-pseudo bonus state), and a second game state (pseudo bonus state) in which the probability of acquiring a game value is higher than that of the first game state, and a game progress control means (main control unit 10) capable of controlling the progress of a game, and the first game state includes a normal first game state (normal game state) and a specific first game state (pseudo bonus state) in which the probability of transitioning to the second game state is higher than that of the first game state. The game progress control means can control the game progress so that, in the normal first game state (normal game state), it is more disadvantageous to be controlled in the second advantageous zone mode (unfavorable mode) than to be controlled in the first advantageous zone mode (normal mode, BB mode, RB mode) (as shown in FIG. 17, it is more difficult to make consecutive consecutive wins of the same type in the unfavorable mode than in the normal mode, BB mode, RB mode, so it is more difficult to transition to consecutive modes 1 and 2), and it can control the game progress so that, in the specific first game state (consecutive modes 1 to 3), it is more disadvantageous to be controlled in the second advantageous zone mode (unfavorable mode) than to be controlled in the first advantageous zone mode (normal mode, BB mode, RB mode) (as shown in FIG. 24, the ease of consecutive wins of the same type of pseudo bonus state does not change between the normal mode, BB mode, RB mode, and the unfavorable mode, so the ease of transition to consecutive modes 1 to 3 is not more disadvantageous in the unfavorable mode than in the normal mode). Therefore, even if the player is in the unfavorable second advantageous zone mode (unfavorable mode) with a low ball output rate, once the player transitions to the specific first game state (continuous mode 1-3), the player can expect to get a large amount of balls. This prevents the player from losing hope of winning balls until the advantageous zone ends when the player is in the unfavorable second advantageous zone mode (unfavorable mode) with a low ball output rate, thereby improving the interest of the game.
[0281] (b2) A determination means (pseudo bonus lottery by the main control unit 10) capable of determining whether to transition to the second game state in the first game state, and a storage means (B counter shown in FIG. 14) capable of storing information regarding the second game state when the determination means determines that the game state should be transitioned to the second game state, the second game state includes a specific second game state (BB state) and a special second game state (RB state) different from the specific second game state, and the storage means is capable of storing specific information when controlled to the specific second game state (BB state) ( When the special second gaming state (RB state) is controlled, special information can be stored (the value of the RB counter is added), and the game progress control means is more likely to control the game to the second advantageous zone mode (unfavorable mode) than to the first advantageous zone mode (normal mode, BB mode, RB mode) in the normal first gaming state (normal gaming state), and when the storage means stores specific information (the value of the BB counter) when it is determined by the determination means to transition to the second gaming state, the specific second gaming state is determined. When the determining means determines that the game state is to be transitioned to the second game state and the storage means stores special information (the value of the RB counter), the game state is controlled to be transitioned to the special second game state (RB state) more difficultly (as shown in FIG. 17, the unlucky mode is more disadvantageous than the normal mode because the same type of pseudo bonus state is less likely to be consecutive in the unlucky mode than in the normal mode), and in the specific first game state (consecutive modes 1 to 3), the first advantageous zone mode (normal mode, BB mode, RB mode) When the determining means determines that the game state will be transitioned to the second game state and the storage means stores specific information (value of the BB counter), it is possible to control the game state so that the transition to the specific second game state (BB state) is not difficult when the game state is controlled in the second advantageous zone mode (unfavorable mode) compared to when the determining means determines that the game state will be transitioned to the second game state, and when the determining means determines that the game state will be transitioned to the second game state and the storage means stores special information (value of the RB counter), it is possible to control the game state so that the transition to the special second game state (RB state) is not difficult when the game state is controlled in the second advantageous zone mode (unfavorable mode) compared to when the determining means determines that the game state will be transitioned to the second advantageous zone mode (unfavorable mode) (as shown in FIG. 24,Since the likelihood of consecutive wins in the same type of pseudo-bonus state does not change between normal mode and unlucky mode, unlucky mode is not at a disadvantage compared to normal mode. Therefore, even if the player is in the unfavorable second advantageous zone mode (unfavorable mode) with a low ball payout rate, once the player has moved to the specific first gaming state (successive modes 1 to 3), the player will not find it difficult to win consecutive games in the specific second gaming state (BB state) or the special second gaming state (RB state) when the player is controlled in the second advantageous zone mode (unfavorable mode) compared to when the player is controlled in the first advantageous zone mode (normal mode, BB mode, RB mode). This can increase the interest of the player in the game.
