Game machine

By introducing the design of display, operation and lottery functions in the game console, the shortcomings of existing game consoles in terms of reward mechanisms and game state transitions are solved, and a more flexible and beneficial player experience is achieved.

JP2025059265APending Publication Date: 2025-04-10KITA DENSHI CORP

Patent Information

Application Number
JP2023169244
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-29
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

Existing consoles have shortcomings in reward mechanisms and player experience, especially in terms of reward character acquisition and game state transition.

Method used

A gaming machine that includes display, operation and lottery functions is designed. By displaying a variety of identification information, allowing players to operate to enter special reward modes, and executing a lottery mechanism in the game to control the game state, a more favorable reward mechanism is achieved.

Benefits of technology

With this design, the console can provide a more flexible and beneficial experience in reward character acquisition and game state transition, increasing the player's sense of participation and the possibility of rewarding.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which has high excitement and enjoyment that has not been seen before.SOLUTION: A game machine that can be controlled to be in a bonus state on the basis of the mode of identification information stopped and displayed on display means by operating operation means becoming a special state corresponding to a bonus winning combination includes game state control means that can control the game state to any one of multiple game states including a first game state and a second game state that is more advantageous than the first game state, and determination means that can determine whether to impart a bonus when the lottery result by lottery means is a specific lottery result. In the bonus state, the specific lottery result is more likely to be derived by the lottery means than in a non-bonus state that is not a bonus state. When the determination means determines that a privilege is to be imparted during the bonus state, the game state control means can control the game state from the first game state to the second game state.SELECTED DRAWING: Figure 6
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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. In such slot machines, when a specific role (e.g., a rare role) is won, a lottery is held to determine whether or not the player will be awarded a bonus, and if the player wins the lottery, the bonus is awarded (e.g., Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2017-169625 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention comprises a display means capable of variably displaying a plurality of identification information, an operation means operable by a player, and a lottery means capable of drawing a lottery for a role in relation to the execution of a game, and in the gaming machine that can be controlled to a bonus state based on the state of the identification information stopped and displayed on the display means by operation of the operation means becoming a special state corresponding to a bonus role, the gaming machine comprises a game state control means capable of controlling the gaming state to one of a plurality of game states including a first game state and a second game state which is more advantageous than the first game state, and a judgment means capable of judging whether to grant a bonus when the lottery result by the lottery means is a specific lottery result, the bonus state is a gaming state in which a specific lottery result is more likely to be derived by the lottery means than a non-bonus state which is not the bonus state, and the gaming state control means is configured to be able to control the gaming state from the first gaming state to the second gaming state when the judgment means judges that a bonus will be granted during the bonus state. [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] 13 is a diagram showing a payout table. [Figure 6] 13 is a diagram showing an internal lottery table. [Figure 7] FIG. 1 is a state transition diagram showing the transition of RT states. [Figure 8] A state transition diagram showing the transition of game states. [Figure 9] FIG. 13 is a diagram illustrating the benefits awarded for each game state. [Figure 10] 13 is a diagram showing a game point specified value lottery table. [Figure 11]13 is a diagram showing a bonus mode lottery table. [Figure 12] 13 is a diagram showing a bonus lottery table (normal gaming state). [Figure 13] 13 is a diagram showing a bonus navigation lottery table (normal gaming state). [Figure 14] 13 is a diagram showing a bonus mode drop / promotion lottery table. [Figure 15] This is a diagram showing the bonus lottery table (CZ state). [Figure 16] This is a diagram showing the bonus lottery table (red 7 bonus). [Figure 17] This is a chart showing the AT continuation lottery table. [Figure 18] This is a diagram showing the bonus lottery table (AT1 stage). [Figure 19] 1 is a diagram showing an initial panel lottery table (ATCZ1). [Figure 20] 13 is a diagram showing an initial panel lottery table (ATCZ2). [Figure 21] 13 is a diagram showing the bonus lottery table (ATCZ1 and 2 stages). [Figure 22] 13 is a diagram showing the bonus lottery table (AT2 stage). [Figure 23] This is a chart showing the bonus lottery table (blue 7, bonus 1). [Figure 24] This is a diagram showing the bonus lottery table (AT3 stage). [Diagram 25] 13 is a chart showing a lottery table for determining whether or not a favorable zone will continue. [Figure 26] 13 is a diagram showing the bonus award lottery table (continuation judgment stage). [Figure 27] This is a chart showing the bonus lottery table (blue 7, bonus 2). [Figure 28] A figure to explain an example of a presentation during a bonus state. [Figure 29] 13 is a diagram for explaining examples of target navigation and avoidance navigation presentations. FIG. [Diagram 30]A diagram to explain an example of performance during the ATCZ1 stage. [Diagram 31] FIG. 2 is a diagram for explaining a display mode of a panel. [Diagram 32] A diagram to explain an example of performance during the ATCZ2 stage. 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 manages medals as data (so-called credit medals), and medals are lent out and played using electronic information, so it is a device that allows players to play without touching the gaming 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 an AT (ART) state as a medal-less gaming machine, but the invention is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows 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] 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 acts as 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 bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.

[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 the game presentation and other aspects 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 (variable display means) 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 respective 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 that determines the winning combination of the current game, 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 can identify that "1" game medal has been counted, that is, 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 will be counted, 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 count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count 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 and 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 return the bet medals to the game medal count without fail by simply performing the counting operation, and then output (count) the game medal count to the dedicated unit 19.

[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 game medals corresponding to the number of bets have been inserted 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 a gaming medal is inserted.

[0021] The probability setting device 16 can change the probability (winning probability) of transitioning to a specific gaming state (AT 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 AT 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 number of gaming medals specified based on the count data as the number of held 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 installed 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 either directly or via a relay device, and is capable of outputting game information such as out or 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) 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 AT 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 combination and corresponding symbols) Next, each winning combination and the symbol combination corresponding to each winning combination will be described. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. Small roles include, for example, bell role, watermelon role, cherry role, chance role, and 1-coin role. In addition, there are two types of bell roles: push order bell roles and common bell roles. Also, there are weak cherry roles and strong cherry roles. In addition, there are two types of 1-piece roles: 1-piece role A and 1-piece role B. In the following description, the cherry role, the watermelon role, and the common bell role are collectively referred to as "rare roles." In addition, the rare roles are set as "weak rare roles" for the weak cherry and watermelon roles, which have a relatively high probability of winning, and "strong rare roles" for the strong cherry and common bell roles, which have a relatively low probability of winning.

[0035] Among the bell roles, the push order bell role is a winning role in which a combination of symbols is completed by following the operation sequence (called the push order) of 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 the push order bell role. 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] The push order bell roles B3 to B6 are such 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 is displayed in a stopped state, and when 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 stopped state. 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).

[0037] 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 will occur and a missing symbol (such as "Replay Cherry Bell") will be displayed. When a combination of symbols corresponding to the push order bell spill number is landed, one medal is awarded, and when a combination of symbols corresponding to a losing number is landed, no medal is awarded. In addition, as for the combination of other symbols that are displayed in a stopped state due to an incorrect button press sequence, only button press bell spill numbers may be set, and no losing numbers may be set.

[0038] The common bell role is a winning role in which the corresponding symbol combination ("bell replay bell") is displayed 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 an AT (assist time) as a gaming state related to the push order bell role. The AT 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 AT allows the player to easily win medals, and during the AT, the balls are dispensed faster than during non-AT. The AT state, which will be described later, is a gaming state in which the AT is continuously executed.

[0040] For example, when the push order bell role A1 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 are turned on in the order of 12a (left), 12b (middle), and 12c (right) to notify the user of the push order of 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.

[0041] In each game state described below, the frequency of occurrence of push order navigation is controlled to change. Specifically, in a game state controlled by non-AT (for example, normal game state, CZ state, continuation judgment stage), the push order navigation is not executed when the push order bell role A and the push order bell role B are won. In addition, in a game state where some of the AT is controlled (for example, AT1 stage, AT2 stage), the push order navigation is executed only when the push order bell role A is won. In addition, in a game state controlled by the AT (for example, red 7 bonus, blue 7 bonus 1, blue 7 bonus 2, ATCZ stage, AT3 stage), push order navigation is executed when push order bell role A and push order bell role B are won. As a result, in a gaming state controlled by the AT, the number of medals that can be acquired per game is controlled to be large (the net increase in medals is large). In addition, without being limited to this, in a game state controlled by a non-AT, push order navigation may be executed only when push order bell role A or push order bell role B is won, in a game state controlled partially by an AT, push order navigation may be executed when push order bell role A and push order bell role B are won, and in a game state controlled by an AT, if push order bell role B is won, push order navigation may be executed with a predetermined probability (other than 100%).

[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".

[0043] The 1-piece role is a winning role that is achieved by matching the combination of symbols according to the order of pressing the stop button 5. In the following description, the 1-piece role A and the 1-piece role B are collectively referred to simply as the 1-piece role. For the 1-coin role, the stop buttons 5a to 5c are operated in two of the six possible sequences (correct sequences) to cause the corresponding symbol combination ("Replay, Watermelon, Bell") to be displayed in a static state. If the stop button 5 is operated in one of the other four possible sequences (incorrect sequences), the corresponding symbol combination will not be displayed in a static state. Specifically, for the 1-coin role A, the correct button press order is set to "5b → 5a → 5c" (center → left → right: 1st press of center) and "5b → 5c → 5a" (center → right → left: 1st press of center), and for the 1-coin role B, the correct button press order is set to "5c → 5a → 5b" (right → left → center: 1st press of right) and "5c → 5b → 5a" (right → center → left: 1st press of right). In other words, if any operation other than the 1ST press on the center button is performed for the 1-coin role A, a miss will occur, and if any operation other than the 1ST press on the right button is performed for the 1-coin role B, a miss will occur and no medals will be awarded.

[0044] 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, rare symbols (other than the common bell symbol) require a stopping operation (so-called eye-pressing operation) aimed at the symbol corresponding to the winning combination on a specific reel, and even if a winning combination is won and the pull-in stop control is performed, the corresponding symbol combination does not necessarily stop. If the player makes a mistake in pressing the buttons and is unable to stop the corresponding combination of symbols, a miss occurs and one medal is awarded.

[0045] The bonus role is a role in which the corresponding symbol combination is "BAR·BAR·BAR", and when the corresponding symbol combination (special mode) is achieved by operating the stop button 5, the game state is shifted to the bonus state. The right to win the bonus role can be carried over as long as the corresponding symbol combination does not stop (the bonus role is won) in the game in which the bonus role was won and in subsequent games. Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is called the "bonus winning state"). In addition, in normal games, the bonus winning state is executed for most of the time. On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is stopped and displayed (the bonus role is won), the player transitions to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state").

[0046] In addition, the bonus combination is won at a predetermined probability when the replay combination is won. When a bonus combination overlaps with a replay combination and is won, the main control unit 10 performs reel control with the lowest priority for the combination of symbols corresponding to the bonus combination. Therefore, in a game in which a bonus role and a replay role are both won, the combination of symbols corresponding to the bonus role cannot basically be stopped, but the combination of symbols corresponding to the replay role will be stopped, and the bonus winning state will continue (be carried over) to subsequent games. However, this is not limiting, and the bonus role may be won by itself.

[0047] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (a medal is paid out) as shown in Fig. 5. That is, the main control unit 10 includes a game value awarding means for awarding a game value (a medal) according to the stopping mode of the symbols. For example, when the corresponding symbol combinations A1 to A6 are displayed in the push order bell roles, 8 medals are paid out, and when the corresponding symbol combinations B3 to B6 are displayed in the push order bell roles, 15 medals are paid out. In addition, when a combination of symbols corresponding to the common bell role appears, 15 medals are paid out. In addition, the probability of winning the push order bell role is set so that the number of medals held by the player increases during the AT state.

[0048] When the symbol combination corresponding to the watermelon role is stopped, six medals are paid out, and when the symbol combination corresponding to each of the winning roles of the weak cherry role, strong cherry role, 1-coin role A, and 1-coin role B is stopped, one medal is paid out respectively. Furthermore, by displaying a combination of symbols corresponding to a replay role, the player can play the next game again without inserting a medal. Furthermore, when a combination of symbols corresponding to a bonus role is stopped, no medals are paid out.

[0049] The number of medals paid out when a combination of symbols corresponding to each winning role is stopped and displayed may be other than the above numbers. In addition, the combination of symbols corresponding to each winning role may be other than those described above, and may be composed of symbols that require a pressing operation, or may be composed of symbols that do not require a pressing operation. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.

[0050] (Recommended order of pressing) In the medal-less gaming machine 1 of this embodiment, the recommended pressing order is "press left 1ST" in which the stop button 5a is the first stop operation. Therefore, when a player performs a press order other than pressing left 1ST, such as pressing middle 1ST with stop button 5b as the first stop operation, or pressing right 1ST with stop button 5c as the first stop operation (hereinafter, these are collectively referred to as irregular presses), specific information can be output. The "output of specific information" refers to, for example, a display such as "Push left recommended" on the display 8, the output of a prohibition sound from the speaker 9, a change in the lighting state of the lamp 11, and the like. Also, as mentioned above, during game states controlled by non-AT (e.g., normal game state, CZ state, and continuation judgment stage) and game states controlled by some AT (e.g., AT1 stage, AT2 stage), in games in which the push order bell roles B3 to B6 are won, the push order navigation is controlled so as not to be executed as a general rule. Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular manner, the frequency of accidentally hitting the winning combination (push order bell combination B3 to B6) corresponding to the irregular presses will increase, and 15 medals will be paid out, which will affect the gaming performance, such as the payout rate, expected by the medal-less gaming machine 1. Therefore, in the medal-less gaming machine 1 of this embodiment, in the case of a game in which push order navigation is not being performed, a warning such as "pushing left is recommended" is displayed on the display 8, thereby making it possible to avoid active irregular pressing and to prevent the unexpected payout of 15 medals. Also, a penalty may be imposed when an irregular button press is performed. For example, the penalty may be that the game does not execute a bonus lottery or does not award game points. In addition, if irregular buttons are pressed during the AT state, no penalty may be imposed.

[0051] (Probability of winning 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 to draw each winning combination in each state related to the bonus (bonus non-winning state (RT0), bonus winning state (RT2), bonus state (RT1)). 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. 6 shows the winning probability of each winning combination in a 3-bet game, and shows a case where the setting values ​​set by the probability setting device 16 are common to all the setting values ​​in settings 1 to 6.

