Game machine
The gaming machine addresses the limitations of conventional gaming machines by implementing a medalless system that manages game history and provides dynamic bonus rewards, enhancing player engagement and satisfaction.
Patent Information
- Application Number
- JP2023169724
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-29
- Publication Date
- 2025-04-10
- Estimated Expiration
- 2043-09-29
AI Technical Summary
Conventional gaming machines lack features to enhance player engagement and reward systems based on game history, limiting the potential for advantageous game states and bonuses.
The gaming machine incorporates a medalless system that manages game history, allows for bonus grants based on specific historical conditions, and dynamically adjusts the number of games considered for history-based bonuses.
This solution enhances player engagement by providing rewarding game states and bonuses tied to historical performance, improving the overall gaming experience and player satisfaction.
Smart Images

Figure 2025059566000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, slot machines have been known as gaming machines that have a number of reels, and start a game by varying the display of the reels based on a player's start operation, end the game by stopping the reels based on the player's stop operation, and pay out medals to the player depending on the outcome of the game. Among such slot machines, there are also known ones that are capable of managing past gaming history based on the results of lottery draws for winning roles, and that generate specific gaming states that are advantageous to the player based on the past gaming history (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2012-200497 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 present invention provides a gaming machine that allows games to progress according to the results of a role drawing and allows bonuses to be awarded in relation to the results of the games, and is configured to include a history information management means that can manage the results of a role drawing over a specific number of games, a specific bonus awarding means that can award a specific bonus when a specific history condition that is conditioned on a specific role being won over the specific number of games is met, and a specific number changing means that can change the specific number managed by the history information management means based on the meeting of a predetermined condition. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a gaming machine according to a first embodiment. [Diagram 2] 1 is a schematic perspective view showing an internal configuration of a gaming machine according to a first embodiment. [Diagram 3] 1 is a block diagram showing a control configuration in the gaming machine of the first embodiment. [Figure 4] 4 is a flowchart showing a gaming method in the gaming machine of the first embodiment. [Diagram 5] 2 is a diagram for explaining the transition of a gaming state in the gaming machine of the first embodiment. FIG. [Figure 6] 2 is a diagram for explaining the display configuration of the main performance display device in the gaming machine of the first embodiment. FIG. [Figure 7] 13 is a diagram for explaining the conditions for granting a specific benefit in the history display section in the gaming machine of the first embodiment. FIG. [Figure 8] 11 is a diagram showing a history lottery table used during a history lottery in the main control device of the gaming machine of the first embodiment. [Figure 9] 11 is a diagram showing a history lottery table used during a history lottery in the main control device of the gaming machine of the first embodiment. [Figure 10] 13 is a diagram showing a history expansion lottery table used during a history expansion lottery in the main control device of the gaming machine of the first embodiment. [Figure 11] 13 is a diagram showing a history reduction lottery table used during a history reduction lottery in the main control device in the gaming machine of the first embodiment. [Figure 12] 11 is a diagram for explaining the transition of the history display section when a history expansion condition is met in the gaming machine of the first embodiment. FIG. [Figure 13] 13 is a diagram for explaining the transition of the history display section when a history reduction condition is met in the gaming machine of the first embodiment. FIG. [Figure 14]13 is a diagram showing the history display section when both a history enlargement condition and a history reduction condition are met in the gaming machine of the first embodiment. FIG. [Figure 15] 13 is a diagram for explaining a transition of the history display section in a case where the reduction of the history display section is delayed even if a history reduction condition is satisfied in Modification 1 of the first embodiment. FIG. [Figure 16] 13A to 13C are diagrams for explaining a transition of the history display section when the history display section is temporarily enlarged in the second modified example of the first embodiment. [Figure 17] 13 is a diagram for explaining the transition of the history display section when invalidated past history information is made valid in Modification 3 of the first embodiment. FIG. [Figure 18] 13 is a diagram for explaining a transition of the history display portion when the reduction manner of the history display portion is changed in the fourth modified example of the first embodiment. FIG. [Figure 19] 13 is a diagram for explaining the transition of the gaming state in a gaming machine of a second embodiment. FIG. [Figure 20] FIG. 13 is a diagram for explaining the operation mode for winning a special replay role in the gaming machine of the second embodiment. [Figure 21] 13 is a diagram showing a navigation mode lottery table used when a special replay role is won in the main control device of the gaming machine of the second embodiment. [Figure 22] 13 is a diagram showing a navigation mode lottery table used when a special replay role is won in the main control device of the gaming machine of the second embodiment. [Figure 23] 13 is a diagram showing a navigation mode lottery table used when a chance role is won in the main control device of the gaming machine of the second embodiment. [Figure 24] 13 is a diagram showing a navigation mode lottery table used when a strong cherry role is won in the main control device of the gaming machine of the second embodiment. [Diagram 25] 13 is a diagram showing a navigation mode lottery table used when a replay role is won in the main control device of the gaming machine of the second embodiment. [Figure 26]FIG. 13 is a diagram showing an image displayed on the main performance display device when a chance role is won in the gaming machine of the second embodiment. [Figure 27] A figure showing an image displayed on the main performance display device when a strong cherry role is won in the gaming machine of the second embodiment. [Figure 28] FIG. 13 is a diagram showing an image displayed on the main effect display device when a replay role is won in the gaming machine of the second embodiment. [Figure 29] FIG. 13 is a diagram showing an image on the main effect display device when a match effect is executed when a chance role is won in the gaming machine of the second embodiment. [Diagram 30] FIG. 13 is a diagram showing an image on a main effect display device when a winning effect is executed when a chance role is won in the gaming machine of the second embodiment. [Diagram 31] A figure showing an image on the main performance display device when the avoidance navigation is not followed when the avoidance navigation is executed in the gaming machine of the second embodiment. [Diagram 32] A figure showing an image on the main performance display device when the navigation is not followed when the dummy avoidance navigation is executed in the gaming machine of the second embodiment. [Diagram 33] This figure shows an image on the main performance display when dummy avoidance navigation is executed when a chance role is won in variant example 1 of the second embodiment, and when dummy avoidance navigation is executed to allow the player to select the order in which to press buttons. [Diagram 34] This is a chart to explain the push order selection rate of the dummy avoidance navigation when a strong cherry role is won in variant example 2 of the second embodiment. [Diagram 35] FIG. 13 is a diagram for explaining the configurations of a main control device and a sub-control device in Modification 3 of the second embodiment. [Diagram 36] 13 is a diagram showing a navigation mode lottery table used when the push order bell role is won in the main control device in variant example 4 of the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] A preferred embodiment of a gaming machine according to the present invention will now be described. The gaming machine of this embodiment is a gaming machine (hereinafter referred to as a medalless gaming machine) that does not use actual medals (gaming media), but manages medals as data, and plays using a pseudo gaming medium in that data format. Below, we will explain an example of applying the present invention to a No. 6 slot machine having an AT (ART) state as a medal-less gaming machine, but the present invention is not limited to this and can also be applied to, for example, normal type (so-called A type) slot machines that allow real bonus play. In addition, medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming store (management device, dedicated unit) and that have been won in previous games are called "owned medals."