[0282] (b3) The first gaming state is provided with a judgment means (pseudo bonus lottery by the main control unit 10) capable of judging whether to transition to the second gaming state, and the game progress control means is capable of controlling the game progress control means so that the probability of the judgment means judging that the game state will transition to the second gaming state (pseudo bonus state) is lower when the game state is controlled to the second advantageous zone mode (unfavorable mode) than when the game state is controlled to the first advantageous zone mode (normal mode, BB mode, RB mode) in the normal first gaming state (normal gaming state) (lottery using a pseudo bonus lottery table shown in FIG. 30(a)), and the specific first gaming state (continuous modes 1 to 3) is capable of controlling the game state so that the probability of the judgment means judging that the game state will transition to the second gaming state (pseudo bonus state) is not lower when the game state is controlled to the second advantageous zone mode (unfavorable mode) than when the game state is controlled to the first advantageous zone mode (normal mode, BB mode, RB mode) (lottery using a pseudo bonus lottery table shown in FIG. 30(b)). Therefore, even if you are in the unfavorable second advantageous zone mode (unlucky mode) with a low ball output rate, once you move to the specific first game state (continuous mode 1-3), you can expect to get a large amount of balls. This can improve the interest of the game.
[0283] (b4) When the game zone control means controls the advantageous zone, the advantageous zone mode control means controls the advantageous zone to one of a plurality of advantageous zone modes (normal mode, BB mode, RB mode, unfavorable mode), and when the game zone control means ends the control of the advantageous zone, ends the advantageous zone mode controlled in the advantageous zone (transition of advantageous zone mode by the main control unit 10 shown in Figure 10). Therefore, even if the player is in the unfavorable second advantageous zone mode (unlucky mode) with a low ball payout rate, the player can be made to feel a sense of anticipation about moving to the first advantageous zone mode (normal mode, BB mode, RB mode).
[0284] (b5) When a predetermined condition is satisfied while the game zone control means is controlling the game zone to the advantageous zone (when the 50th pseudo-bonus state ends after the transition to the advantageous zone), the advantageous zone mode control means re-determines the advantageous zone mode to be controlled during the advantageous zone and controls the game zone to the re-determined advantageous zone mode. Therefore, even if the player is in the unfavorable second advantageous zone mode (unlucky mode) with a low ball payout rate, the player can be made to feel a sense of anticipation about moving to the first advantageous zone mode (normal mode, BB mode, RB mode).
[0285] (b6) The second gaming state is a pseudo bonus, and the predetermined condition is that the number of times the game has shifted to the pseudo bonus has reached a predetermined number (50 times). Therefore, when the number of transitions to the pseudo bonus state approaches a predetermined number, the player can be motivated to continue playing because the expectation that the advantageous zone mode will be re-determined can be increased. This can improve the operating rate of the gaming machine and contribute to increasing the profits of the gaming facility.
[0286] In response to this, a patent document (JP Patent Publication No. 2021-013605) discloses a gaming machine that is controlled to a specific mode as a favorable zone mode (game mode) in which the player stays during the favorable zone. In the specific mode, it is difficult to transition from a normal game state to a specific game state that is favorable to the player, and even if the player transitions to the specific game state, in most cases, the game state is controlled to continue and end for a predetermined period, so that the progression of the balls dispensed becomes stable. However, once the player has entered the specific mode, the mode continues until the advantageous zone ends, so that while the player is in the specific mode, there is no hope of winning balls until the advantageous zone ends. In this way, according to the medal-less gaming 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.
[0287] 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, the pseudo bonus state has been described as being controlled by a game number management type AT, but this is not limited to this, and it 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 a small win has been made, the number of game medals acquired, the number of game medals paid out, etc. In addition, the objects to be managed in the normal pseudo-bonus state and the higher pseudo-bonus state may be different.
[0288] 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 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.
[0289] In addition, in the above-described embodiment, it is assumed that the normal game state is controlled to a normal zone or an advantageous zone, and the pseudo-bonus state is 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.