[0052] As shown in Figure 6, in the non-bonus winning state (RT0), the probability of winning each role is set as follows: Push Order Bell Role A>Push Order Bell Role B>Replay Role + Bonus Role>1 Coin Role>Weak Cherry Role>Watermelon Role>Common Bell Role>Strong Cherry Role. In addition, in the bonus winning state (RT2), the relationship is set to be: Push order bell role A>Push order bell role B>Replay role>1 coin role>Weak cherry role>Watermelon role>Common bell role>Strong cherry role. In addition, in the bonus state (RT1), the relationship is set to be: Push Order Bell A> Push Order Bell B> 1 ​​coin> Weak Cherry> Watermelon> Strong Cherry> Common Bell. Also, replay roles are not winnable.

[0053] As shown in FIG. 6, the bonus state is a gaming state in which a rare combination (a specific lottery result) is more likely to be derived than the non-bonus state (bonus non-winning state and bonus winning state). In other words, during the bonus state, the probability of winning a rare combination is controlled to a high probability state, so that the player has a higher expectation of receiving a special bonus. Details will be described later, but for example, during the normal game state (first game state), a lottery for transition to the CZ state (second game state) is held when a rare combination is won. Therefore, if the bonus state is entered during the normal game state, the chances of a lottery for transition to the CZ state can be increased, which is advantageous for the player. And, if the player wins the lottery for transition to the CZ state during the bonus state, the game state will transition from the normal game state to the CZ state during the bonus state. That is, during the bonus state, the player can be sequentially transitioned to a game state that is advantageous to the player by winning a rare combination. Therefore, the game state can be transitioned to an advantageous game state during the bonus state, and the game can be started from the advantageous game state after the bonus ends. In this way, during the bonus state, the rare role is controlled to have a high probability of winning, so that attention can be drawn to the winning role, thereby increasing the excitement of the game and the player's sense of expectation. In addition, the game states corresponding to the first game state and the second game state are not limited to the normal game state and the CZ state, but may be any game state in which the game state transitions when a bonus is awarded as a result of winning a rare role, for example, the CZ state and the AT1 stage, the red 7 bonus and the AT1 stage, the AT2 stage and the blue 7 bonus 1, the AT3 stage and the blue 7 bonus 2, etc. In addition, the awarding of benefits triggered by the winning of a rare role in each game state will be described later.

[0054] The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, it is assumed that the winning probability is the same for all set values, but this is not limited to the above, and there may be winning roles whose winning probability varies depending on the set value and winning roles whose winning probability does not vary depending on the set value. For example, the higher the setting of some rare roles, the higher the probability of winning may be set, or the lower the setting, the higher the probability of winning a rare role. In addition, for winning roles other than rare roles, the higher the setting, the higher the probability of winning may be set, or the lower the probability of winning may be set. In addition, although the winning probability of each role in a 3-bet game is assumed, the winning probability of each role in a game other than a 3-bet game may also be used. In addition, although no losing combination is provided for the winning combination, a losing combination may be provided.

[0055] (Internal lottery status) As shown in FIG. 7, the main control unit 10 can control the lottery state (RT state) of the internal lottery process to any one of a plurality of lottery states. As the plurality of lottery states, three states RT0 to RT2 are provided. As described above, RT0 to RT2 have different configurations of the internal lottery table used in the internal lottery process. In addition, although there are three selection states in this embodiment, there may be other than three.

[0056] RT0 is controlled as a non-bonus winning state. RT0 is entered when the system of the medal-less gaming machine 1 is reset, when the setting value is changed (including when the same setting value is set again (re-entering the setting value)), or when RT1 ends. In addition, RT0 ends when a bonus role is won, and transitions to RT2 (arrow a in Figure 7). In this way, RT0 is an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus role is won.

[0057] RT2 is controlled as a bonus winning state. RT2 is entered when a bonus role is won in RT0, and the combination of symbols corresponding to the bonus role is not displayed (wins the bonus role) in the winning game. In addition, RT2 ends when a combination of symbols corresponding to a bonus role is displayed (a bonus role is won), and the game transitions to RT1 (arrow b in FIG. 7). That is, RT2 continues from when the bonus role is won until the bonus role is won, and the game proceeds in a state where the bonus role is internally won (bonus winning state). In this way, RT2 is an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus combination is won.

[0058] The medal-less gaming machine 1 of this embodiment is controlled so that most of the games are played in RT2. As mentioned above, when a bonus role is won in RT0, the replay role that is won at the same time is given priority in the game in which the bonus role is won, so the bonus role is not won and the game moves to RT2 from the next game. In RT2, one of the winning roles is always won (see Figure 6), and the drawing of the symbols corresponding to these winning roles is given priority, so the bonus role rarely wins. For this reason, in this embodiment, the majority of the game will be played in RT2.

[0059] In addition, in RT2, at the timing when a bonus combination can be won (when a 1-coin combination is won), a "target navigation" (specific information) that can stop and display a combination of symbols (special mode) corresponding to the bonus combination may be displayed. In other words, the timing when a bonus combination can be won is notified to the player. Then, by following the "Aim Navi" and performing the eye-pressing operation, the player can win a bonus role and then transition to RT1 (bonus state). Details of the "Target Navi" will be described later.

[0060] RT1 is controlled as a bonus state, which is a so-called real bonus. RT1 is triggered by the achievement of a bonus role in RT2. Furthermore, RT1 ends when eight winnings have been achieved or twelve games have been played, and transitions to RT0 (arrow c in FIG. 7). In this way, RT1 is a game state that ends upon execution of a specified game.

[0061] In addition, RT1 (bonus state) may be entered if a bonus role is won, even if the "Aim Navi" is not displayed in RT2. For example, in RT2, when the "Avoidance Navi" (see Figure 29(b)) described below is displayed, if you press the buttons in a different order (irregular button presses) than the one displayed, you may accidentally win a bonus role. In such an irregular bonus state that is not anticipated by the medalless gaming machine 1 (hereinafter referred to as an irregular bonus state), various processes that are performed in a normal bonus state are controlled not to be performed. For example, control is performed so that the bonus lottery, the awarding of game points, the execution of push order navigation, etc., which are triggered by the winning of a rare combination, are not performed. In other words, during the irregular bonus state, the player is in an extremely disadvantageous state. However, this is not limited to the above, and some processing may be performed even during the irregular bonus state.

[0062] Next, with reference to FIG. 28, a screen display example on the display 8 during RT1 (bonus state) will be described. Figure 28(a) shows an example of a screen display during a bonus state to which a transition has been made during a normal game state, Figure 28(b) shows an example of a screen display during an irregular bonus state to which a transition has been made during a normal game state, and Figure 28(c) shows an example of a screen display during the normal game state. During the bonus state that has been transferred to the normal game state, as shown in Fig. 28(a), in addition to the display mode during the normal game state shown in Fig. 28(c), for example, text information (such as "Rare Role High Probability") is displayed in a scrolling manner on both sides of the screen to notify the player that the rare role is in a high probability state. Note that the display mode may not directly notify the rare role high probability state, but may notify the player to an extent that the player can predict.

[0063] During the irregular bonus state, as shown in Fig. 28(b), for example, a blackout image is displayed on the entire screen of the display 8, and text information indicating that the game is returning to normal play (for example, "Returning") is displayed. In other words, the current game state 81 and the current game point number 82 displayed during the normal bonus state as shown in Fig. 28(a) cannot be recognized. This can give the player a sense of discomfort, and by displaying the information in a manner that is disadvantageous to the player, it is possible to alert the player to the risk of pressing buttons in an irregular manner that does not follow the button order navigation. However, as long as the manner of calling attention to the pressing order is not limited to this, it may be, for example, the output of a prohibition sound from the speaker 9 or a change in the lighting mode of the lamp 11.

[0064] In addition, in RT1 (bonus state), control regarding push order navigation determined for each game state is executed. Specifically, in game states that are not controlled by AT (e.g., normal game state, CZ state), push order navigation is not executed, in game states that are partially controlled by AT (e.g., AT1 stage, AT2 stage), push order navigation is executed only when push order bell role A is won, and in game states that are controlled by AT (e.g., red 7 bonus, blue 7 bonus, ATCZ stage, AT3 stage), push order navigation is executed when push order bell role A and push order bell role B are won. In addition, without being limited to this, in the case of a game state controlled by a non-AT, the push order navigation is executed only when the push order bell role A or the push order bell role B is won, and in the case of a game state controlled partially by an AT, the push order navigation is executed when the push order bell role A and the push order bell role B are won.

[0065] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a zone control means capable of controlling the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and begins when the next game is started after the favorable zone has ended, and ends when the favorable zone transition conditions are met. Moreover, in the initial state (at the time of reset) of the main control unit 10, control is performed in the normal section.

[0066] In this embodiment, the advantageous zone transition condition is established when any winning combination is obtained in the internal lottery process. In other words, the normal zone ends in one game, and the game transitions from the normal zone to the advantageous zone after the third reel stop operation of the game.

[0067] In addition, the conditions for transition to the advantageous zone may be met when a specified winning role is won, or the transition may be caused by, for example, the stopped display of a combination of symbols corresponding to a specified winning role or the stopped display of a combination of symbols not corresponding to a specified winning role (for example, a missing number or a push order bell drop). In addition, the player may be transitioned to an advantageous zone on the condition that the player has entered a game state (e.g., an AT state) that is advantageous to the player as the number of medals increases, and the advantageous zone may be continued if the advantageous game state continues.

[0068] 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 the 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 addition, the condition for the end of the advantageous zone, which will be described in detail later, is also met if the advantageous zone continuation lottery held at the end of the AT3 stage is not won (end of the advantageous zone). Furthermore, if the bonus winning state (RT2) is in effect when transitioning to the normal zone after the end of the favorable zone, the game state will transition to the normal game state, and after the start of a new favorable zone, game play will begin from the continuation judgment stage. On the other hand, if the game state is not a bonus winning state (RT0, RT1) when transitioning to the normal zone after the end of the advantageous zone, the game state will transition to the normal game state, and after the start of a new advantageous zone, game play will start from the normal game state. Therefore, in the case of a bonus winning state (RT2), after the advantageous zone ends, the AT state can be played continuously. In this embodiment, the advantageous period basically continues at the end of the AT state (excluding the AT3 stage), but the conditions for ending the advantageous period may be met at some of these ends, or it may be decided whether or not to end the advantageous period depending on the difference in number of coins at the end. In addition, in the normal game state, if a predetermined number of games are played, the advantageous zone may end and the game may transition to the normal zone.

[0069] 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. In addition, if a favorable zone lamp is provided, it may be set to light up during the favorable zone and during a game state in which the number of medals increases (for example, an AT state).

[0070] In addition, 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 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 medals inserted - the number of medals paid out)) reaches the upper limit (for example, +2400 coins)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. In addition, the condition for the upper limit number of coins may be "the number of coins won during one advantageous period (net increase in number of coins (so-called MY)) has reached the upper limit number of coins (for example, 2,400 coins)."

[0071] 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.

[0072] When the advantageous zone ends, the right to win a bonus is carried over, but other information is initialized. For example, the values ​​of each counter described below and various information managed during each game state (for example, the probability state, the number of consecutive wins of small roles, the history of winning roles, AT stock (described below), and Blue 7 stock (described below)) are initialized when the advantageous zone 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.

[0073] 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 medals (net increase) 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 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 medals that a player can win while the gaming center is open is limited. Furthermore, even if the difference in the number of medals during one advantageous zone during business hours of the amusement arcade is an extremely small value and a player is able to win a very large number of medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, so that even if the difference in the number of medals is an extremely small value, it is possible to prevent the amusement arcade from suffering an extremely large disadvantage.

[0074] (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 Game point counter (hereinafter referred to as Counter C)…Counter value of the number of game points during the advantageous period

[0075] Counter B is a counter related to the favorable zone limiter. When the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting the number of games played during the advantageous zone (Counter A) and the number of medals won during the advantageous zone (Counter B), and when the value indicated by Counter B reaches a specific value (+2400 medals), it forcibly ends the advantageous zone. The values ​​of counter A and counter B are initialized (cleared to zero) when the favorable zone ends.

[0076] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (entered as the number of bets) by the player in one advantageous period and the number of medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of medals consumed and the number of medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of medals consumed in playing the game becomes greater than the total number of medals paid out as a result of the game.

[0077] This makes it possible to count the number of medals consumed (the number of medals lost by the player) during an advantageous zone, even if the player has not actually won any medals and has only consumed medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values ​​(medals) consumed in the advantageous zone is greater than the number of game values ​​(medals) awarded in the advantageous zone.

[0078] Counter C is a counter for the main control unit 10 to monitor the "game points" awarded during the advantageous period. The main control unit 10 adds (counts) one or more game points for each game, and stores the total number of game points. Specifically, the number of points to be added varies depending on the type of winning combination in the current game and the number of consecutive winning combinations. For example, game points are added (counted) based on the following conditions. - 1 point will be added for every non-rare winning combination. If you win a rare symbol, you will receive 2 points. If you get consecutive Bell or Rare symbols, you will receive points according to the number of consecutive symbols, up to a maximum of 10 points.

[0079] Based on these conditions, for example, if the winning combinations are Replay → Push Order Bell → Push Order Bell → Rare → Replay, game points will be awarded in each game in the following order: Replay role (1 point) → Push order bell role (1 point) → Push order bell role (2 points (2 consecutive roles)) → Rare role (4 points (3 consecutive roles)) → Replay role (1 point). Also, for example, if the winning combination is Push Order Bell Role → Push Order Bell Role → Push Order Bell Role → Replay Role → Rare Role → Rare Role, game points will be awarded in each game in the following order: Push Order Bell Role (1 point) → Push Order Bell Role (2 points (2 consecutive roles)) → Push Order Bell Role (3 points (3 consecutive roles)) → Replay Role (1 point) → Rare Role (2 points) → Rare Role (4 points (2 consecutive roles)). In addition, when a rare role is won, points are added even if a miss occurs (a prize is not won) due to incorrect pressing operation, etc. In addition, when a role other than a rare role (for example, a push order bell role) is won, if a miss occurs (a prize is not won) due to not following the push order navigation when the push order navigation occurs, points may not be awarded. Then, as will be described in more detail later, when the value of counter C (the cumulative number of game points) reaches a specified value, a bonus is awarded to the player depending on the gaming state he or she is in (see FIG. 9). Therefore, attention can be drawn to the number of game points awarded during the game, which can increase the interest of the game and the player's sense of expectation.

[0080] The method of awarding game points is not limited to this, and may be as follows. A normal probability state in which the point award rate per game is relatively low and a high probability state in which the point award rate per game is relatively high may be provided. For example, a predetermined game state (for example, the ATCZ stage) may be controlled to be in the high probability state. In addition, the upper limit on the number of points awarded per game may be set to 11 points or more, or there may be no upper limit. Also, the number of points awarded may be different depending on the type of winning combination. For example, a larger number of points may be awarded when a strong cherry combination is won than when a weak cherry combination is won. Also, for example, when a rare symbol appears consecutively, a larger number of points may be awarded than when a push order bell symbol appears consecutively.