[0008] First Embodiment A first embodiment of a gaming machine according to the present invention will be described with reference to FIGS.
[0009] FIG. 1 is a schematic front view showing the appearance of a medal-less gaming machine (gaming machine). FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine (gaming machine). As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a cabinet 1b and a front door 1a that opens and closes to cover an opening of the cabinet. A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and through this display window 6, the symbols displayed on a reel 41 serving as a display means can be seen. Below the display window 6, a step is formed that protrudes forward, and around this step, operation means such as the bet button 2a, the MAX bet button 2b, the first performance button 2g, the count button 2c, the settlement button 2d, the start lever 3, the stop button 5, and notification means such as the game medal number display device 7, the count button lamp 2e, and the bet number lamp 2f are provided. The game medal number display device 7 may be provided on the upper surface side or the 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 button 5. In addition, on the left side of the display window 6, there is provided a sub-effect display 18 that is made up of a liquid crystal display and acts as a notification means and an effect means. The upper part of the front door 1a is provided with a main effect display device 8 that functions as a notification means and an effect display means. The main effect display device 8 has a display section made up of a liquid crystal display with a predetermined display area, and is capable of displaying various effect images and the number of game medals.
[0010] To the side of the main performance display 8 are a second performance button 2h, a speaker 9 that 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 main performance display 8.
[0011] Inside the cabinet 1b, there is a main control device 10 equipped with a CPU that performs overall control of the game, and also a sub-control device 20 equipped with a CPU that performs control related to the game presentation, etc. under the control of the main control device 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of the reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is in a stopped state, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. A power supply device 15 for supplying power to each device including the main control device 10 and the sub-control device 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).
[0012] As shown in Figure 3, 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, a power supply device 15, and a game equipment device 100 are connected to the main control device 10. In addition, the dashed lines in FIG. 3 (the dedicated unit 19, the gaming facility device 100) indicate that they are external devices. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operation of each of the above-mentioned parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timing. The main control device 10 also has a storage unit capable of storing game values (game medals) owned by the player, and controls the execution of a game based on the game values stored in the storage unit.
[0013] The sub-control device 20 is connected to various parts such as a navigation lamp 12, a counting button lamp 2e, a bet number lamp 2f, a main performance display 8, a sub-performance display 18, a speaker 9, a lamp 11, a first performance button 2g, and a second performance button 2h. 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. Either or both of the main control device 10 and the sub-control device 20 constitute the history information management means, the special benefit granting means, the special number changing means, and the display control means of the present invention.
[0014] 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 includes a memory means (such as a RAM) and a game medal count display 7a (see FIG. 15) configured, for example, with a 7-segment LED. When game medals are lent or awarded, the main control device 10 adds up the number lent or awarded, and stores (records) the addition result (total) in the memory means as the "game medal count," and displays it on the game medal count display 7a. In addition, when game medals are inserted or counted, the main control device 10 subtracts the number of inserted medals or the number of counted 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 awarded as a result of winning, for example, 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.
[0015] When game medals are loaned or awarded, the main control unit 10 adds up the number of medals loaned or awarded, and stores (records) the addition result (total) in the memory means as the "number of game medals," and transmits control information to the sub-control unit 20 that can identify the "number of game medals" at that time. In addition, when game medals are inserted or counted, the main control device 10 transmits to the sub-control device 20 control information capable of identifying the "number of game medals" that has been subtracted by the insertion or counting.
[0016] 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 the pressing of the BET button 2 a or the MAX BET button 2 b, the main control device 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0017] 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 operating means that is pressed to stop the reel 41 that rotates in response to the operation of the start lever 3.
[0018] 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 count button 2c is a count operation means that is operated to output at least a part of the game medals (game value) displayed on the game medal number display 7a to a dedicated unit 19 (external) as count data. 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 device 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 device 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.
[0019] When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control device 10 outputs count data that indicates that the maximum number of game medals "50" has been counted, that is, the maximum count number "50", to the dedicated unit 19. In this case, the main control device 10 executes a process of subtracting the count number (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 7a shows a game medal count of "50 or less," the maximum number of game medals that will be counted will be "50," and therefore all game medals will be counted. In this case, the main control device 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." In addition, if the counting button 2c is pressed and held continuously while the game medal count display 7a shows a game medal count of "over 50", the game medal count will be "50" in response to the first detection of the 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 device 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. On the dedicated unit 19 side, for example, the total number of counted medals until a return button (not shown) provided on the dedicated unit 19 is operated is managed 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.
[0020] 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.
[0021] 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 device 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.
[0022] The settlement button 2d is an operation means that is operated when returning (transferring) 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 device 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 device 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display 7a. When the settlement button 2d is pressed with the bet number set to "3", the main control device 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display 7a. 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 (number of bets) to the number of game medals (game value) displayed on the game medal number display 7a (game value display means). Therefore, when the player wishes to end the game, he or she may simply press the settlement button 2d when he or she has confirmed that the number of bets has been set by checking that the number of bets lamp 2f is lit. 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.
[0023] 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. 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) can be performed.
[0024] 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. Based on receiving control information from the main control unit 10, the sub-control unit 20 controls the following: when the bet number is set to "1", one lamp (for example, the "1 BET" lamp shown in FIG. 1) is turned on; when the bet number is set to "2", two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) are turned on; when the bet number is set to "3", three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) are turned on. That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as the number of bets in a game at least before the start of a game. The sub-controller 20 performs control to turn off the bet number lamp 2f based on the reception of information specifying the start of a game (operation of the start lever 3) from the main controller 10.