[0290] 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).
[0291] 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.
[0292] 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.
[0293] 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. Furthermore, the gaming machine may be a gaming machine (slot machine) that uses actual gaming media such as actual medals.
[0294] 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]
[0295] 1. Medalless gaming machines 8 Display 10 Main control unit 20 Sub-control section
Claims
1. A game zone control means capable of controlling to any one of a plurality of game zones including a non-advantageous zone and an advantageous zone; a favorable zone mode control means capable of controlling the advantageous zone to any one of a plurality of advantageous zone modes including a first advantageous zone mode and a second advantageous zone mode which is more disadvantageous to a player than the first advantageous zone mode; A game state control means capable of controlling a game state to any one of a plurality of game states including a first game state and a second game state in which a probability of acquiring a game value is higher than that of the first game state; A game progress control means capable of controlling the progress of a game; Equipped with The first gaming state is A normal first gaming state; a specific first gaming state in which a transition to the second gaming state is more likely than that to the normal first gaming state; Including, The game progress control means includes: In the normal first gaming state, the case where the game is controlled in the second advantageous zone mode is more disadvantageous than the case where the game is controlled in the first advantageous zone mode; In the specific first gaming state, it is possible to control so that the case where the game is controlled in the second advantageous zone mode is not more disadvantageous than the case where the game is controlled in the first advantageous zone mode. The gaming machine described herein.
2. A determination means capable of determining whether to transition from the first gaming state to the second gaming state; a storage means for storing information regarding the second gaming state when the determination means determines that the game state is to be transitioned to the second gaming state; Equipped with The second gaming state is A specific second gaming state; A special second gaming state different from the specific second gaming state; Including, The storage means includes: When the specific second gaming state is controlled, specific information can be stored; When the special second gaming state is controlled, special information can be stored; The game progress control means includes: In the normal first gaming state, when the game machine is controlled in the second advantageous zone mode, it is more difficult to transition to the specific second gaming state if the storage means stores specific information when the determination means determines that the game machine will transition to the second gaming state than when the game machine is controlled in the first advantageous zone mode, and it is possible to control the game machine so that it is more difficult to transition to the special second gaming state if the storage means stores special information when the determination means determines that the game machine will transition to the second gaming state, In the specific first gaming state, when the game is controlled in the second advantageous zone mode, it is possible to control so that when the determination means determines that the game will be transitioned to the second gaming state and the storage means stores specific information, it is easier to transition to the specific second gaming state than when the game is controlled in the first advantageous zone mode, and when the determination means determines that the game will be transitioned to the second gaming state and the storage means stores special information, it is easier to transition to the special second gaming state.
2. The gaming machine according to claim 1 .
3. a determination means capable of determining whether to transition to the second gaming state in the first gaming state; The game progress control means includes: In the normal first gaming state, the probability that the determination means determines that the game state will be shifted to the second gaming state is lower when the game state is controlled to the second advantageous zone mode than when the game state is controlled to the first advantageous zone mode. In the specific first gaming state, when the game is controlled in the second advantageous zone mode, the probability of the determination means determining that the game state will be shifted to the second gaming state is not lower than when the game state is controlled in the first advantageous zone mode.
2. The gaming machine according to claim 1 .
4. The advantageous zone mode control means When the game zone control means controls the game zone to the advantageous zone, the game zone control means controls the game zone to any advantageous zone mode among a plurality of advantageous zone modes; When the game zone control means ends the control of the advantageous zone, the advantageous zone mode controlled in the advantageous zone is ended.
2. The gaming machine according to claim 1 .
5. The advantageous zone mode control means When a predetermined condition is satisfied while the game zone control means is controlling the game zone in the advantageous zone, the advantageous zone mode to be controlled during the advantageous zone is re-determined, and the game zone control means controls the game zone in the re-determined advantageous zone mode.
5. The gaming machine according to claim 4.
6. The second gaming state is It is a pseudo bonus, The predetermined condition is: The number of times the game has been transferred to the pseudo bonus has reached a predetermined number of times.
6. The gaming machine according to claim 5.
Citation Information
Patent Citations
Game machine
JP2021013605A