[0081] In addition to the configuration described above, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game characteristics based on these gaming states.

[0082] (Details of each game state) Next, with reference to FIG. 8, each gaming state of the medal-less gaming machine 1 according to this embodiment and transitions between each gaming state will be described. The main control unit 10 can independently control the lottery state (RT state) of the internal lottery process, the transition control between the normal zone and the advantageous zone, and the transition control between game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is established (or after the end of the medal payout). However, this is not limited to this, and transition may occur from the next game after the transition condition is established.

[0083] As shown in FIG. 8, the game of the medal-less gaming machine 1 according to this embodiment is executed in a plurality of gaming states such as a normal gaming state, a CZ state, an AT state, a red 7 bonus, and a blue 7 bonus. The AT state also includes an AT1 stage, an AT2 stage, an AT3 stage, an ATCZ stage, and a continuation judgement stage. The main control unit 10 operates as a game state control means and a state control means, and is capable of controlling a transition from one game state (state) to another game state (state) based on the establishment of a predetermined transition condition. In the normal gaming state controlled by the non-AT, the longer the player stays in the normal gaming state, the longer the period during which it is difficult for the player to increase their medals, which is disadvantageous for the player. On the other hand, the AT state is an advantageous gaming state for the player, in which medals tend to increase as the player continues playing. Therefore, the player will play the game with the aim of transitioning from the normal gaming state to the AT state and staying in the AT state for a long time.

[0084] (Normal gameplay state) The normal gaming state is maintained when the medal-less gaming machine 1 is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends. It may also enter after the end of the CZ state, red 7 bonus, and AT state. In the normal gaming state in which the medalless gaming machine 1 (main control unit 10) remains after being reset, it is controlled to a normal zone (non-advantageous zone). Then, in the normal gaming state during the normal zone, if the advantageous zone transition condition is met, the main control unit 10 controls the transition from the normal zone to the advantageous zone. That is, in the normal gaming state, the duration of the normal zone stay is extremely short (for example, one game), and the game remains almost entirely in the advantageous zone. When the main control unit 10 is reset, the game remains in the bonus non-winning state (RT0), so that when the game moves from the normal zone to the advantageous zone, the game state remains the normal game state. In addition, in the normal game state, the fact that the game is being controlled in the normal zone may be made indistinguishable from the outside. For example, the display screen displayed on the display 8 may have the same background image during the normal zone and the advantageous zone. Also, when controlled in the normal section, the player may be made to stay in a gaming state other than the normal gaming state (for example, a non-advantageous gaming state).

[0085] (Processing when moving to favorable zone) Next, the process executed when the favorable zone transition condition is met during normal game play in the normal zone will be described. When the advantageous zone shift condition is met, the main control unit 10 executes a game point specified value lottery. Specifically, the main control unit 10 determines the default value of the game points by lottery based on the lottery state (RT state) and the setting value set in the probability setting device 16 by referring to the "Game Point Default Value Lottery Table" (Figure 10). As described above, game points are accumulated according to the progress of the game during the advantageous period, and when the number of points reaches a set value, a special benefit is awarded to the player. Therefore, the lower the set value determined at the start of the advantageous period, the more advantageous it is for the player.

[0086] As shown in Figure 10(a), for example, when the game point standard value lottery is controlled to the non-bonus winning state (RT0), if setting 3 is set, "100" and "200" are selected with a probability of 64 / 256, "500" and "700" are selected with a probability of 48 / 256, and "900" is selected with a probability of 32 / 256. Although detailed explanation is omitted, the probability when a setting other than setting 3 is set is also set to a value as shown in the figure. Also, as shown in FIG. 10(b), for example, when controlled to the bonus winning state (RT2), if the odd number setting is set, "100" and "200" are selected with a probability of 64 / 256, "500" and "700" are selected with a probability of 32 / 256, and "900" is selected with a probability of 64 / 256. Although a detailed description is omitted, the probability when an even number setting is set is also set to a value as shown in the figure. In this way, the probability that a low specified value will be selected is higher when the game is controlled to the bonus non-winning state (RT0) than when the game is controlled to the bonus winning state (RT2). In other words, when the medal-less gaming machine 1 (main control unit 10) is reset, the specified value that is determined mainly when the gaming arcade opens for business (first thing in the morning) is lowered. This can promote the operation of the medal-less gaming machine 1 when the gaming arcade opens for business (first thing in the morning). Furthermore, when the game points reach a specified value as the game progresses, the next specified value is determined by the lottery. However, without being limited to this, the same specified value may be referred to during one advantageous period. Also, if the bonus state (RT0) is controlled at the time of the advantageous period transition, a specific specified value (for example, 100) may be determined.

[0087] In addition, the main control unit 10 executes a bonus mode lottery when the advantageous zone transition condition is met. The bonus mode is a mode that affects the probability of the execution of the "Aim Navigation" described later, and is set, for example, in four stages (mode 1 to mode 4). Note that, as described in detail later, the higher the mode selected, the higher the probability of the execution of the "Aim Navigation" is set. The main control unit 10 operates as a mode control means, determining the initial value of the bonus mode when moving to a favorable zone, and promoting or dropping the mode as the game progresses during the favorable zone. The bonus mode is not limited to four stages, but may be three stages or less, or five stages or more.

[0088] Specifically, the main control unit 10 determines the bonus mode by lottery based on the lottery state (RT state) and the setting value set in the probability setting device 16 by referring to the "bonus mode lottery table" (Figure 11). As shown in Figure 11(a), for example, when the bonus mode lottery is controlled to the bonus non-winning state (RT0), if setting 1 is set, "mode 3" is selected with a probability of 96 / 256, "mode 4" is selected with a probability of 160 / 256, and "mode 1" and "mode 2" are not selected. Although detailed explanation is omitted, the probability when a setting other than setting 1 is set is also set to a value as shown in the figure. Also, as shown in FIG. 11(b), for example, when controlled to the bonus winning state (RT2), if setting 1 is set, "mode 1" is selected with a probability of 128 / 256, "mode 2" is selected with a probability of 48 / 256, "mode 3" is selected with a probability of 48 / 256, and "mode 4" is selected with a probability of 32 / 256. Although detailed explanation is omitted, the probability when a setting other than setting 1 is set is also set to a value as shown in the figure. In this way, the probability that a higher mode will be selected is higher when the game is controlled to the bonus non-winning state (RT0) than when the game is controlled to the bonus winning state (RT2). In other words, when the medalless gaming machine 1 (main control unit 10) is reset, the bonus mode that is determined mainly when the gaming arcade opens for business (first thing in the morning) tends to be high. This can promote the operation of the medalless gaming machine 1 when the gaming arcade opens for business (first thing in the morning).

[0089] (Processing during advantageous zone) Next, the processing executed in the normal game state during the advantageous zone will be described. In the normal game mode, a bonus lottery is held based on whether a rare combination has been won. Specifically, the main control unit 10 operates as a judgment means, and by referring to the "Benefit Granting Lottery Table (Normal Game State)" (Figure 12), conducts a lottery based on the winning role of the current game and the setting value set in the probability setting device 16. As shown in FIG. 12(a), for example, when a weak rare role (weak cherry role, watermelon role) is won, if setting 1 is set, the probability of winning is 24 / 256, if setting 2 is set, the probability of winning is 28 / 256, if setting 3 is set, the probability of winning is 32 / 256, if setting 4 is set, the probability of winning is 36 / 256, if setting 5 is set, the probability of winning is 40 / 256, and if setting 6 is set, the probability of winning is 44 / 256. Also, as shown in FIG. 12(b), for example, if a strong rare role (common bell role) is won, the probability of winning is set to 128 / 256, and if a strong rare role (strong cherry role) is won, the probability of winning is set to 160 / 256. In this way, the lower the winning probability of a role, the higher the probability of winning the bonus lottery, and the higher the setting value set in the probability setting device 16, the higher the winning probability. In addition, even if a strong rare role is won, a lottery may be held based on the setting value set in the probability setting device 16.

[0090] If the bonus lottery is won in the normal gaming state, the main control unit 10 grants the right to transition to the CZ state as a bonus (see FIG. 9). Then, the main control unit 10 controls the transition to the CZ state from the next game (arrow a in FIG. 8). In addition, when transitioning to the CZ state, the transition may be made after a predetermined number of games (for example, 5 games) of premonition effects are executed. The premonition effects may be any effect that allows the player to recognize that the content of the effect has changed and enhances the player's sense of expectation. In addition, when transitioning to the CZ state after the end of the premonition performance, if a rare role is won during the premonition performance, a lottery for the right to transition to the CZ state (CZ stock) may be held by referring to the "Benefit Granting Lottery Table (Normal Play State)" (Figure 12), or a lottery for upgrading to a confirmed CZ state (CZ state that transitions to a 100% AT state) may be held.

[0091] In the normal game state, a bonus navigation lottery is performed in response to a win of 1 coin role A or 1 coin role B. That is, a lottery for executing the "Aim Navi" is performed. Specifically, the main control unit 10 operates as a determination means, and determines whether to execute the "Aim Navigation" based on the current bonus mode by referring to the "Bonus Navigation Selection Table (Normal Game State)" (FIG. 13). The Bonus Navi Lottery is determined by the results of two draws. As shown in FIG. 13(a), for example, the first lottery is set so that if the current bonus mode is mode 1, the probability of winning is 1 / 256, if it is mode 2, the probability of winning is 6 / 256, if it is mode 3, the probability of winning is 52 / 256, and if it is mode 4, the probability of winning is 256 / 256. As shown in FIG. 13(b), the second lottery is set so that the probability of winning is 13 / 256 in all bonus modes.

[0092] If the player wins both of these lotteries, the main control unit 10 grants the player the right to execute "Aim Navi." When the right to execute "Aim Navi" is granted, the sub-control unit 20 executes "Aim Navi" on the display 8. For example, as shown in FIG. 29(a), the "Aim Navigation" is based on the operation of the start lever 3, and displays an image encouraging the player to stop the "BAR" symbol (e.g., "Aim for BAR!") and a push order navigation encouraging the player to push the buttons in order, encouraging the player to win a bonus role. When the "BAR" symbols are aligned in a straight line and stopped on the pay line, the game transitions to a bonus state from the next game, and a screen showing the bonus state is displayed on the display 8 (FIG. 28(a)). In addition, in the winning game of "Aim Navi", the game point number 82 may not be added.

[0093] On the other hand, in a game in which "Aim Navi" is executed, if the "BAR" symbols do not line up in a straight line and stop due to an incorrect timing operation or the like, the right to execute "Aim Navi" is lost and the "Aim Navi" execution screen ends. However, this is not limited to this, and the execution right of "Aim Navi" may be carried over until the next time 1-piece role A or 1-piece role B is won. In this case, it is preferable to stop updating various counters, such as granting game points (updating counter C), during the period until 1-piece role A or 1-piece role B is won.

[0094] If the player does not win in either of the two bonus navigation lotteries, the main control unit 10 grants the right to execute "avoidance navigation." When the execution right of the "avoidance navigation" is granted, the sub-control unit 20 executes the "avoidance navigation" on the display unit 8. The "avoidance navigation", for example, as shown in FIG. 29(b), displays push order navigation based on the operation of the start lever 3, and encourages the player to win a one-coin role. Specifically, when the 1-coin role A is won, a push order consisting of character information of "1" is displayed at a position corresponding to the reel 41b, and the push order of the stop button 5 (press the middle 1ST) is announced. When the 1-coin role B is won, a push order consisting of character information "1" is displayed at a position corresponding to the reel 41c, and the push order of the stop button 5 (pushing the right 1ST) is announced. In this way, when the bonus navigation lottery is not won, the avoidance navigation is executed to prompt the player to win a one-coin role, thereby making it possible to avoid winning a bonus role.

[0095] In addition, in the normal game state, when a 1-coin role is won, a lottery for dropping into the bonus mode is held. Specifically, when 1 coin role A or 1 coin role B is won, the main control unit 10 performs a lottery based on the current bonus mode by referring to the "bonus mode fall lottery table" (FIG. 14(a)). As shown in Figure 14(a), the bonus mode drop lottery is set up so that, for example, if the current bonus mode is mode 1, mode 1 will be won (continue) with a probability of 256 / 256, if it is mode 2, mode 1 will be won (drop) with a probability of 32 / 256, if it is mode 3, mode 2 will be won (drop) with a probability of 32 / 256, and if it is mode 4, mode 3 will be won (drop) with a probability of 32 / 256. That is, during the stay of modes 2 to 4, the mode may fall by one stage (for example, from mode 2 (second mode) to mode 1 (first mode)) upon winning the 1-piece role (second lottery result). Note that the mode may fall by two stages or more, not limited to one stage. The bonus mode drop lottery is assumed to be performed after the execution of the bonus navigation lottery described above, but may be performed before the execution of the bonus navigation lottery. In other words, the bonus navigation lottery may be performed based on the result of the bonus mode drop lottery (change of the bonus mode).

[0096] In addition, in the normal game state, when a bell role (push order bell role, common bell role) is won, a bonus mode promotion lottery is held. Specifically, when eight or more coins are paid out twice in a row (two bells in a row), the main control unit 10 refers to the "bonus mode promotion lottery table" (Figure 14(b)) and conducts a lottery based on the current bonus mode, and when eight or more coins are paid out three or more times in a row (three or more bells in a row), the main control unit 10 refers to the "bonus mode promotion lottery table" (Figure 14(c)) and conducts a lottery based on the current bonus mode. For example, in the case of two consecutive bells, as shown in Figure 14(b), if the current bonus mode is mode 1, there is a 64 / 256 probability of mode 2 being won (promoted), if it is mode 2, there is a 48 / 256 probability of mode 3 being won (promoted), if it is mode 3, there is a 32 / 256 probability of mode 4 being won (promoted), and if it is mode 4, there is a 256 / 256 probability of mode 4 being won (continued). In addition, in the case of three or more bells in a row, as shown in Figure 14 (c), if the current bonus mode is mode 1, there is a 64 / 256 probability of mode 2 being won (promoted) and a 16 / 256 probability of mode 3 being won (promoted); if it is mode 2, there is a 48 / 256 probability of mode 3 being won (promoted) and a 4 / 256 probability of mode 4 being won (promoted); if it is mode 3, there is a 36 / 256 probability of mode 4 being won (promoted), and if it is mode 4, there is a 256 / 256 probability of mode 4 being won (continued). That is, during modes 1 to 3, the mode may be promoted by one stage (for example, from mode 1 (first mode) to mode 2 (second mode)) upon winning the bell role (push order bell role, common bell role) (first lottery result). Note that the mode may be promoted by two or more stages, not limited to one stage. Additionally, there is a higher chance of entering bonus mode if you get three or more bells in a row than if you get two bells in a row.