[0025] Furthermore, based on the control information received from the main control device 10, the sub-control device 20 performs control to turn off the bet number lamp 2f when game medals corresponding to the bet number are inserted. In addition, based on the control information received from the main control device 10, the sub-control device 20 performs control to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is transferred to the number of game medals. That is, the bet number lamp 2f is turned on when the bet number is set, and is turned off when game medals are inserted or when game medals are settled (returned). In addition, a display means for displaying the number of bets may be provided separately from the number-of-bet lamps 2f, and the display means may be directly controlled by the main control device 10.
[0026] Furthermore, the sub-controller 20 displays the "game medal number" at that time on the display unit 8a of the main performance display 8 based on the reception of control information capable of identifying the "game medal number" transmitted from the main controller 10. Therefore, the "game medal number" is displayed not only on the game medal number display 7a but also on the main performance display 8, and when the "game medal number" is increased or decreased by lending or granting game medals, or by inserting or counting game medals, the numerical information of both the game medal number display 7a and the main performance display 8 is updated. The “number of game medals” may be stored by the storage means of the sub-control device 20.
[0027] The probability setting device 16 can change the probability of winning the AT state into multiple stages (for example, six stages). The main control device 10 stores one of the set values in the memory based on the probability setting operation of the probability setting device 16 by the arcade 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.
[0028] 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 device 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.
[0029] 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.
[0030] The dedicated unit 19 is provided with a medal count display (not shown) consisting of, for example, a 7-segment LED, and the number of medals held that is stored and managed is displayed on the medal count display. Moreover, 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 operating a return button provided on the dedicated unit 19 (return operation). The ejected IC card can be handed over to a prize exchange corner in the game center to exchange the number of medals held for a prize, or can be inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal count display device 7 are linked, so that if the number of game medals stored and displayed in the game medal count display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all game medals have been counted. This prevents the player from failing to return any remaining game medals.
[0031] The dedicated unit 19 can be connected to a computer called a hall computer or a management computer 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 based on this gaming information.
[0032] In addition, the dedicated unit 19 can be connected to the gaming equipment 100 either directly or via a relay device, and is capable of outputting gaming information such as game execution information received from the medal-less gaming machine 1 and information on the occurrence of a specific gaming state (such as an AT state) to a calling device.
[0033] The gaming facility device 100 is a device that is installed above the medal-less gaming machine 1 in an island facility (not shown) on which the medal-less gaming machine 1 is installed. The main control device 10 transmits various game data to the gaming equipment device 100 via a dedicated unit 19, which can identify the number of games played, the number of times a pseudo bonus state or an AT state has occurred, the number of medals spent on a game, the number of medals awarded (paid out), etc. In addition, the gaming equipment device 100 is equipped with a call button (not shown) that a player operates to call an attendant at the gaming facility, a call lamp (not shown) that notifies the player that a call has been made, and an information display device (not shown) consisting of an LCD display or the like. Then, in the gaming equipment device 100, based on various gaming data transmitted from the corresponding medalless gaming machine 1, information such as the number of games played in normal gaming state from the time of power-on or the previous pseudo bonus state to the present, the number of times the pseudo bonus state or AT state has occurred on that day, the probability of occurrence of the pseudo bonus state or AT state, the difference in number of coins, etc. calculated based on the gaming data in the control unit of the gaming equipment device 100 are displayed on an information display device. That is, the main control device 10 includes an external information transmitting means capable of transmitting information relating to the progress of the game to the gaming facility devices 100 installed around the medalless gaming machine 1. Various game data from the medal-less gaming machine 1 is also transmitted to a management device (not shown), but the various game data is transmitted to the management device via a dedicated unit 19.
[0034] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. First, in step S100, a game start process is executed. 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 loan data is input into the medalless gaming machine 1, the main control unit 10 identifies the number of game medals to be loaned based on the loan data and stores and displays the number of game medals corresponding to the loaned number in the game medal number display device 7, and also transmits control information capable of identifying the number of game medals corresponding to the loaned number to the sub-control unit 20, causing the number of game medals to be displayed on the main performance display device 8. When the "number loaned" is "100", the initial number of game medals displayed on the game medal count display device 7 (game medal count display device 7a) and the main performance display device 8 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 bet number "3" is set while the game medal number display device 7 (game medal number display device 7a) and the main performance display device 8 are displaying the game medal number "100", the main control device 10 updates the game medal number stored and displayed in the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control device 20 turns on the "3 BET" lamp in the bet number lamp 2f and updates the game medal number displayed in the main performance display device 8 from "100" to "97" (=100-3). 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. The medal-less gaming machine 1 may be configured to allow games to be played only with a bet number of "3."
[0035] Next, in step S101, a lottery process is executed. When the start lever 3 is tilted in a state ready for game start, the game starts, and the main control device 10 executes an internal lottery process for determining a winning combination for the current game from among a plurality of winning combinations. In other words, the main control device 10 functions as a lottery means capable of executing the lottery of roles. There are small winning combinations (bell, chance A, B, special chance), replay and chance replay, and the winning combination and the number of medals to be awarded are set for each winning combination. Chance A, B, special chance and chance replay are so-called rare combinations with a lower winning probability than other winning combinations, and rare combinations with a relatively higher winning probability are weak rare combinations (chance A, B, chance replay), and those with a relatively higher winning probability are strong rare combinations (special chance). In addition, there are six types of push order bell roles that can be won only when the stop buttons 5 are operated in a specific order, and a common bell role that can be won in any operation order. 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.
[0036] Next, in step S102, a reel spin process is executed. Specifically, main control device 10 starts the movement of reels 41a-41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, reels 41a-41c reach a steady rotation at a constant speed, and stop buttons 5a-5c provided corresponding to reels 41a-41c become operable by pressing them.
[0037] Next, in step S103, a reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main controller 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.
[0038] Next, in step S104, a prize-winning process is executed. The main control device 10 controls the stopping of the reel 41 so that it stops with a combination of symbols that corresponds to the winning result 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 device 10 judges the combination of symbols that has stopped on the winning line to be a predetermined combination, and determines that a winning combination has been achieved. 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.
[0039] Next, in step S105, a payout process (a grant process) is executed. When it is determined that a specific small combination has been won, a process of awarding (paying out) a corresponding number of game medals as a bonus is executed. For example, when the main control device 10 determines that a 10-coin combination has been won, it adds the awarded number "10" to the number of game medals stored and displayed on the game medal number display device 7.
[0040] Next, in step S106, a game ending process is executed. In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control device 10 counts the number of game medals stored and displayed in the game medal number display device 7, and updates and displays the number of game medals displayed on the main performance display device 8. More specifically, when the count button 2c is pressed briefly, the counting amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "1" is subtracted from the number of game medals displayed on the main performance display device 8. When the count button 2c is pressed and held, the maximum count amount "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and the number of game medals displayed in the main performance display device 8 is updated and displayed. If the count button 2c is pressed and held for a long time, 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, and "50" is subtracted and displayed from the number of game medals displayed in the main performance display device 8. 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 S100. As a result, a game start process (S100) can be executed in response to a lending operation or the like in the dedicated unit 19, and then the lottery process (S101) to the payout process (S105) can be executed. In addition, the game end process erases the winning rights of winning combinations other than those that maintain the winning state among the winning combinations. 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.
[0041] [Game state transition] Next, with reference to FIG. 5, a transition of the game state in the medal-less gaming machine 1 according to the present invention will be described. The game of the medalless gaming machine 1 of this embodiment is executed in a plurality of game states, including a normal game state, a CZ state, and an AT state. The main control device 10 can control the transition from one game state to another game state based on the establishment of a predetermined transition condition.
[0042] The normal gaming state is a gaming state that is disadvantageous to the player, and is basically a gaming state for generating the CZ state and the AT state. In this embodiment, the reel 41 is provided with a number of symbols (e.g., "Bell," "Replay," "BAR," "7," and "Blank"), and it is possible to form a symbol combination according to the results of a lottery when the game is played. For example, when a bell role is won, the symbol combination "Bell Bell Bell" can be formed on a predetermined line formed by the reel 41, and when the symbol combination "Bell Bell Bell" stops, a predetermined number of game medals (e.g., 8 medals) are awarded. In addition, when Chance Role A is won, the symbol combination of "BAR BAR Replay" can be formed on a predetermined line formed by reel 41. When Chance Role B is won, the symbol combination of "BAR BAR Bell" can be formed. When the special Chance Role is won, the symbol combination of "7 7 7" can be formed. When the symbol combination corresponding to each Chance Role stops, a predetermined number of game medals (for example, 1 medal) is awarded. In addition, if a chance replay role is won, the symbol combination "Replay Replay Replay" can be formed on the middle line on the reel 41, and if a replay role is won, the symbol combination "Replay Replay Replay" can be formed on any line other than the middle line on the reel 41, and if the symbol combination "Replay Replay Replay" stops on any line, the same number of bets as the number of bets set during the execution of the current game is automatically set as the number of bets for the next game.
[0043] Among the symbols on the reel 41, the "Bell", "Replay" and "7" symbols are always arranged in the number of frames (for example, 4 frames) within the range of the reel control, and the "BAR" symbol is not necessarily arranged in the number of frames (for example, 4 frames) within the range of the reel control. However, even if the "BAR" symbol cannot be drawn when Chance A or B is won (even if a so-called miss occurs), a substitute symbol will stop and a win will be established, and the same benefits will be awarded as if the corresponding symbol combination (for example, "BAR BAR Replay") had stopped. In addition, the types of winning combinations may be other than those mentioned above, as long as there are winning combinations with relatively high winning probabilities and winning combinations with relatively low winning probabilities. In addition, the pattern combinations corresponding to the roles may be other than those described above. For example, all of the pattern combinations corresponding to rare roles may be composed of pattern combinations that do not result in misses, or all of the pattern combinations corresponding to rare roles may be composed of pattern combinations that result in misses. In addition, when a rare combination is won but missed, the same benefit as when the corresponding symbol combination (for example, "BAR·BAR·Replay") stops may not be given.
[0044] Then, based on the results of the lottery for the role when the game is executed during the normal game state, a lottery for transition to the AT state is held, and if the lottery for transition to the AT state is won, the game state transitions to the AT state (arrow a in Figure 5). The lottery for transition to the AT state is held when a weak rare role (Chance A, Chance B, Chance Replay) is won, and the probability of transitioning to the AT state changes depending on the type of rare role won. In addition, if a strong rare role (special chance role) is won, the transition to the AT state is confirmed, and more advantageous benefits are awarded than if the AT state were to be transitioned to by a weak rare role, etc.
[0045] Furthermore, in this embodiment, in response to the execution of a game during normal gaming mode, a presentation display game can be executed in which a plurality of identification information (for example, presentation patterns consisting of "0" to "9") are variably displayed on the main presentation display device 8, and a presentation pattern combination corresponding to the result of the lottery for a role is derived as the result of the presentation display game. For example, when a bell role is won and the bell role is awarded, a symbol combination (e.g., "Bell Bell Bell") corresponding to the winning bell role is derived on reel 41, and a performance symbol combination (e.g., a repeating even number such as "8 8 8") corresponding to the bell role is derived as a result of the performance display game on main performance display device 8. In addition, if a weak rare role is won, a symbol combination corresponding to the weak rare role won on reel 41 (for example, "BAR·BAR·Bell") is derived, and a performance symbol combination corresponding to the weak rare role (for example, "performance symbol other than 3·3·3") is derived as the result of the performance display game on main performance display device 8. In addition, if a strong rare role is won, a symbol combination corresponding to the strong rare role won on reel 41 ("7·7·7") is derived, and a performance symbol combination corresponding to the strong rare role ("7·7·7") is derived as the result of the performance display game on main performance display device 8.
[0046] In addition, when a replay role is won, a symbol combination corresponding to the replay role won on reel 41 (for example, "Replay Replay Replay") is displayed on a line other than the middle line, and a random symbol combination (for example, "4·6·2") is displayed as the result of the performance display game on the main performance display device 8. In contrast, when a chance replay role is won, a symbol combination corresponding to the chance replay role won on reel 41 (for example, "Replay Replay Replay") is displayed on the middle line, and a symbol combination identical to that when a chance role is won, such as "a performance symbol other than 3·3·3", is displayed as the result of the performance display game on the main performance display device 8. In addition, if the lottery result is a miss, the result of the performance display game will basically be a performance symbol combination other than a repeat number, but with a certain probability, the same performance symbol combination as when a weak rare role is won, such as a performance symbol other than 3·3·3, will be derived.