[0097] In addition, the above-mentioned "bonus navigation lottery," "bonus mode fall lottery," and "bonus mode promotion lottery" are executed based on the same trigger in game states other than the normal game state. In this case, the bonus navigation lottery executed in the other gaming state may have a different winning probability in one or more gaming states. For example, it may be set to have a higher winning probability in one or more gaming states than in the normal gaming state. It may also be set to always win in one or more gaming states, or conversely, it may be set to always not win.

[0098] In addition, in the bonus navigation lottery executed in the AT3 stage (third game state) described later, it is controlled so that it will not be won (the aim navigation will not occur) regardless of the current bonus mode. In other words, in the AT3 stage, it is controlled so as not to enter the bonus state. The reason for carrying out such control is as follows. Although the details will be described later, the medal-less gaming machine 1 according to this embodiment has a feature that the game in the AT state can be played continuously across advantageous zones. In other words, it has a specification that allows one shot of balls to be acquired across multiple advantageous zones. In order to achieve this type of playability, when the advantageous zone ends in the advantageous zone continuation lottery (described below) that is executed at the end of the AT3 stage, the AT state is controlled so that it can be played continuously after the start of a new advantageous zone. However, as described above, when the medalless gaming machine 1 of this embodiment is controlled to switch to the normal zone after the end of the advantageous zone, if the state is other than the bonus winning state (bonus state), the gaming state transitions to the normal gaming state, and after the start of a new advantageous zone, playing will commence from the normal gaming state. Therefore, in the medal-less gaming machine 1 of this embodiment, in order to allow the AT state to be played continuously after the start of a new advantageous zone, the AT3 stage is controlled so as not to enter the bonus state. In other words, during the AT3 stage, the bonus winning state is maintained, and when the advantageous zone ends at the end of the AT3 stage, the transition is controlled to AT3 stage (advantageous zone) → normal game state (normal zone) → continuation judgment stage (advantageous zone), making it possible to play the AT state continuously across the advantageous zone.

[0099] In addition, in the bonus mode drop lottery and the bonus mode promotion lottery executed in other gaming states, the probability of changing the bonus mode may be different in one or more gaming states. For example, in game states partially controlled by AT (e.g., AT1 stage, AT2 stage) or game states controlled by AT (e.g., red 7 bonus, blue 7 bonus, ATCZ stage, AT3 stage), since it is easy to get consecutive push order bell roles, it may be set to have a higher probability of winning (falling) than in a normal game state and / or a lower probability of winning (promotion) than in a normal game state. In addition, in other game states, when push order navigation occurs, even if an incorrect push order causes a push order bell spill or a missing number to stop and be displayed, it may be considered that eight or more coins have been paid out.

[0100] In addition, the "bonus navigation lottery," "bonus mode fall lottery," and "bonus mode promotion lottery" executed in game states other than the normal game state are executed in the same manner as in the normal game state described above, and therefore will be omitted in the explanation of each game state described below.

[0101] In addition, in the normal game state, when the game points reach a prescribed number, a bonus is awarded. Specifically, the main control unit 10 provides a right to transition to the Red 7 BONUS as a privilege (see FIG. 9), and controls the transition to the Red 7 BONUS from the next game (arrow c in FIG. 8).

[0102] Furthermore, in the normal game state, if the player wins the bonus lottery described above when the game points reach a prescribed number, a bonus will be awarded. Specifically, the main control unit 10 grants the right to transition to the red 7 bonus and the right to transition to the AT state as a privilege (see Figure 9), and controls the transition to the AT state (AT1 stage) after the red 7 bonus ends (arrow h in Figure 8). In other words, when the player's game points reach a specified number and the player wins the bonus lottery, the player is given a bonus that is even more advantageous to the player. In this way, various bonuses are awarded when a set number of game points is reached, making it possible to increase the entertainment value of the game and reliably increasing the player's sense of expectation.

[0103] The transition conditions for transitioning from the normal gaming state to another gaming state may be other than the above conditions. For example, when the number of times a game is executed during the normal game state reaches a predetermined number, the game may be shifted to the CZ state. Also, during the normal game state, a lottery for shifting to the AT state may be held with a predetermined winning probability (for example, 0.01%) for each game. In addition, in the normal game state, the transition probability may be changed by providing a normal probability state in which the transition probability to the CZ state is relatively low and a high probability state in which the transition probability is relatively high. The transition of the probability state may be controlled so that, for example, a transition (promotion) from the normal probability state to the high probability state occurs at a predetermined probability when a rare role is won, and, for example, a transition (demotion) from the high probability state to the normal probability state occurs at a predetermined probability when a replay role is won.

[0104] (CZ state) Although the CZ state is not an AT state, it is an advantageous gaming state for the player because a lottery is held to determine whether to transition to the AT state, and it is positioned as a chance zone (CZ) in the flow of the game. The maximum number of games that can be played in CZ state is 10.

[0105] In the CZ state, a lottery is held to determine which bonus will be awarded based on the winning combination in this game. Specifically, the main control unit 10 refers to the "Benefit Granting Lottery Table (CZ State)" (FIG. 15) to perform a lottery based on the winning combination of the current game. As shown in FIG. 15, for example, if a role other than a rare role is won, the probability of winning is set to 16 / 256, if a weak cherry role is won, the probability of winning is set to 128 / 256, and if a strong cherry role is won, the probability of winning is set to 256 / 256. In this way, the probability of winning increases if a combination with a low probability of winning is won, making it possible to carry out a highly interesting lottery and heighten the player's sense of expectation. However, without being limited to this, it may be set so that if a specific role (for example, a rare role) is won, the winning is guaranteed.

[0106] In addition, the "1-piece role (bonus navigation lottery win)" on the bonus granting lottery table (CZ state) indicates the case where the bonus navigation lottery is won as a result of winning the 1-piece role. In other words, if the right to play "Aim Navi" is granted by winning the bonus navigation lottery, the lottery for granting the special prize is set to be won (256 / 256). Note that the "1-piece role (bonus navigation lottery win)" shown in the following tables is the same.

[0107] If the bonus lottery is won in the CZ state, the main control unit 10 will grant the right to transition to the AT state as a bonus (see FIG. 9). Then, the main control unit 10 controls the transition to the AT state from the next game (arrow e in FIG. 8).

[0108] Also, in CZ state, a bonus will be awarded when a specified number of game points are reached. Specifically, the main control unit 10 grants the right to transition to the red 7 bonus and the right to transition to the AT state as a privilege (see FIG. 9). Then, the main control unit 10 controls so as to transition to the Red 7 BONUS from the next game (arrow f in FIG. 8), and controls so as to transition to the AT state (AT1 stage) after the Red 7 BONUS ends (arrow h in FIG. 8).

[0109] Furthermore, in the CZ state, if the player wins the bonus lottery mentioned above when the game points reach a specified number, a bonus will be awarded. Specifically, the main control unit 10 grants the right to transition to Blue 7 Bonus 1 (hereinafter, also referred to as Blue 7 Stock) as a privilege (see FIG. 9). In this case, after the CZ state ends, control is performed so that the transition to Blue 7 Bonus 1 occurs (arrow g in FIG. 8). Blue 7 Stock is a right that can be controlled to Blue 7 Bonus 1 or Blue 7 Bonus 2 depending on the current gaming state, and is stored (stocked) in the memory unit of the main control unit 10, and one is lost when transitioning to Blue 7 Bonus 1 or Blue 7 Bonus 2.

[0110] If, during the CZ state, the bonus lottery is not won and 10 games are completed without the game points reaching the specified number, the main control unit 10 controls the transition to the normal game state from the next game (arrow b in Figure 8).

[0111] (Red 7 Bonus) The Red 7 Bonus is controlled by the AT, so it is a game state in which you can expect an increase in medals by having push order navigation for the push order bell role take place. The Red 7 Bonus can be played 20 games.

[0112] For the Red 7 Bonus, a prize draw will be held based on the winning combination in this game. Specifically, the main control unit 10 refers to the "Benefit Granting Lottery Table (Red 7 Bonus)" (FIG. 16) to perform a lottery based on the winning combination of the current game. As shown in FIG. 16, for example, if a role other than a rare role is won, the probability of winning is set to 8 / 256, if a weak cherry role is won, the probability of winning is set to 32 / 256, and if a strong cherry role is won, the probability of winning is set to 128 / 256. In this way, the probability of winning increases if a combination with a low probability of winning is won, making it possible to carry out a highly interesting lottery and heighten the player's sense of expectation.

[0113] If the bonus lottery for the Red 7 Bonus is won, the main control unit 10 will grant the right to continue the AT state (hereinafter also referred to as AT stock) as a bonus if the transition to the AT state has not been confirmed, and will grant an additional number of games (20 games) in the AT1 stage as a bonus if the transition to the AT state has been confirmed (see Figure 9). However, without being limited to this, if the transition to the AT state is confirmed, the number of games for the Red 7 Bonus may be increased (added) by 20 games. Then, the main control unit 10 controls so as to transition to the AT state after the red 7 bonus ends (arrow h in FIG. 8).

[0114] In addition, with the Red 7 Bonus, a special bonus is awarded when a certain number of game points are reached. Specifically, when the transition to the AT state has not been confirmed, the main control unit 10 awards AT stocks as a bonus, and when the transition to the AT state has been confirmed, the main control unit 10 awards an additional number of games (20 games) in the AT1 stage as a bonus (see Figure 9).

[0115] Furthermore, in the Red 7 Bonus, if the player wins the bonus lottery mentioned above when the game points reach a certain number, a bonus will be awarded. Specifically, when the transition to the AT state has not been confirmed, the main control unit 10 awards a blue 7 stock as a bonus, and when the transition to the AT state has been confirmed, the main control unit 10 awards two blue 7 stocks as a bonus (see Figure 9).

[0116] If during the red 7 bonus, the player does not win the bonus lottery and the game points do not reach the specified number and 20 games are completed, the main control unit 10 controls the game to transition to the normal game state from the next game (arrow d in Figure 8).

[0117] (AT state) The AT state is a gaming state in which it is easy to win medals by being controlled by the AT or a partial AT. The AT state has an AT1 stage, an AT2 stage, an AT3 stage, an ATCZ stage, and a continuation judgment stage, and each stage allows for different gameplay content. During the AT state, gameplay basically progresses in the following order: AT1 stage → AT2 stage → AT3 stage → continuation judgment stage, and if the continuation of the AT state is confirmed at the end of the continuation judgment stage, the game will transition to the AT3 stage again and play will become possible. The expected degree of AT continuation at each stage is set such that the relationship is AT1 stage < AT2 stage < AT3 stage. Therefore, by aiming to transition to the AT3 stage, the player expects to stay in the AT state for a long time and play the game. Also, during the AT state, it is possible to transition from the AT1 stage and the AT2 stage to the blue 7 bonus 1, and it is possible to transition from the continuous judgment stage to the blue 7 bonus 2.

[0118] (AT1 stage) At the AT1 stage, when entering, a specified number of games (for example, 30 games) is given as the remaining number of games, and as the game is executed, the remaining number of games is subtracted and continues until the remaining number of games becomes "0". Also, if there is a "bonus number of games" given as a privilege before entering the AT state, it is added (bonused) to the remaining number of games. Note that the bonus number of games may be added at the start of the game in the AT1 stage or during the game in the AT1 stage. During the AT1 stage, the player plays the game aiming to confirm the transition to the AT2 stage before the remaining number of games becomes "0".

[0119] At the AT1 stage, an AT continuation lottery is conducted at the start of the game (when operating the start lever 3) when entering the AT1 stage. Specifically, the main control unit 10 refers to the "AT continuation lottery table" (Figure 17) to conduct a lottery on whether to transition to the AT2 stage. As shown in Figure 17, for example, it is set to win with a probability of 64 / 256. If winning the AT continuation lottery, the main control unit 10 grants the right to continue the AT state (hereinafter, also referred to as AT stock). The granted AT stock is stored in the storage unit of the main control unit 10.

[0120] Note that the AT continuation lottery in the AT1 stage may be conducted not at the time of entering the AT1 stage but at the end of the final game in the game state (for example, CZ state or red 7 bonus) before entering the AT1 stage. In addition, if the player wins the AT continuation lottery (if the player owns AT stocks), a specific background music may be output with a predetermined probability (for example, 40%) to indicate that continuation is confirmed during the AT1 stage. In addition, if the AT continuation lottery is won, the game may be controlled so that the next game moves to the AT2 stage without playing the remaining number of games in the AT1 stage.

[0121] In addition, in the AT1 stage, a lottery will be held to award bonuses based on whether or not a rare role has been won. Specifically, the main control unit 10 refers to the "benefit awarding lottery table (AT1 stage)" (FIG. 18) to perform a lottery based on the winning combination of the current game. As shown in FIG. 18, for example, when a watermelon role is won, the ATCZ1 stage is won with a probability of 16 / 256 and the ATCZ2 stage is won with a probability of 32 / 256; when a weak cherry role is won, the ATCZ1 stage is won with a probability of 32 / 256 and the ATCZ2 stage is won with a probability of 16 / 256; and when a strong cherry role is won, the ATCZ1 stage is won with a probability of 96 / 256 and the ATCZ2 stage is won with a probability of 96 / 256.

[0122] If the bonus lottery is won in the AT1 stage, the main control unit 10 grants the right to move to the ATCZ1 stage or the ATCZ2 stage as a bonus (see FIG. 9). Then, the main control unit 10 controls the next game to move to the ATCZ1 stage or the ATCZ2 stage (arrow l in FIG. 8). In this way, the probability of winning increases if a combination with a low probability of winning is won, making it possible to carry out a highly interesting lottery and heighten the player's sense of expectation. In addition, if the watermelon role is won, the probability of winning the ATCZ2 stage is higher than if the weak cherry role is won, and conversely, if the weak cherry role is won, the probability of winning the ATCZ1 stage is higher than if the watermelon role is won. In other words, the characteristics of the lottery change depending on the winning role. In addition, in the case of a "1-piece role (bonus navigation lottery win)", the ATCZ1 stage or the ATCZ2 stage may be won with a probability of 256 / 256.

[0123] Also, in the AT1 stage, if the game points reach a certain number, a bonus will be awarded. Specifically, the main control unit 10 grants the right to transition to the ATCZ1 stage or the ATCZ2 stage as a privilege (see FIG. 9). For example, the right to transition to the ATCZ1 stage or the ATCZ2 stage is selected with a 50% probability. Furthermore, in the AT1 stage, if the player wins the bonus lottery described above when the game points reach a specified number, a bonus will be awarded. Specifically, the main control unit 10 provides a bonus of 7 blue stocks (see FIG. 9).

[0124] Then, when the number of remaining games becomes "0" in the AT1 stage, if the main control unit 10 has AT stocks, it controls the transition to the AT2 stage from the next game (arrow j in Figure 8), and if the main control unit 10 has blue 7 stocks, it controls the transition to blue 7 bonus 1 from the next game (arrow k in Figure 8). In addition, when the number of remaining games becomes "0" in the AT1 stage, if there is no AT stock or blue 7 stock, the main control unit 10 controls the transition to the normal game state from the next game (arrow x in Figure 8). In addition, when blue 7 stock is awarded in the AT1 stage, the game may be controlled so that the next game moves to blue 7 bonus 1 without playing the remaining number of games in the AT1 stage.

[0125] In addition, in the AT1 stage, if the player wins the bonus lottery mentioned above, a lottery for the initial panel will be held. Specifically, if the ATCZ1 stage is selected in the bonus lottery, an initial panel lottery (ATCZ1) will be held, and if the ATCZ2 stage is selected, an initial panel lottery (ATCZ2) will be held.

[0126] Although details will be described later, in the ATCZ stage, an expectation level presentation using a "panel" is performed on the display device 8 (see FIGS. 30 to 32, etc.). The panel is information that allows the player to recognize the continuation expectation of the AT state during the ATCZ stage, and for example, the level of continuation expectation can be recognized from the display mode of the panel. The panels are also set up to correspond to the push order bell role. For example, there is provided panel A corresponding to the push order bell role A3 and the push order bell role B3, panel B corresponding to the push order bell role A4 and the push order bell role B4, panel C corresponding to the push order bell role A5 and the push order bell role B5, panel D corresponding to the push order bell role A6 and the push order bell role B6, panel E corresponding to the push order bell role A3, the push order bell role B3, the push order bell role A4 and the push order bell role B4, and panel F corresponding to the push order bell role A5, the push order bell role B5, the push order bell role A6 and the push order bell role B6. The correspondence between the types of push order bell roles and the types of panels is stored in a memory unit. Due to this configuration, the ATCZ stage is designed so that the display mode of the corresponding panel changes depending on the type of push order bell role that is won.

[0127] In addition, a "continuation rate" or a "stock rate" is defined for each panel. The continuation rate is an indicator of the ease of continuing the ATCZ2 stage, and the stock rate is an indicator of the ease of winning the AT stock acquisition lottery (the ease of being awarded AT stocks). At the end of the ATCZ stage, a lottery is held to determine who can win AT stocks based on the stock rate associated with each panel. Therefore, those who have a higher stock rate at the end of the ATCZ stage have an advantage. In addition, at the end of the ATCZ2 stage, a lottery is held for the continuation of the ATCZ2 stage based on the continuation rate associated with each panel, and the ATCZ2 stage can be extended until the lottery is not won. Therefore, it is advantageous to have a high continuation rate at the end of the ATCZ stage.

[0128] The initial values ​​of such continuation rates and stock rates are determined in the AT1 stage before transitioning to the ATCZ stage. In the initial panel lottery (ATCZ1), the initial stock rate of each panel (panels A to D) is determined by lottery. Specifically, the main control unit 10 performs a lottery based on the setting value set in the probability setting device 16 by referring to the "initial panel lottery table (ATCZ1)" (FIG. 19). In this case, the initial values ​​of the stock rates corresponding to the panels A to D are determined by repeatedly performing the lottery four times. However, the present invention is not limited to this, and the initial values ​​of the stock rates of all panels may be determined in one drawing. For example, in order to prevent all panels from having the same stock rate, a table may be provided that defines a plurality of patterns that respectively define the stock rates of the four panels, and the initial values ​​of the stock rates of all panels may be determined in one drawing by referring to the table.

[0129] As shown in FIG. 19, for example, when setting 1 is set, the initial panel lottery (ATCZ1) is set so that there is a 204 / 256 probability that a stock rate of "25%" will be selected, a 32 / 256 probability that a stock rate of "33%" will be selected, a 12 / 256 probability that a stock rate of "50%" will be selected, and a 8 / 256 probability that a stock rate of "80%" will be selected. Although detailed explanation is omitted, the probability when a setting other than setting 1 is set is also set to a value as shown in the figure. As shown in the figure, the tendency of the above lottery is basically such that the larger the setting value set in the probability setting device 16, the more difficult it is to win the minimum stock rate (25%), and also so that there is a bias in the stock rate values ​​selected when the setting value is odd and even. This allows the player to guess the set value to some extent from the selected stock rate value, which can increase the interest of the game and the player's sense of anticipation.

[0130] The initial panel lottery (ATCZ1) may be modified as follows. For example, panels corresponding to push order bell role A1, push order bell role B1, push order bell role A2, and push order bell role B2 may be provided, and the initial values ​​may be determined by lottery. In addition, the correspondence between the panel and the push order bell role may be made for each push order bell role that has the same push order to stop the operation first. For example, panels corresponding to the push order bell role A3, push order bell role B3, push order bell role A4, and push order bell role B4, which are the first push in the middle, may be provided, and the initial value may be determined by lottery. In addition, the correspondence between the panel and the push order bell role may be made for each push order bell role that has a different push order to be stopped first. For example, a panel corresponding to the push order bell role A3, the push order bell role B3, the push order bell role A5, and the push order bell role B5 may be provided, and the initial value may be determined by lottery. Furthermore, the initial value of the stock rate of each panel to be determined may be set to a uniform value (for example, 25%). In addition, a panel corresponding to a push order bell role with a relatively low winning probability may be set to a high stock rate, and a panel corresponding to a push order bell role with a relatively high winning probability may be set to a low stock rate.

[0131] In the initial panel lottery (ATCZ2), the initial values ​​of the continuation rate of Panel E and the stock rate of Panel F are determined by lottery. Specifically, the main control unit 10 performs a lottery based on the setting value set in the probability setting device 16 by referring to the "initial panel lottery table (ATCZ2)" (FIG. 20). The initial value of the continuation rate corresponding to panel E is determined by referring to the "initial panel lottery table (ATCZ2)" (Figure 20(a)), and the initial value of the stock rate corresponding to panel F is determined by referring to the "initial panel lottery table (ATCZ2)" (Figure 20(b)). However, without being limited to this, the initial values ​​of the continuation rate and the stock rate of all panels may be determined in one drawing. For example, a table may be provided that specifies a plurality of patterns that respectively determine the continuation rate of panel E and the stock rate of panel F, and the initial values ​​of all panels may be determined in one drawing by referring to the table.

[0132] The continuation rate corresponding to panel E is set as shown in FIG. 20(a), for example, when setting 1 is set, there is a 232 / 256 probability of "25%" being selected, a 12 / 256 probability of "33%" being selected, a 4 / 256 probability of "50%" being selected, a 4 / 256 probability of "66%" being selected, and a 4 / 256 probability of "80%" being selected. Although detailed explanation is omitted, the probability when a setting other than setting 1 is set is also set to a value as shown in the figure. In addition, as shown in FIG. 20(b), the stock rate corresponding to panel F is set so that, for example, when setting 1 is set, there is a 240 / 256 probability that "25%" will be selected, a 10 / 256 probability that "33%" will be selected, a 2 / 256 probability that "50%" will be selected, a 2 / 256 probability that "66%" will be selected, and a 2 / 256 probability that "80%" will be selected. Although detailed explanation is omitted, the probability when a setting other than setting 1 is set is also set to a value as shown in the figure. As shown in the figure, the tendency of the above lottery is basically such that the larger the setting value set in the probability setting device 16, the more difficult it is to win the minimum continuation rate (25%) or the minimum stock rate (25%), and also such that there is a bias in the stock rate values ​​selected when the setting value is odd and even. This allows the player to guess the set value to some extent from the selected stock rate value, which can increase the interest of the game and the player's sense of anticipation.

[0133] The initial panel lottery (ATCZ2) may be modified as follows. For example, the initial values ​​of the continuation rate and the stock rate determined by the initial panel lottery (ATCZ2) are specified to be the same numerical value, but this is not limited thereto, and different numerical values ​​may be specified for some or all of them. Also, instead of the continuation rate, the number of lottery draws (once, twice, three times, etc.) may be specified.

[0134] (ATCZ Stage) The ATCZ stage is controlled by the AT and is a gaming state in which there is a high expectation of acquiring AT stocks, and is positioned as a so-called chance zone within the AT. The ATCZ stage consists of the ATCZ1 stage and the ATCZ2 stage, and players are assigned to one of the stages depending on the results of the bonus lottery in the previous AT1 stage. The number of times that you can play the ATCZ stage is 10 games + α. The number of games that will be added will be explained later.

[0135] The ATCZ1 stage and the ATCZ2 stage are divided into a first half part (first game period) which is a preparation state and a second half part (second game period) which is a lottery state, and each stage allows different game contents to be realized. In the first half, a specified number of games (for example, 10 games) is assigned as the number of remaining games, and the number of remaining games is subtracted as the game is played, continuing until the number of remaining games becomes "0." In addition, during the first half of the game, a panel promotion lottery will be held based on the results of the role selection. The panel promotion lottery is a lottery that can promote the initial value of the continuation rate and stock rate of each panel determined in the initial panel lottery in the previous AT1 stage. If you win the lottery, you can promote the stock rate from 25% to 33%, for example. Then, at the end of the first half, the continuation rate and stock rate of each panel promoted in each game will be reflected in the game content in the subsequent second half. In other words, during the first half part, efforts are made to increase the probability of winning the AT stock acquisition lottery held in the second half part.

[0136] The second half starts after the first half ends and continues for a predetermined number of games (+α number of games). The second half of the ATCZ1 stage will continue until the Push Order Bell role (Push Order Bell role A3, Push Order Bell role A4, Push Order Bell role B4, Push Order Bell role A5, Push Order Bell role B5, Push Order Bell role A6, Push Order Bell role B6) is won. In other words, the latter half of the ATCZ1 stage will continue for an additional number of games until one of these push order bell roles is won. Then, in the ATCZ1 stage, if any of these push order bell roles is won after the start of the second half, a lottery will be held to win AT stocks based on the stock rate of the panel corresponding to the winning push order bell role. In other words, if you win these push order bell roles in the first game after the second half begins, that game will be the lottery game, but if you do not win these push order bell roles in the first game, the next game in which you win the push order bell role will be the lottery game.

[0137] In the latter half of the ATCZ2 stage, details will be given later, but a lottery for continuing the ATCZ2 stage and a lottery for acquiring AT stocks will be held every game. The ATCZ2 stage continuation lottery is conducted based on the continuation rate of Panel E, and the ATCZ2 stage continues by repeatedly conducting the lottery every game until the lottery is not won. In other words, the second half of the ATCZ2 stage will continue for an additional number of games until the ATCZ2 stage continuation lottery is not won. Therefore, if you win the ATCZ2 stage continuation lottery, the ATCZ2 stage will continue, and the lottery to win AT stocks will be held repeatedly.

[0138] (ATCZ1 stage) In the first half of the ATCZ1 stage, a lottery for awarding bonuses (panel promotion lottery) will be held based on the winning combination in this game. Specifically, the main control unit 10 refers to the "benefit awarding lottery table (ATCZ1 stage)" (FIG. 21(a)) to perform a lottery based on the winning combination of the current game. As shown in FIG. 21(a), for example, if the push order bell role A3 or push order bell role B3 is won, panel A is won with a probability of 256 / 256, if the push order bell role A4 or push order bell role B4 is won, panel B is won with a probability of 256 / 256, if the push order bell role A5 or push order bell role B5 is won, panel C is won with a probability of 256 / 256, if the push order bell role A6 or push order bell role B6 is won, panel D is won with a probability of 256 / 256, if the strong cherry role is won, all panels (panels A to D) are won with a probability of 256 / 256, if a rare role other than the strong cherry role is won, two panels are won with a probability of 42 / 256, and all panels (panels A to D) are won with a probability of 4 / 256. In this way, the panel corresponding to the push order bell role is selected as the promoted panel, and if a rare role is selected, multiple panels are selected as promoted panels, making it possible to carry out a highly entertaining lottery and heighten the player's expectations. In the following explanation, the Push Order Bell role A3, Push Order Bell role B3, Push Order Bell role A4, Push Order Bell role B4, Push Order Bell role A5, Push Order Bell role B5, Push Order Bell role A6, Push Order Bell role B6, and rare roles are also referred to as "panel promotion roles".

[0139] If a player wins the bonus lottery (panel promotion lottery) in the ATCZ1 stage, the main control unit 10 will promote the target panel as a bonus (see FIG. 9). Specifically, the stock rate of the target panel will be raised by one level. For example, it will be raised by one level each in the following order: "25%" → "33%" → "50%" → "80%" → "100%" → "100%+α". For example, when the push order bell role A3 or the push order bell role B3 is won, the current stock rate of the panel A is promoted. However, this is not limited to this, and it may be promoted by two or more stages. The "α" in the maximum stock rate of "100%+α" indicates the Blue 7 stock. In other words, when the panel is promoted to "100%+α", the continuation of the AT state (transition to AT2 stage) is confirmed, and the transition to Blue 7 Bonus 1 is also confirmed. In addition, the number of blue 7 stocks awarded as "α" may be one, or multiple blue 7 stocks may be awarded by repeatedly drawing lots to win blue 7 stocks based on a predetermined loop probability (e.g., 50% to 80%) until no winner is found. In this way, in the first half of the ATCZ1 stage, the panel corresponding to the winning role can be promoted based on the results of the role drawing. This can draw attention to the winning combination, increasing the excitement of the game and the player's sense of expectation.

[0140] In the second half of the ATCZ1 stage, a lottery will be held to win AT stocks. Specifically, the main control unit 10 conducts a lottery in the game in which the push order bell role (push order bell role A3, push order bell role B3, push order bell role A4, push order bell role B4, push order bell role A5, push order bell role B5, push order bell role A6, push order bell role B6) is won for the first time after entering the second half part. At this time, the main control unit 10 performs a lottery based on the stock rate stipulated in the panel corresponding to the winning push order bell role. For example, if the Push Order Bell role A3 or Push Order Bell role B3 is won, a lottery is held based on the stock rate of panel A; if the Push Order Bell role A4 or Push Order Bell role B4 is won, a lottery is held based on the stock rate of panel B; if the Push Order Bell role A5 or Push Order Bell role B5 is won, a lottery is held based on the stock rate of panel C; and if the Push Order Bell role A6 or Push Order Bell role B6 is won, a lottery is held based on the stock rate of panel D. If the lottery is won, the main control unit 10 will grant AT stocks as a bonus if the player does not own AT stocks, and will grant blue 7 stocks as a bonus if the player owns AT stocks. Moreover, the main control unit 10 controls the game to transition (return) to the AT1 stage from the game next to the lottery (arrow m in FIG. 8).