[0047] In addition, if the player wins the lottery to transition to the AT state when a weak rare role is won, the player will not immediately transition to the AT state, but will instead have a predetermined delay period (for example, 32 games), and during the predetermined number of games during this delay period, a premonition effect (main premonition effect) will be performed in the performance display game on the main performance display device 8, which will increase the probability of a performance pattern other than "3·3·3" being derived, thereby increasing the player's sense of anticipation, and at the end of this premonition effect, a specific performance pattern combination (for example, a repeat of odd performance patterns such as "3·3·3") will be derived, and after it is announced that the player will transition to the AT state, the player will transition to the AT state from the next game. In addition, even if the player does not win the lottery for transitioning to the AT state when a weak rare role is won, a fake premonition effect is performed for a predetermined period (for example, 32 games), and in the effect display game during this period, the probability of deriving, for example, an effect pattern other than 3·3·3 is increased. On the other hand, if a strong rare role is won, a special symbol combination (for example, "7·7·7") will be derived in that game, and after it is announced that the reel will enter the AT state, the reel will enter the AT state from the next game.
[0048] In this embodiment, in addition to transitioning to the AT state due to winning the rare role, the number of games played during the normal game state is counted, and when the counting result reaches a predetermined ceiling game number, the condition for transitioning to the AT state is met and the game state transitions to the AT state. In addition, as will be described in detail later, in addition to entering the AT state due to winning the rare role and reaching the ceiling number of games, the game state also transitions to the AT state based on historical information.
[0049] In addition, in this embodiment, the probability states for the AT state transition lottery when a weak rare role is won during the normal game state can be controlled to be a low probability state, a normal probability state, a high probability preparation state, or a high probability state, and control is performed so that the probability of winning the AT state transition lottery when a weak rare role is won increases in the order of low probability state → normal probability state → high probability preparation state → high probability state. For example, when a weak rare role is won and the AT state transition lottery is not won, a state transition lottery is held, and when this state transition lottery is won, a transition to a state with a more favorable probability is made. On the other hand, when a disadvantageous probability state is won, for example, a state transition lottery is held when a bell role is won, and when this state transition lottery is won, a transition to a state with a more disadvantageous probability is made. The probability of winning the state transition lottery to a favorable probability state becomes lower the more favorable the probability state transition is, and the probability of winning the state transition lottery to an unfavorable probability state is set so that the current probability state is maintained for a specified period of time (e.g., 50 games), but each probabilities may be other than those mentioned above.
[0050] The AT state is a game state in which, as a notification of an operation mode advantageous to the player in a game during the AT state, a push order navigation (push order notification) corresponding to the winning push order bell role is executed for the push order bell role (push order bell role 1 to 6) of multiple types (for example, six types of specific push orders, "left → center → right", "left → right → center", "center → left → right", "center → right → left", "right → left → center", "right → center → left") with different operation orders (specific push orders) of the stop button 5 for winning each role, making it extremely easy to win game medals by facilitating the winning of the winning push order bell role. When the reel 41 is stopped by a specific push order, a symbol combination corresponding to the push order bell role (for example, a symbol combination with "bell-bell-bell") is formed on a predetermined line, and when the reel 41 is stopped by a push order other than the specific push order, a symbol combination different from the symbol combination corresponding to the push order bell role is formed on the predetermined line.
[0051] In other words, the main control device 10 as a lottery means functions as a specific role lottery means capable of executing a lottery for a plurality of specific roles (push order bell roles) with different stopping patterns of the display means (reel 41) for awarding a specified bonus, and when push order navigation is executed in a game in which a specific role (push order bell role) is won, if the reel 41 is stopped according to the push order navigation, the winning push order bell role will be awarded as the grant of the specified bonus. During the AT state, the push order navigation is executed, and the probability of winning the push order bell role is set to a value that increases the number of game medals if the player plays the game according to the push order navigation. Therefore, the AT state is a specific game state that is advantageous for the player.
[0052] In addition, when the AT state is first entered (when entering from the normal game state), a predetermined number of games (for example, 50 games) is granted as the remaining number of games, and the remaining number of games is subtracted as games are played during the AT state, continuing until the remaining number of games becomes "0" (the so-called game number management type). During the AT state, for example, based on the winning of a predetermined rare role (e.g., Chance Role A, Chance Role B, Chance Replay Role), a lottery for adding to the remaining number of games is held, and if the lottery for adding is won, a predetermined number of games (e.g., 20 games) is added to the remaining number of games. Therefore, the duration of the AT state is extended by adding to the remaining number of games. The added remaining number of games may be notified to the player in its entirety or only in part. In addition, during the AT state, for example, when a specified rare role (e.g., Chance Role A, Chance Role B, Chance Replay Role) is won, the additional lottery is controlled to either an AT normal probability state in which the lottery is held with a normal probability, or an AT high probability state in which the lottery is held with a probability higher than the normal probability, and the probability of winning the additional lottery changes. In addition, during the AT state, for example, if a specified rare role (for example, Chance Role A, Chance Role B, or Chance Replay Role) is won, in addition to the additional lottery, a lottery for transition to the AT state is also held, and if the lottery for transition to the AT state is won, the AT state will occur again after the current AT state ends. In addition, if a strong rare role is won during the AT state, in addition to the currently occurring AT state, a special bonus corresponding to the strong rare role will be awarded (for example, an additional 500 games).
[0053] In addition, the AT state may be controlled so that it continues until the number of game medals actually acquired by the player during the AT state (net increase in number of game medals) or the number of game medals paid out during the AT state reaches a predetermined number (e.g., 100 medals). In addition, a predetermined number of games may be considered as one set, and a predetermined number of sets may be awarded at the beginning of the transition to the AT state, and a set number managed AT state may be awarded when an additional set is added. In addition, multiple types of AT states with different termination conditions may be provided, and one of the AT states may be selectively generated when the right to transition to the AT state is acquired. When the number of remaining games becomes "0" during the AT state, the condition for ending the AT state is met and the game state transitions to the normal game state (arrow b in Figure 5).