[0141] In addition, in the ATCZ1 stage, bonuses will be awarded when a certain number of game points are reached. Specifically, the main control unit 10 increases the stock rate of one panel to the maximum value (100%+α) as a special privilege (see FIG. 9). In this case, for example, there is a 25% probability that one of panels A to D will be selected. If the selected panel is already at the maximum value (100% + α), another panel may be selected. If all panels are already at the maximum value (100% + α), another benefit (for example, 7 blue stocks) may be awarded.

[0142] Furthermore, in the ATCZ1 stage, if the player wins the bonus lottery mentioned above when the game points reach a certain number, the player will be awarded a bonus. Specifically, the main control unit 10 will increase the stock rate of all panels to "100%" as a bonus (see FIG. 9). Note that panels that are already at the maximum value (100%+α) will maintain "100%+α." If a panel is already at the maximum value (100%+α), another bonus (for example, blue 7 stock) may be awarded.

[0143] Next, an example of the performance during the ATCZ1 stage will be described. The sub-controller 20 causes the display 8 to display each screen as shown in FIG. 30 as the game progresses in the ATCZ1 stage. 30(a) to 30(d) show example screens in the first half part, and FIG. 30(e) to 30(f) show example screens in the second half part.

[0144] First, when entering the ATCZ1 stage, the screen shown in Figure 30(a) will be displayed. The upper part of the screen of the display 8 displays the game status 81, the number of game points 82, and the number of games remaining. In the center of the screen of the display device 8, a panel image 83 that resembles a panel is displayed. The panel images 83 are, from the left on the screen, a panel image 83a corresponding to panel A, a panel image 83b corresponding to panel B, a panel image 83c corresponding to panel C, and a panel image 83d corresponding to panel D. In addition, a background navigation 84 and a corresponding button press order 85 are displayed within the panel image 83. The background navigation 84 is an area where information regarding the expectation level of each panel is displayed. Specifically, background navigation 84a displays information suggesting the current stock rate of panel A, background navigation 84b displays information suggesting the current stock rate of panel B, background navigation 84c displays information suggesting the current stock rate of panel C, and background navigation 84d displays information suggesting the current stock rate of panel D. More specifically, as shown in FIG. 31, the display mode is set to correspond to the current stock rate. For example, if the current stock rate is 25%, it is displayed against a blue background, if the current stock rate is 33%, it is displayed against a yellow background, if the current stock rate is 50%, it is displayed against a green background, if the current stock rate is 80%, it is displayed against a red background, if the current stock rate is 100%, the letter V is displayed against a rainbow background, and if the current stock rate is 100% + α, the letter V + α is displayed against a rainbow background. Therefore, the player can judge the degree of expectation of continuation by the color of the background navigation 84. It should be noted that the display mode of the background navigation 84 is not limited to this, as long as the player can recognize the current stock rate.

[0145] Corresponding push order 85 is an area in which the correct push order for the push order bell role corresponding to each panel is displayed. Specifically, corresponding push-button sequence 85a displays the correct push-button sequence corresponding to panel A (center → left → right), corresponding push-button sequence 85b displays the correct push-button sequence corresponding to panel B (center → right → left), corresponding push-button sequence 85c displays the correct push-button sequence corresponding to panel C (right → left → center), and corresponding push-button sequence 85d displays the correct push-button sequence corresponding to panel D (right → center → left). This display format makes it easy to recognize which panel will be promoted when a certain button press sequence is performed.

[0146] In the example shown in Figure 30(a), the display manner of the background navigation 84 suggests that the stock rate of panel A is 25%, the stock rate of panel B is 25%, the stock rate of panel C is 50%, and the stock rate of panel D is 33%. Then, when a game start operation (such as operation of the start lever 3) is performed in the state shown in FIG. 30(a), the first half part starts. The example shown in FIG. 30(b) shows a case where push order bell role A3 or push order bell role B3 is won in the first game of the first half, and push order navigation 86 showing the correct push order is displayed on the screen. When the stop operation is performed according to the push order of the push order navigation 86, the promoted panel is notified. For example, as shown in Fig. 30(c), the selection of panel image 83a is displayed together with the word "promoted", and the display mode of background navigation 84a changes to notify the promotion. In the example shown in Fig. 30(c), it is notified that the stock rate of panel A has been promoted from 25% to 33%. In addition, if a rare role (other than the strong cherry role) is won, two panels will be promoted, and if a strong cherry role is won, all panels will be promoted.

[0147] After that, when all remaining games (10 games) in the first half have been played, the panel promotion results will be displayed. The example shown in Figure 30(d) shows that the stock rate of Panel A has been promoted to "100%", the stock rate of Panel B has been promoted to "50%", the stock rate of Panel C has been promoted to "100%+α", and the stock rate of Panel D has been promoted to "33%".

[0148] After the first half part is finished, the second half part starts by operating the game start operation (operating the start lever 3, etc.), and the promotion results of the panels in the first half part are continuously displayed, as shown in FIG. 30(e). After the second half of the game starts, if the player wins any of the following roles, Push Order Bell A3, Push Order Bell B3, Push Order Bell A4, Push Order Bell B4, Push Order Bell A5, Push Order Bell B5, Push Order Bell A6, or Push Order Bell B6, a Push Order Navigation 86 showing the correct push order will be displayed on the screen. The example shown in FIG. 30(e) shows a case where push order bell role A4 or push order bell role B4 is won, and push order navigation 86 showing the correct push order is displayed. Then, when a stop operation is performed according to the push order of the push order navigation 86, the corresponding panel is notified. For example, as shown in FIG. 30(f), the selection of the panel image 83b is displayed together with the word "Game!". That is, it is notified that a lottery for obtaining AT stock will be held based on the stock rate (50%) suggested by the background navigation 84b. The result of the AT stock acquisition lottery is announced, for example, as a result of a battle performance. For example, a battle scene in which a main character and an enemy character repeatedly fight each other is executed on the display 8, and if the lottery is won, a scene in which the main character wins is executed, and if the lottery is not won, a scene in which the main character is defeated is executed.

[0149] In this way, in the second half of the ATCZ1 stage, a lottery is held to determine who can win AT stocks, based on the stock rate of each panel promoted in the first half. For this reason, the probability of winning the AT stock lottery is higher if you win the push order bell role corresponding to the panel with the highest stock rate among the multiple panels (panels A to D). This can draw attention to the winning combination during the ATCZ1 stage, thereby increasing the interest of the game and the player's sense of expectation.

[0150] The various processes in the ATCZ1 stage may be modified as follows. For example, in the latter half of the game, if a rare combination is won, a panel promotion lottery may be executed by referring to the "Benefit Granting Lottery Table (ATCZ1 Stage)" (FIG. 21(a)). In addition, in the latter part, if a rare role is won, a lottery to acquire AT stocks may be executed by referring to the stock rate of the panel with the highest stock rate, or a lottery to acquire stocks may be executed by referring to two or more panels. In addition, in the first half, even if a panel promotion role is won, the panel may not be promoted, or the promotion rate may be different depending on the current stock rate. For example, if the current stock rate is 25%, the promotion rate may be 100%, if the current stock rate is 33%, the promotion rate may be 80%, if the current stock rate is 50%, the promotion rate may be 60%, etc. In addition, multiple modes related to the promotion rate may be provided, and a promotion lottery may be executed according to the mode. For example, in mode A, the promotion rate may be fixed at 50%, and in mode B, the promotion rate may alternate between 33% and 66%, etc. In addition, if a panel promotion role corresponding to a panel whose stock rate has reached the upper limit is won, another panel may be promoted. In this case, when promoting another panel, the probability of promotion may be 100% or less than 100%. In addition, if the stock rates of all panels reach the maximum value, a predetermined benefit (such as the right to move to the AT3 stage) may be given. Also, if a bonus navigation lottery (a lottery for executing "Target Navi") is won, a predetermined panel may be promoted.

[0151] (ATCZ2 stage) In the first half of the ATCZ2 stage, a lottery for awarding bonuses (panel promotion lottery) will be held based on the winning combination in this game. Specifically, the main control unit 10 refers to the "benefit awarding lottery table (ATCZ2 stage)" (FIG. 21(b)) to perform a lottery based on the winning combination of the current game. As shown in FIG. 21(b), for example, if the Push Order Bell A3, Push Order Bell B3, Push Order Bell A4, and Push Order Bell B4 are won, panel E has a probability of 256 / 256; if the Push Order Bell A5, Push Order Bell B5, Push Order Bell A6, and Push Order Bell B6 are won, panel F has a probability of 256 / 256; if the Strong Cherry is won, all panels (panels E to F) have a probability of 256 / 256; and if a rare role other than the Strong Cherry is won, panel E has a probability of 128 / 256, and panel F has a probability of 128 / 256.

[0152] If a player wins the bonus lottery (panel promotion lottery) in the ATCZ2 stage, the main control unit 10 will promote the target panel as a bonus (see FIG. 9). Specifically, the main control unit 10 can determine that the continuation rate of panel E will be high if the Push Order Bell role A3, Push Order Bell role B3, Push Order Bell role A4, or Push Order Bell role B4 is won (in the case of the first lottery result), and can determine that the stock rate of panel F will be high if the Push Order Bell role A5, Push Order Bell role B5, Push Order Bell role A6, or Push Order Bell role B6 is won (in the case of the second lottery result), and can determine that the continuation rate of panel E and the stock rate of panel F will be high if a rare role is won (in the case of the third lottery result). In this case, the continuation rate of panel E or the stock rate of panel F is raised by one step. For example, the rate is raised by one step in the order of "25%" → "33%" → "50%" → "66%" → "80%". However, this is not limited to this, and the rate may be raised by two or more steps. In this way, in the first half of the ATCZ2 stage, the panel corresponding to the winning role can be promoted based on the results of the role draw. This can draw attention to the winning combination, increasing the excitement of the game and the player's sense of expectation.

[0153] In the latter half of the ATCZ2 stage, an ATCZ2 stage continuation lottery (first judgment) is held, which determines whether the ATCZ2 stage (first state) will continue, and an AT stock acquisition lottery (second judgment) is held, which determines whether to transition to the AT2 stage (second state). Specifically, the main control unit 10 operates as a first determination means, and determines whether to continue the ATCZ2 stage based on the continuation rate of the current panel E (ATCZ2 stage continuation lottery). In addition, the main control unit 10 operates as a second determination means, and determines whether to transition to the AT2 stage (second state) based on the current stock rate (benefit grant rate) of panel F (AT stock acquisition lottery).

[0154] The main control unit 10 performs the following control depending on the results of the ATCZ2 stage continuation lottery and the AT stock acquisition lottery. For example, if the ATCZ2 stage continuation lottery is "not won" and the AT stock acquisition lottery is "not won", the main control unit 10 controls the game to move to the AT1 stage from the next game (arrow m in FIG. 8). In addition, if the ATCZ2 stage continuation lottery is not won and the AT stock acquisition lottery is won, the main control unit 10 operates as an awarding means to award AT stocks (a benefit related to the second state) and controls the transition to the AT1 stage from the next game (arrow m in Figure 8), and then controls the transition to the AT2 stage (arrow j in Figure 8). In addition, if the ATCZ2 stage continuation lottery is "won" and the AT stock acquisition lottery is "not won," the main control unit 10 controls so that the ATCZ2 stage continues in the next game. In addition, if the ATCZ2 stage continuation lottery is won and the AT stock acquisition lottery is won, the main control unit 10 operates as an awarding means to award AT stocks (a benefit related to the second state) and control the ATCZ2 stage to continue in the next game.

[0155] In addition, in the ATCZ2 stage, bonuses will be awarded when a certain number of game points are reached. Specifically, the main control unit 10 increases the continuation rate of panel E to the maximum value (80%) as a bonus (see FIG. 9). If the continuation rate of panel E is already the maximum value (80%), the main control unit 10 increases the stock rate of panel F to the maximum value (80%). Furthermore, in the ATCZ2 stage, if the player wins the bonus lottery mentioned above when the game points reach a certain number, the player will be awarded a bonus. Specifically, the main control unit 10 increases the continuation rate of panel E to the maximum value (80%) and increases the stock rate of panel F to the maximum value (80%) as a bonus (see FIG. 9). If all panels are already at the maximum value (80%), another bonus (for example, blue 7 stock) may be awarded.

[0156] Next, we will explain examples of the performances on the ATCZ2 stage. The sub-control unit 20 causes the display device 8 to display a screen as shown in FIG. 32 as the game progresses in the ATCZ2 stage. 32(a) to 32(d) show example screens in the first half part, FIG. 32(e) shows an example screen in the second half part, and FIG. 32(f) shows a modified example.

[0157] First, when entering the ATCZ2 stage, the screen shown in Figure 32(a) will be displayed. The basic screen layout is the same as that of the ATCZ1 stage, so duplicate explanations will be omitted. In the center of the screen of the display device 8, a panel image 83e corresponding to the panel E and a panel image 83f corresponding to the panel F are displayed. The background navigation 84e displays the current continuation rate of panel E, and the background navigation 84f displays the current stock rate of panel F. Corresponding button press sequence 85e displays the correct button press sequence corresponding to panel E (center → left → right, center → right → left), and corresponding button press sequence 85f displays the correct button press sequence corresponding to panel F (right → left → center, right → center → left).

[0158] The example shown in FIG. 32(a) indicates that the continuation rate of panel E is 25%, and the stock rate of panel F is 33%. Then, when a game start operation (such as operation of the start lever 3) is performed in the state shown in FIG. 32(a), the first half part starts. The example shown in Figure 32(b) shows a case where any of the push order bell roles A3, B3, A4, or B4 is selected in the first game of the first half, and a push order navigation 86 showing the correct push order is displayed on the screen. When the stop operation is performed according to the push order of the push order navigation 86, the promoted panel is notified. For example, as shown in FIG. 32(c), the selection of panel image 83e is displayed together with the word "promoted", and the display mode of background navigation 84e changes to notify the promotion. In the example shown in FIG. 32(c), it is notified that the continuation rate of panel E has been promoted from 25% to 33%.

[0159] After that, when all remaining games (10 games) in the first half have been played, the panel promotion results will be displayed. The example shown in FIG. 32(d) indicates that the continuation rate of panel E has risen to 50%, and the stock rate of panel F has risen to 80%.

[0160] After the first half of the game is finished, the second half of the game begins by operating the start lever 3 (such as by operating the start lever 3), and as shown in Figure 32(e), the promotion results of the panels in the first half of the game continue to be displayed, along with the word "Game!". That is, it is notified that an ATCZ2 stage continuation lottery will be held based on the continuation rate (50%) indicated by the background navigation 84e, and an AT stock acquisition lottery will be held based on the stock rate (80%) indicated by the background navigation 84f. The results of the ATCZ2 stage continuation lottery and the AT stock acquisition lottery will be announced, for example, as a result of the battle performance. For example, a battle presentation in which a main character and an enemy character repeatedly battle each other is executed on the display device 8, and if the ATCZ2 stage continuation lottery is "not won" and the AT stock acquisition lottery is "not won", a presentation in which the main character is defeated is executed and the presentation ends. Also, if the ATCZ2 stage continuation lottery is not won and the AT stock acquisition lottery is won, a presentation in which the main character wins is executed and the presentation ends. In addition, if the ATCZ2 stage continuation lottery is won and the AT stock acquisition lottery is not won, an effect is executed in which the main character and enemy character draw, and an image such as "Next" indicating continuation to the next game is displayed. In addition, if the ATCZ2 stage continuation lottery is won and the AT stock acquisition lottery is won, a presentation will be executed in which the main character wins, and an image such as "Next" will be displayed, indicating continuation to the next game. It should be noted that the manner in which the lottery results are notified is not limited to this, and for example, the lottery results of the ATCZ2 stage continuation lottery and the lottery results of the AT stock acquisition lottery may be separately recognizable.

[0161] In this way, in the latter part of the ATCZ2 stage, the medalless gaming machine 1 in this embodiment can execute a lottery to determine whether or not to continue the ATCZ2 stage (ATCZ2 stage continuation lottery) and a lottery to determine whether or not to transition to the AT2 stage (second state) (AT stock acquisition lottery) based on the continuation rate of panel E promoted in the first part of play and the stock rate of panel F. If the result of the lottery is that the player does not win the ATCZ2 stage continuation lottery, the ATCZ2 stage can be controlled to end regardless of the result of the AT stock acquisition lottery. In other words, regardless of the results of the AT stock acquisition lottery, the continuation (end) of the ATCZ2 stage is determined solely based on the results of the ATCZ2 stage continuation lottery. This means that even if you do not win the AT stock acquisition lottery, as long as you win the ATCZ2 stage continuation lottery, you will be able to remain in the ATCZ2 stage in the next game, and the AT stock acquisition lottery can be held repeatedly. This makes it possible to carry out a prize-granting lottery that is unexpected, and also increases the expectation of the prize being awarded, thereby making the game more entertaining.

[0162] In addition, various processes in the ATCZ2 stage may be modified as follows. For example, even if a panel promotion role is won in the first half, there may be cases where the panel is not promoted, or the promotion rate may be different depending on the current continuation rate or stock rate. For example, if the current continuation rate or stock rate is 25%, the promotion rate may be 100%, if it is 33%, the promotion rate may be 80%, if it is 50%, the promotion rate may be 60%, etc. Also, the promotion rates of panel E and panel F may be different. The continuation rate of panel E may be set to a value greater than 80% (such as 90% or 100%). In this case, a limiter (such as 5 times) may or may not be set for the number of continuations. Furthermore, the stock rate of panel F may be set to a value greater than 80% (such as 90% or 100%). In addition, if a panel promotion role corresponding to the panel E whose continuation rate has reached the upper limit is won, another panel may be promoted. In this case, when promoting another panel, the probability of promotion may be 100% or less than 100%. In addition, when the continuation rate or stock rate of all panels reaches the maximum value, a predetermined benefit (AT stock) may be given. The panel image 83 and the background navigation 84 may be displayed in a manner as shown in Fig. 32(f). In this case, when either the continuation rate of panel E or the stock rate of panel F reaches the maximum value (80%), it is preferable to hold a promotion lottery for the other panel.

[0163] (AT2 stage) The AT2 stage is entered from the AT1 stage or Blue 7 Bonus 1, and upon entering, a set number of games (e.g., 30 games) is awarded as the number of remaining games. As the game is played, the number of remaining games is subtracted, and the stage continues until the number of remaining games becomes "0". In the AT2 stage, the player plays the game with the aim of moving to the AT3 stage. The transition to the AT3 stage is triggered by executing 10 sets of Blue 7 Bonus 1 during the transition from the AT2 stage to the normal game state. In addition, the transition from the AT2 stage to Blue 7 Bonus 1 is triggered by the acquisition of an AT stock or a blue 7 stock during the AT2 stage. In other words, during the AT2 stage, the player will play with the aim of acquiring AT stocks or blue 7 stocks before the number of remaining games reaches "0", in the hope of executing 10 sets of blue 7 bonus 1.

[0164] In the AT2 stage, an AT continuation lottery is held at the start of play (when the start lever 3 is operated) when the AT2 stage is entered. Specifically, the main control unit 10 performs a lottery by referring to the "AT continuation lottery table" (FIG. 17), and as shown in FIG. 17, it is set so that the probability of winning is, for example, 162 / 256. If the AT continuation lottery is won, the main control unit 10 will award AT stock. The awarded AT stock is stored in the memory unit of the main control unit 10.

[0165] In addition, the AT continuation lottery in the AT2 stage may be conducted not at the time of entering the AT2 stage, but at the end of the final game in the game state before entering the AT2 stage. In addition, if the player wins the AT continuation lottery (if the player owns AT stocks), a specific background music may be output with a predetermined probability (for example, 40%) to indicate that continuation is confirmed during the AT2 stage.

[0166] In addition, in the AT2 stage, a lottery will be held to award bonuses based on the winning combination in this game. Specifically, the main control unit 10 refers to the "benefit awarding lottery table (AT2 stage)" (FIG. 22) to perform a lottery based on the winning combination of the current game. As shown in FIG. 22, for example, if a role other than a rare role is won, the probability of winning is set to 8 / 256, if a weak cherry role is won, the probability of winning is set to 32 / 256, and if a strong cherry role is won, the probability of winning is set to 128 / 256. In this way, the probability of winning increases if a combination with a low probability of winning is won, making it possible to carry out a highly interesting lottery and heighten the player's sense of expectation. However, without being limited to this, it may be set so that if a specific role (for example, a rare role) is won, the winning is guaranteed. If the bonus lottery is won in the AT2 stage, the main control unit 10 will award blue 7 stocks as a bonus (see FIG. 9).

[0167] In addition, in the AT2 stage, if the game points reach a certain number, a bonus will be awarded. Specifically, the main control unit 10 provides a bonus of 7 blue stocks (see FIG. 9). Furthermore, in the AT2 stage, if the player wins the bonus lottery described above when the game points reach a specified number, a bonus will be awarded. Specifically, the main control unit 10 provides two Blue 7 stocks as a bonus (see FIG. 9).

[0168] Then, when the number of remaining games becomes "0" in the AT2 stage, if an AT stock or Blue 7 stock is owned, the main control unit 10 controls the transition to Blue 7 Bonus 1 from the next game (arrow n in FIG. 8). On the other hand, when the number of remaining games becomes "0" in the AT2 stage, if there is no AT stock or blue 7 stock, the main control unit 10 controls the transition to the normal game state from the next game (arrow w in FIG. 8). In addition, if an AT stock or blue 7 stock is owned, the game may be controlled so that the remaining number of games in the AT2 stage is not consumed and the game moves to blue 7 bonus 1 from the next game.

[0169] (Blue 7 Bonus 1) Since Blue 7 Bonus 1 is controlled by the AT, it is a game state in which you can expect an increase in medals by having push order navigation performed for the push order bell role. The number of times that Blue 7 Bonus 1 can be played is 20 games.

[0170] For Blue 7 Bonus 1, a prize draw will be held based on the winning combination in this game. Specifically, the main control unit 10 refers to the "Benefit Granting Lottery Table (Blue 7 Bonus 1)" (FIG. 23) to perform a lottery based on the winning combination of the current game. As shown in FIG. 23, for example, if a role other than a rare role is won, the probability of winning is set to 4 / 256, if a weak cherry role is won, the probability of winning is set to 24 / 256, and if a strong cherry role is won, the probability of winning is set to 96 / 256. In this way, the probability of winning increases if a combination with a low probability of winning is won, making it possible to carry out a highly interesting lottery and heighten the player's sense of expectation.

[0171] If the bonus lottery for Blue 7 Bonus 1 is won, the main control unit 10 will award an additional number of games (20 games) in the AT2 stage as a bonus if the transition to the AT3 stage has not been confirmed (10 sets of Blue 7 Bonus 1 have not been executed), and will award Blue 7 Stocks (the right to transition to Blue 7 Bonus 2) as a bonus if the transition to the AT3 stage has been confirmed (10 sets of Blue 7 Bonus 1 have been executed) (see Figure 9). In addition, blue 7 stocks may be awarded when the transition to the AT3 stage has not been confirmed.

[0172] In addition, in Blue 7 Bonus 1, a bonus is awarded when the game points reach a certain number. Specifically, when the transition to the AT3 stage has not been confirmed (10 sets of Blue 7 Bonus 1 have not been executed), the main control unit 10 will award an additional number of games (20 games) in the AT2 stage as a bonus, and when the transition to the AT3 stage has been confirmed (10 sets of Blue 7 Bonus 1 have been executed), the main control unit 10 will award Blue 7 Stock (the right to transition to Blue 7 Bonus 2) as a bonus (see Figure 9).

[0173] Furthermore, in the case of Blue 7 Bonus 1, if the player wins the bonus lottery mentioned above when the game points reach a certain number, a bonus will be awarded. Specifically, the main control unit 10 awards Blue 7 Stock as a bonus when the transition to the AT3 stage has not been confirmed (10 sets of Blue 7 Bonus 1 have not been executed). In this case, Blue 7 Bonus 1 is 1G consecutive (after Blue 7 Bonus 1 ends, transition to Blue 7 Bonus 1 in the next game). On the other hand, when the transition to the AT3 stage has been confirmed (10 sets of Blue 7 Bonus 1 have been performed), a bonus of Blue 7 Stock (the right to transition to Blue 7 Bonus 2) will be granted (see Figure 9).

[0174] Then, when the number of remaining games in Blue 7 Bonus 1 becomes "0", if the transition to the AT3 stage has not been confirmed (10 sets of Blue 7 Bonus 1 have not been executed), the main control unit 10 controls the transition to the AT2 stage from the next game (arrow o in Figure 8). On the other hand, in a state where the transition to the AT3 stage has been confirmed (10 sets of Blue 7 Bonus 1 have been executed), the main control unit 10 controls the transition to the AT3 stage from the next game (arrow p in FIG. 8).

[0175] (AT3 stage) The AT3 stage is entered from the AT2 stage or Blue 7 Bonus 2, and upon entering, a set number of games (for example, 30 games) is awarded as the number of remaining games. As the game is played, the number of remaining games is subtracted, and the stage continues until the number of remaining games becomes "0". During the AT3 stage, the player will play with the aim of ensuring that the AT state continues before the number of remaining games reaches "0." In other words, during the AT3 stage, the player plays in the hope of acquiring AT stocks, and then after passing through the continuation judgment stage, the player plays in the hope of transitioning back to the AT3 stage.

[0176] In the AT3 stage, an AT continuation lottery is held at the start of play (when start lever 3 is operated) when entering the AT3 stage. Specifically, the main control unit 10 performs a lottery by referring to the "AT continuation lottery table" (FIG. 17), and as shown in FIG. 17, it is set so that the probability of winning is, for example, 217 / 256. If the AT continuation lottery is won, the main control unit 10 will award AT stock. The awarded AT stock is stored in the memory unit of the main control unit 10.

[0177] In addition, the AT continuation lottery in the AT3 stage may be conducted not at the time of entering the AT3 stage, but at the end of the final game in the game state before entering the AT3 stage. In addition, if the player wins the AT continuation lottery (if the player owns AT stocks), a specific background music may be output with a certain probability (for example, 40%) to indicate that continuation is confirmed during the AT3 stage.

[0178] In addition, in the AT3 stage, a lottery will be held to award bonuses based on the winning combination in this game. Specifically, the main control unit 10 refers to the "benefit awarding lottery table (AT3 stage)" (FIG. 24) to perform a lottery based on the winning combination of the current game. As shown in FIG. 24, for example, if a role other than a rare role is won, the probability of winning is set to 8 / 256, if a weak cherry role is won, the probability of winning is set to 32 / 256, and if a strong cherry role is won, the probability of winning is set to 128 / 256. In this way, the probability of winning increases if a combination with a low probability of winning is won, making it possible to carry out a highly interesting lottery and heighten the player's sense of expectation. However, without being limited to this, it may be set so that if a specific role (for example, a rare role) is won, the winning is guaranteed.

[0179] If the bonus lottery is won in the AT3 stage, the main control unit 10 will award AT stocks as a bonus if the continuation of the AT state is not confirmed (AT stocks are not owned), and will award blue 7 stocks (the right to transition to Blue 7 Bonus 2) as a bonus if the continuation of the AT state is confirmed (AT stocks are owned) (see Figure 9). In addition, when the bonus granting lottery is won by the "1 coin role (bonus navigation lottery win)", the sub-control unit 20 controls the display 8 not to execute the "Aim Navi" for the reasons described above.

[0180] In addition, in the AT3 stage, if the game points reach a certain number, a bonus will be awarded. Specifically, when the continuation of the AT state is not confirmed (AT stocks are not owned), the main control unit 10 grants AT stocks as a bonus, and when the continuation of the AT state is confirmed (AT stocks are owned), the main control unit 10 grants blue 7 stocks (the right to transition to Blue 7 Bonus 2) as a bonus (see Figure 9).

[0181] Furthermore, in the AT3 stage, if the player wins the bonus lottery mentioned above when the game points reach a certain number, a bonus will be awarded. Specifically, when the continuation of the AT state is not confirmed (when AT stocks are not owned), the main control unit 10 will grant a blue 7 stock (the right to transition to Blue 7 Bonus 2) as a bonus, and when the continuation of the AT state is confirmed (when AT stocks are owned), the main control unit 10 will grant two blue 7 stocks (the right to transition to Blue 7 Bonus 2) as a bonus (see Figure 9).

[0182] Also, in the AT3 stage, if the continuation of the AT state is confirmed (AT stocks are owned) at the end of the AT3 stage, a lottery will be held to determine the continuation of the favorable zone. Specifically, the main control unit 10 determines by lottery whether the advantageous zone will continue or end (transition to the normal zone) by referring to the "advantageous zone continuation lottery table" (FIG. 25). As shown in Figure 25(a), for example, if you do not have 7 blue stocks at the end of the AT3 stage and the difference in the number of coins during the advantageous zone is 2000 or less, the advantageous zone will continue with a probability of 240 / 256, and if the difference in the number of coins during the advantageous zone is 2001 or more, the advantageous zone will continue with a probability of 0 / 256. Also, as shown in Figure 25(b), for example, if you have 7 blue stocks at the end of the AT3 stage, and the difference in the number of coins during the advantageous zone is 2000 or less, there is a 256 / 256 probability that the advantageous zone will continue, and if the difference in the number of coins during the advantageous zone is 2001 or more, there is a 0 / 256 probability that the advantageous zone will continue. In this way, at the end of the AT3 stage, if the difference in the number of coins during the advantageous zone is relatively large, the advantageous zone will end (transition to the normal zone), and if the difference in the number of coins during the advantageous zone is not relatively large, there is a high probability that the advantageous zone will continue. In addition, this tendency is set to be more pronounced if you have 7 blue stocks at the end of the AT3 stage.