[0054] When the push order bell role is won, if the reel 41 is stopped in the operation sequence (specific push order) corresponding to the won push order bell role, a predetermined number (e.g., 8) of game medals will be awarded, and if the reel 41 is stopped in an operation sequence other than the specific push order, no game medals will be awarded. However, even in the case of an operation sequence other than the specific push order, a number of game medals less than the predetermined number (e.g., 1) may be awarded. Therefore, the winning of the Push Order Bell role to award a specified benefit refers to the awarding of a specified number of game medals, but if a relatively small number of game medals (e.g., 1) are awarded even when a push order other than the specific push order is performed, the winning of the Push Order Bell role refers to the awarding of a relatively large number of game medals (e.g., 8) or the formation of a pattern combination corresponding to the Push Order Bell role (for example, a pattern combination in which "Bell Bell Bell" lines up on a specified line). In addition, in this embodiment, the winning probability of each push order bell role is set to be the same, but the winning probability of the push order bell role that wins when the left reel 41a stops first may be set to be lower than the winning probability of other push order bell roles.
[0055] In addition, when transitioning to the AT state, the player may be transitioned to a specialized zone for a predetermined period of time (e.g., 10 games) to determine the number of games to be continued during the AT state (initial number of games), and the number of games may be determined based on the lottery results of each game in this specialized zone, and the number of games to be continued during the AT state (initial number of games) may be determined by the total number of games determined for each game. In addition, even during the AT state, a lottery for transitioning to the AT state may be held in the same manner as during the normal game state, and if the transition lottery is won, after the current AT state, a transition to a new specialized zone may be made, and a transition to a new AT state may be made. In addition, the specialized zone may be capable of occurring in a number of different ways with different degrees of advantage, and the number of continuing games in the AT state may be varied depending on the degree of advantage.
[0056] The CZ state is a gaming state that is easier to transition to the AT state than the normal gaming state. The transition to the CZ state occurs when the number of games played during the normal gaming state reaches a predetermined number (e.g., 200, 400, 600, etc.), and a transition lottery is held which has a predetermined probability (e.g., 50%) of being won. If this transition lottery is won, the gaming state transitions to the CZ state (arrow c in Figure 5).
[0057] The CZ state continues for a predetermined number of games (for example, 5 games), and during this time, a lottery for transition to the AT state is held more favorably than during the normal gaming state. For example, if a weak rare role is won, a lottery for transition to the AT state is held more favorably than during normal game mode, and if other lottery results are obtained (for example, winning a replay role or a bell role), a lottery for transition to the AT state is also held with a predetermined probability. During a game in the CZ state, if the lottery for transitioning to the AT state is won, the game state transitions to the AT state (arrow e in Figure 5), and if the lottery for transitioning to the AT state is not won and the duration of the CZ state ends, the game state transitions to the normal game state (arrow d in Figure 5). In addition, the transition condition to the CZ state may be established based on the winning of a specified rare role other than the execution of a specified number of games. In addition, the transition condition to the AT state during the CZ state may be other than the above as long as it is more advantageous for the player than the normal game state.
[0058] Furthermore, the main control device 10 of this embodiment is provided with 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 above-mentioned game state. The normal area is a play area in which push order navigation is not executed, i.e., a play area that cannot be controlled to a pseudo bonus state or AT state. It begins when the next game is started after the favorable area end condition is met, and ends when the favorable area transition condition is met.
[0059] In addition, in the normal zone, when the conditions for transition to the advantageous zone are met, for example, when a predetermined role (for example, a replay role or a push order bell role) is won in an internal lottery, it is determined that the player will transition to the advantageous zone. In the normal section, the push order navigation is not executed. Furthermore, when the main control device 10 is reset, it is controlled in the normal section. The timing of the transition to the advantageous zone may be other than the above, for example, the end of the game in which the advantageous zone transition condition is met (the moment when the last operation of pressing the stop button 5 is completed, etc.). In this case, the transition to the advantageous zone will occur before the start of the next game.
[0060] An advantageous area is a play area where push order navigation can be executed, that is, a play area that can be controlled to a pseudo bonus state or an AT state, and is a play area that is more advantageous to the player than a normal area because push order navigation can be executed. In addition, the advantageous zone begins when the next game is started after the advantageous zone transition condition is satisfied in the normal zone, and ends when a predetermined advantageous zone end condition is satisfied.
[0061] In addition, the advantageous zone transitions to the normal zone based on the establishment of the advantageous zone termination condition within the advantageous zone. An example of an end condition of the advantageous zone is when the medal-less gaming machine 1 (main control device 10) is reset (including when the settings are changed). In principle, the advantageous period continues when the AT state ends, but the conditions for ending the advantageous period may be met at a part of the time when the AT state ends, or it may be decided whether or not to end the advantageous period depending on the difference in number of coins at the time when the AT state ends. In addition, a favorable zone lamp may be provided that can indicate that the vehicle is in a favorable zone by lighting it up, and the lighting may be controlled by the main control device 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 (pseudo bonus state, AT state, etc.).
[0062] Furthermore, the medalless gaming machine 1 is provided with a limiter function (hereinafter simply referred to as the limiter) for limiting the number of gaming medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the limiter is activated. For example, the limiter is activated when the difference in the number of coins (the number of coins paid out - the number of coins inserted) during one advantageous period reaches the upper limit (for example, +2400 coins). The advantageous zone ends when any of the above-mentioned advantageous zone ending conditions (reset, limiter activation, etc.) is met. In addition, as a condition for activating the limiter, in addition to when the difference in number of coins reaches the upper limit number, the condition may also be set to when the number of games in one advantageous period (number of advantageous period games) reaches the upper limit number of games (for example, 4,000 games).
[0063] In addition to the above-mentioned limiter function as a function for limiting the number of gaming medals acquired by a player, the medalless gaming machine 1 of this embodiment is also provided with a so-called complete function (also simply called complete) that limits the number of gaming medals actually acquired by the player from when the medalless gaming machine 1 is turned on to when it is turned off (net increase in number of medals: so-called MY), and when the net increase in number of medals from when the medalless gaming machine 1 is turned on to when it is turned off reaches a predetermined number (the complete value of +19,000 medals), the game is placed in an unplayable state and a game is stopped in which no further games can be played. Therefore, the number of medals that a player can win is limited while the gaming establishment is open. Furthermore, even if the difference in the number of coins during one advantageous period during business hours of the gaming establishment is an extremely small value and the player is able to win an extremely large number of gaming medals before the limiter function is activated, the complete function will be activated before the limiter function is activated, so that even if the difference in the number of coins is an extremely small value, it is possible to prevent the gaming establishment from suffering an extremely large disadvantage.
[0064] [Performance display game] Next, with reference to FIG. 6, a description will be given of the effect display game in the medal-less gaming machine 1 of this embodiment. In the medalless gaming machine 1 of this embodiment, a presentation display game using multiple identification information (presentation patterns) is executed on the main presentation display device 8 in response to the execution of a game (main game) involving the variable display of the reel 41, under the control of the sub-controller 20 based on control information from the main controller 10.
[0065] As shown in Figure 6, the performance display game is executed by varying and displaying performance patterns on each of the first performance display unit 30a, the second performance display unit 30b, and the third performance display unit 30c, which are set in the left-right direction approximately in the center of the screen of the main performance display device 8. In addition, the performance display game is controlled in response to the execution of the game (main game), and the variable display begins when the performance patterns that have stopped in response to the start of the game (main game) move from top to bottom, and the variable display ends when a predetermined performance pattern stops in each performance display section in response to the end of the game (main game). The timing at which the changing display in each performance display unit stops is such that the changing display in the first performance display unit 30a stops in response to the stopping time of any of the reels 41 that are stopped first, then the changing display in the second performance display unit 30b stops in response to the stopping time of any of the reels 41 that are stopped second, and then the changing display in the third performance display unit 30c stops in response to the stopping time of any of the reels 41 that are stopped last. In addition, the timing at which the changing display in each performance display unit stops may be other than that described above. For example, the changing display in the first performance display unit 30a may stop in response to the stopping time of the left reel 41a, the changing display in the second performance display unit 30b may stop in response to the stopping time of the middle reel 41b, and the changing display in the third performance display unit 30c may stop in response to the stopping time of the right reel 41c.
[0066] Then, during the normal game state, the right to transition to the AT state is granted, and in the game immediately prior to the transition to the AT state, the effect display game is controlled so that the effect pattern combination that stops on each effect display section becomes a specific effect pattern combination (for example, a repeat of odd-numbered effect patterns such as "3·3·3"), and the game state transitions to the AT state from the next game in which the specific effect pattern combination stops. Furthermore, when the variable display on the first performance display unit 30a and the second performance display unit 30b stops, if there is a possibility that a specific performance pattern combination will stop, a reach performance is performed, and a performance image that heightens the player's sense of anticipation is displayed on the main performance display unit 8, and a corresponding sound effect is output from the speaker 9.
[0067] In addition, the effect display game is basically executed only during the normal game state and the CZ state, and during the AT state, each effect display part is erased and is not executed for each game (main game). However, if a predetermined rare role is won in a game (main game) during the AT state and the transition lottery to the AT state executed at that time is won, each effect display part will appear for a predetermined number of games after the end of the game in which the predetermined rare role was won, and the effect display game will start even during the AT state. Then, in the final game of the predetermined number of games, a specific combination of symbols stops, and it is announced that the right to move to a new AT state has been granted. Even if the player does not win the lottery to move to the AT state at this time, the effect display game is executed for the predetermined number of games in the same manner as above, and finally, a combination of symbols other than the specific combination of symbols stops, and it is announced that the right to move to a new AT state has not been granted.
[0068] A history display section 31 is displayed in the lower right part of the screen of the main performance display device 8. The history display unit 31 is displayed under the control of the sub-control unit 20 based on control information from the main control unit 10, and is a display unit that reports the game results (role drawing results) for a predetermined number of past games (e.g., 5 games) in a game (main game). For example, if a replay role is won in the current game, an image notifying the winning of the replay role is displayed as history information in the leftmost frame of the history display section 31 in the next game. If a bell role is won in the next game, the image notifying the winning of the replay role displayed in the leftmost frame of the history display section 31 moves to the rightmost frame in the next game, and an image notifying the winning of the bell role is displayed in the leftmost frame. That is, it is notified that the bell role was won one game ago, and that the replay role was won two games ago.
[0069] Furthermore, in the main control device 10, under normal conditions, the results of the last five games can be stored and managed as valid history information, and execution control of the history lottery, etc., described below, is performed based on this stored and managed history information. Therefore, the sub-control device 20 displays the history display section 31 in accordance with the range of this valid history information.
[0070] In this way, the lottery result of the winning combination is displayed on the history display section 31 every time a game is played, thereby displaying the history information for the past predetermined number of games. If the lottery result of the winning combination is a losing combination, the history information is not displayed (it is blank) on the corresponding frame. In addition, the display of history information in the history display unit 31 is executed not only during the normal gaming state but also during the CZ state and the AT state, and is used as an opportunity to award the bonus described below in each gaming state. In addition, the history display section 31 is displayed on the main performance display device 8, but it may also be displayed on the sub performance display device 18.
[0071] [Granting rewards based on historical information] Next, the awarding of a benefit based on history information in the medalless gaming machine 1 of this embodiment will be described with reference to FIG. In the medalless gaming machine 1 of this embodiment, as described above, historical information is displayed on the history display unit 31, and the main control unit 10, which serves as a historical information management means and a specific bonus awarding means, stores and manages the above-mentioned historical information, and controls the awarding of bonuses based on this historical information.
[0072] The granting of bonuses based on history information can be executed in each game state, and a bonus is granted in each of the following cases: when a history lottery (rare role history lottery) that is executed when a weak rare role is won two or more times within the range of the valid history information set at that time is won, when a history lottery (replay role history lottery) that is executed when a replay role is won a predetermined number of times (for example, four times) in succession is won, and when a replay role is won in all of the ranges of the valid history information set at that time and the consecutive history condition is met. In addition, the benefits granted based on the historical information become the right to transition to the AT state during the normal gameplay state and the CZ state, and become the right to transition to a new AT state during the AT state. Also, if you win a strong rare role, you will be given a special bonus at that time, so there will be no rare role history lottery.