[0183] In this way, if the result of the advantageous zone continuation lottery is that the advantageous zone ends during play in the AT state, as described above, if the bonus winning state (RT2) is present, the game state is controlled to transition from AT3 stage (advantageous zone) → normal game state (normal zone) → continuation judgment stage (advantageous zone) (arrow i in Figure 8 → arrow q in Figure 8). This makes it possible to play the AT state continuously across advantageous zones. In addition, after the start of a new advantageous zone, a sufficient period of time in the AT state can be secured, making it possible to win a single shot of balls across multiple advantageous zones. In this case, the normal game state (normal section) and the continuation judgment stage (advantageous section) may display the same presentation image (continuation judgment stage presentation image) on the display 8. This makes it difficult to recognize the division between the normal game state (normal section) and the continuation judgment stage (advantageous section), making it possible to make it appear as if a series of games are being played. On the other hand, if the result of the advantageous zone continuation lottery is that the advantageous zone continues, the stage is controlled to transition from the AT3 stage (advantageous zone) to the continuation judgment stage (advantageous zone) (arrow r in Figure 8).

[0184] (Continuation Judging Stage) The continuation judgment stage is entered from the AT3 stage, and upon entering, a specified number of games (for example, 8 games) is awarded as the number of remaining games. As the game is played, the number of remaining games is subtracted, and the stage continues until the number of remaining games becomes "0". Depending on the results of the favorable zone continuation lottery in the previous AT3 stage, the continuation judgment stage may be entered with the favorable zone continuing from the AT3 stage, or it may be entered after the favorable zone ends in the AT3 stage and a new favorable zone begins. If the advantageous zone is entered while it is continuing, the game state is controlled to transition from AT3 stage (advantageous zone) to the continuation judgment stage (advantageous zone), so the game period for the continuation judgment stage is 8 games. On the other hand, if a favorable zone ends and a new favorable zone begins, the game state is controlled to transition from AT3 stage (favorable zone) → normal game state (normal zone) → continuation judgment stage (favorable zone), so the game period for the continuation judgment stage will be 7 games (1 game in normal game state (normal zone)).

[0185] In the continuation judgment stage, a lottery will be held to determine who will receive special prizes based on the winning combination in this game. Specifically, the main control unit 10 refers to the "benefit granting lottery table (continuation judgment stage)" (FIG. 26) to perform a lottery based on the continuation status of the advantageous zone and the winning combination of the current game. As shown in FIG. 26(a), when the advantageous zone continues from the previous AT3 stage, for example, if a role other than a rare role is won, the probability of winning is 4 / 256, if a weak cherry role is won, the probability of winning is 16 / 256, and if a strong cherry role is won, the probability of winning is 256 / 256. Also, as shown in FIG. 26(b), when the advantageous period in the previous AT3 stage ends and a new advantageous period begins, for example, if a role other than a rare role is won, the probability of winning is 32 / 256, if a weak cherry role is won, the probability of winning is 256 / 256, and if a strong cherry role is won, the probability of winning is 256 / 256. In this way, the system is set so that the probability of winning is higher when a new advantageous zone starts than when the advantageous zone continues. For this reason, after a new advantageous zone begins, the AT state is likely to continue, making it possible to win a large amount of balls across multiple advantageous zones.

[0186] If the bonus lottery is won in the continuation judgment stage, the main control unit 10 will award AT stocks as a bonus if the advantageous zone continues and the continuation of the AT state has not been confirmed (AT stocks are not owned), and will award blue 7 stocks (the right to transition to Blue 7 Bonus 2) as a bonus if the advantageous zone continues and the continuation of the AT state has been confirmed (AT stocks are owned) (see Figure 9). In addition, when a new advantageous zone has started and the continuation of the AT state has not been confirmed (AT stocks are not owned), the main control unit 10 will grant AT stocks as a bonus, and when a new advantageous zone has started and the continuation of the AT state has been confirmed (AT stocks are owned), the main control unit 10 will grant blue 7 stocks (the right to transition to blue 7 bonus 2) as a bonus (see Figure 9).

[0187] In addition, in the continuation judgment stage, if the game points reach a certain number, a bonus will be awarded. Specifically, when the advantageous zone continues and the continuation of the AT state has not been confirmed (AT stocks are not owned), the main control unit 10 awards AT stocks as a bonus, and when the advantageous zone continues and the continuation of the AT state has been confirmed (AT stocks are owned), the main control unit 10 awards blue 7 stocks (the right to transition to blue 7 bonus 2) as a bonus (see Figure 9). Furthermore, in the continuation judgment stage, if the player wins the bonus lottery described above when the game points reach a specified number, a bonus will be awarded. Specifically, when the advantageous zone continues and the continuation of the AT state has not been confirmed (AT stocks are not owned), the main control unit 10 will grant a blue 7 stock (the right to transition to Blue 7 Bonus 2) as a bonus, and when the advantageous zone continues and the continuation of the AT state has been confirmed (AT stocks are owned), the main control unit 10 will grant two blue 7 stocks (the right to transition to Blue 7 Bonus 2) as a bonus (see Figure 9). In addition, in the continuation judgment stage after the start of a new advantageous zone, it is rare for the game points to reach the specified number, but a bonus (blue 7 stock) may be awarded by setting conditions under which the game points can reach the specified number.

[0188] Then, when the number of remaining games becomes "0" in the continuation judgment stage, if the continuation of the AT state has not been confirmed (if no AT stocks are owned), the main control unit 10 controls the transition to the normal game state from the next game (arrow v in Figure 8). On the other hand, when the continuation of the AT state is confirmed (AT stock is owned), the main control unit 10 controls so as to transition to the AT3 stage from the next game (arrow s in FIG. 8). In addition, when the continuation of the AT state is confirmed (AT stocks are owned) and Blue 7 stocks are owned, the main control unit 10 controls the transition to Blue 7 Bonus 2 from the next game (arrow t in Figure 8).

[0189] (Blue 7 Bonus 2) Since Blue 7 Bonus 2 is controlled by the AT, it is a game state in which you can expect an increase in medals by having push order navigation performed for the push order bell role. The number of times that Blue 7 Bonus 2 can be played is 20 games. When the number of remaining games in the Blue 7 Bonus 2 becomes "0", the main control unit 10 controls so as to transition to the AT3 stage from the next game (arrow u in FIG. 8). On the other hand, if the number of remaining games in Blue 7 Bonus 2 becomes "0", if you have Blue 7 stocks, Blue 7 Bonus 2 will continue for 1G.

[0190] In Blue 7 Bonus 2, a prize draw will be held based on the winning combination in this game. Specifically, the main control unit 10 refers to the "Benefit Granting Lottery Table (Blue 7 Bonus 2)" (FIG. 27) to perform a lottery based on the winning combination of the current game. As shown in FIG. 27, for example, if a role other than a rare role is won, the probability of winning is set to 4 / 256, if a weak cherry role is won, the probability of winning is set to 24 / 256, and if a strong cherry role is won, the probability of winning is set to 96 / 256. In this way, the probability of winning increases if a combination with a low probability of winning is won, making it possible to carry out a highly interesting lottery and heighten the player's sense of expectation. When the bonus lottery for Blue 7 Bonus 2 is won, the main control unit 10 grants Blue 7 Stock (a right to move to Blue 7 Bonus 2) as a bonus (see FIG. 9).

[0191] In addition, in Blue 7 Bonus 2, a bonus is awarded when the game points reach a certain number. Specifically, the main control unit 10 provides a bonus of Blue 7 stock (a right to transition to Blue 7 Bonus 2) (see FIG. 9). Furthermore, in Blue 7 Bonus 2, if the player wins the bonus lottery mentioned above when the game points reach a certain number, a bonus will be awarded. Specifically, the main control unit 10 provides two Blue 7 stocks (a right to transition to Blue 7 Bonus 2) as a bonus (see FIG. 9).

[0192] (Modification) The medal-less gaming machine 1 according to this embodiment can also be modified as follows. For example, in the above embodiment, the types of benefits given in each gaming state are as shown in FIG. 9, but the types of benefits are not limited to these and can be set arbitrarily. In addition, as a bonus for the AT stock acquisition lottery held in the ATCZ stage, instead of awarding AT stocks, for example, an additional number of games in the ATCZ2 stage or AT2 stage may be awarded. In the above embodiment, the transition from the AT1 stage to the ATCZ stage has been described, but the present invention is not limited to this and the transition may be made from the AT2 stage and / or the AT3 stage. In addition, when the advantageous zone limiter is reached in the AT1 stage or AT2 stage and the advantageous zone ends, a so-called freeze effect may be executed to temporarily stop the game progress at the end of the advantageous zone, and a notice may be given that the game will move to a continuation judgment at the end of the freeze effect. This gives the player the impression that "the game has moved to a continuation judgment because the freeze was drawn," and prevents the player from feeling a sense of loss due to the advantageous zone limiter being reached. In addition, in the above embodiment, the bonus state has been described in the case of a first type special feature, but it is not limited to this, and the "high probability of rare feature state" may be realized by using features other than the first type special feature (for example, a second type special feature, etc.) or a feature continuous operation device.

[0193] As described above, in the present invention, a gaming machine includes a display means (reel 41) capable of variably displaying a plurality of symbols (symbols), an operation means (stop button 5) operable by a player, and a lottery means (main control unit 10) capable of drawing a winning combination in association with the execution of a game, and based on the state of the symbols displayed in a stopped state on the display means by the operation of the operation means becoming a special state (BAR alignment) corresponding to a bonus combination, the gaming machine can control the gaming machine to a bonus state by switching between a first gaming state (for example, a normal gaming state) and a second gaming state (for example, a CZ The game system includes a game state control means (main control unit 10) capable of controlling the game state to one of a plurality of game states including a bonus state and a rare role, and a judgment means (main control unit 10) capable of judging whether to grant a bonus when the lottery result by the lottery means is a specific lottery result (rare role), the bonus state is a game state in which the specific lottery result is more likely to be derived by the lottery means than a non-bonus state which is not a bonus state, and the game state control means is configured to be able to control the game state from the first game state to the second game state when the judgment means judges that a bonus will be granted during the bonus state.

[0194] A gaming machine of the present invention having such a configuration is capable of determining whether to award a bonus to a player (capable of executing a bonus-awarding lottery) when the lottery result drawn by the lottery means is a specific lottery result (rare role), and the bonus state is a gaming state in which a specific lottery result (rare role) is more likely to be derived by the lottery means than in a non-bonus state, and when controlled to the bonus state, the opportunities for a bonus-awarding lottery to be held can be increased. As a result, during the bonus state, the probability of a rare role being awarded is controlled to be high, thereby lengthening the period during which players are interested in the game. Furthermore, if a bonus lottery is won during the bonus state, the gaming state can be controlled from the first gaming state to the second gaming state as a bonus. This allows the player to transition sequentially to a game state that is advantageous to the player when a rare combination is won during the bonus state.

[0195] In response to this, Patent Document 1 discloses a gaming machine that, when a rare combination is won, holds a lottery to determine whether or not to award a bonus to the player, and awards the bonus if the lottery is won. However, in this gaming machine, the probability of winning a rare role is constant regardless of the gaming state, so opportunities to participate in the lottery are not frequent. This means that the period during which a person can be interested in playing a game is extremely short. 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.

[0196] 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 AT 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 small prizes are won, the number of medals won, the number of medals paid out, etc. In addition, the objects to be managed may be different at each stage during the AT state.

[0197] 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.

[0198] In addition, in the above-mentioned embodiment, it is assumed that the normal game state is controlled to a normal zone or an advantageous zone, and the AT 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.

[0199] 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).

[0200] In the above embodiment, the advantageous zone limiter is explained as being activated when the difference in number of coins in one advantageous zone reaches the upper limit number, but this is not limited to the above, and the advantageous zone limiter may be activated when the number of games in one advantageous zone reaches the upper limit number of games. For example, the advantageous zone end condition may be established when the condition "the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit number of games (for example, 4000 games)" is satisfied.

[0201] 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.

[0202] 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.

[0203] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a gaming machine (slot machine) that uses actual gaming media such as medals.

[0204] 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]

[0205] 1. Medalless gaming machines (gaming machines) 8 Display (display means, notification means) 10 Main control unit (game state control means, state control means, lottery means, judgment means, first judgment means, second judgment means, granting means) 20 Sub-control section

Claims

1. A gaming machine that is equipped with a display means capable of variably displaying a plurality of identification information, an operation means operable by a player, and a lottery means capable of drawing a winning combination in association with the execution of a game, and that is controllable to a bonus state based on the state of the identification information displayed in a stopped state on the display means by the operation of the operation means becoming a special state corresponding to a bonus winning combination, 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 more advantageous than the first game state; A determination means for determining whether to provide a special benefit when the result of the lottery by the lottery means is a specific result; Equipped with The bonus state is: a gaming state in which a specific lottery result is more likely to be derived by the lottery means than a non-bonus state that is not the bonus state; The game state control means includes: When the determination means determines that a bonus will be awarded during the bonus state, the gaming state can be controlled from the first gaming state to the second gaming state. A gaming machine characterized by:

2. A notification means capable of notifying specific information regarding the special mode is provided, The determination means is When the bonus state is entered based on the display of the identification information in the special mode while the specific information is not being displayed by the display means, no determination is made regarding the award of a special benefit during the bonus state.

2. The gaming machine according to claim 1 .

3. a determination means for determining whether or not the notification means should notify the user of specific information; a mode control means capable of controlling the device to any one of a plurality of modes including a first mode and a second mode which is more advantageous than the first mode; Equipped with The determining means is The execution of notification of the specific information can be determined based on the mode controlled by the mode control means.

3. The gaming machine according to claim 2 .

4. The mode control means When the lottery result by the lottery means is a first lottery result, the control is possible from the first mode to the second mode; When the result of the lottery by the lottery means is a second result, the control is possible from the second mode to the first mode.

4. The gaming machine according to claim 3.

5. The plurality of game states include: a third gaming state that is more advantageous than the first gaming state; The game state control means includes: In the third gaming state, the bonus state is not controlled.

5. The gaming machine according to claim 1, wherein the first and second pieces of ... second material are arranged in a first and second space.

Citation Information

Patent Citations

  • Game machine

    JP2017169625A

Cited By

  • Gaming machines

    JP7886636B1