[0073] First, referring to Figure 7(a), we will explain the case where a weak rare role is won two or more times within the range of valid history information (valid rare role history information) set at that time and a history lottery (rare role history lottery) is executed. FIG. 7(a) shows the history display section 31 in which a weak rare combination has been won in each of the games one game before and four games before, as an example in which a rare combination history lottery is executed.
[0074] As shown in Figure 7 (a), the history display section 31 of the main performance display device 8 is normally configured with a first history display section 31a that reports the result of the game from one game back, a second history display section 31b that reports the result of two games back, a third history display section 31c that reports the result of the game from three games back, a fourth history display section 31d that reports the result of the game from four games back, and a fifth history display section 31e that reports the result of the game from five games back. In the main control device 10, under normal circumstances, the results of the last five games can be stored and managed as valid history information, and the sub-control device 20 displays the history display section 31 in accordance with the range of this valid history information. Then, when a weak rare role is won in each of the games one game before and four games before, the main control device 10 stores winning information of the weak rare role as history information for each of the games one game before and four games before, and stores history information showing a losing lottery result in other games. Furthermore, under the control of the sub-control device 20, as shown in FIG. 7(a), a weak rare role image 32 notifying that a weak rare role has been won is displayed in each of the first history display section 31a and the fourth history display section 31d, and in the games two games ago, three games ago, and five games ago, the second history display section 31b, the third history display section 31c, and the fifth history display section 31e are blank, corresponding to a losing lottery result.
[0075] Note that the update of the history information in the main control device 10 and the update of the history display section 31 in the sub-control device 20 are performed after the end of the game (when the last reel 41 is stopped). Therefore, for example, when a weak rare combination is won, the weak rare combination image 32 appears and is displayed in the first history display section 31a when the game ends, and the display of the weak rare combination image 32 in the first history display section 31a is maintained while the next game is being executed, and when the next game ends, the weak rare combination image 32 in the first history display section 31a moves to the second history display section 31b. In addition, even if either the chance role A or B is won and a miss occurs, the weak rare role image 32 will be displayed.
[0076] In the main control device 10, in the normal state, the past five games are set as the range of rare role effective history information for performing rare role lottery. Therefore, in the normal state, the range of history information for the past five games shown in FIG. 7(a) is set as the range of rare role effective history information as it is. The range of rare role valid history information is normally set to five, but the range of rare role valid history information can be expanded based on the establishment of certain conditions, as will be described in detail later.
[0077] Then, as shown in Figure 7(a), if a weak rare role is won in the game one game prior and four games prior within the range of the rare role valid history information, and the conditions for executing the rare role history lottery are met, a rare role history lottery will be held at the end of the game (the game in which the second weak rare role is won). In other words, if there are two weak rare wins within the range of the rare role validity history information, a rare role lottery is held. In addition, when the conditions for executing the rare role history lottery are met, it is preferable to notify that the conditions for executing the rare role history lottery have been met by changing the color scheme or pattern of the frame of the history display unit 31 or the image of the entire history display unit 31 for a predetermined period of time. In addition, if a player wins a weak rare role in the game following the game in which he or she won a weak rare role for the second time, this will mean that a weak rare role has been won three times within the range of the rare role valid history information, and the rare role history lottery will be held again under more favorable conditions. Details such as the winning probability of the rare role history lottery will be described later.
[0078] As described above, in this embodiment, the main control unit 10 normally stores history information for the past five games, and if history information for the past five games contains two or more instances of history information corresponding to the winning of a weak rare role as a specific role, a rare role history lottery is conducted, and if the rare role history lottery is won, a specific history condition (first specific history condition) is established and the right to transition to the AT state is granted. In other words, the main control unit 10 is equipped with a history information management means capable of managing the results of the lottery for a specific role over a specific number of games (normally five times), and a specific benefit granting means capable of granting a specific benefit (the right to transition to an AT state) when a specific history condition (first specific history condition) that requires a specific role (e.g., a weak rare role) to be won over a specific number of games is met. Therefore, since bonuses are awarded based on historical information in addition to the normal transition to the AT state, it is possible to increase the interest of the game and to heighten the player's sense of expectation.
[0079] The rare combination history lottery may be performed once for two wins of the weak rare combination within the range of the rare combination valid history information, or may be performed for each game execution while two wins of the weak rare combination exist within the range of the rare combination valid history information. That is, in the case shown in FIG. 7(a), the rare combination history lottery may be performed only at the end of the game in which the second weak rare combination is won, or even if the weak rare combination is not won in the next game after the end of the game in which the second weak rare combination is won, since two wins of the weak rare combination exist within the range of the rare combination valid history information, the rare combination history lottery may be performed in this game as well.
[0080] In addition, in this embodiment, even if the player wins chance roles A and B that may cause a miss and misses the chance (for example, if "BAR BAR Replay" does not stop), the weak rare role image 32 is displayed and used as an opportunity for the rare role history lottery, but if a miss occurs, it may not be used as an opportunity for the rare role history lottery. In this case, the normal AT state transition lottery may be performed but not used as an opportunity for the rare role history lottery, or both the normal AT state transition lottery and the opportunity for the rare role history lottery may be invalidated. In addition, some of the weak rare winning combinations (for example, chance combination A) may be used as a trigger for the rare combination history lottery even if a miss occurs, just as in the case where no miss occurs, and the remaining part (for example, chance combination B) may not be used as a trigger for the rare combination history lottery if a miss occurs. In this case, it is preferable not to display the weak rare combination image 32 if a miss occurs.
[0081] Next, with reference to FIG. 7(b), a history lottery (replay role history lottery) that is executed when the replay role is consecutively won a predetermined number of times (for example, four times) will be described. FIG. 7(b) shows the history display section 31 when the replay combination has been won in each of the games one game before to four games before, as an example of a case where the replay combination history lottery is executed.
[0082] As shown in FIG. 7(b), when a replay role is won in each of the games from one game back to four games back, the main control device 10 stores winning information of the replay role as historical information for each of the games from one game back to four games back, and stores historical information showing losing lottery results in other games. In addition, under the control of the sub-control device 20, as shown in FIG. 7(b), a replay role image 33 notifying a player that a replay role has been won is displayed in each of the first history display section 31a to the fourth history display section 31d, and the fifth history display section 31e becomes blank, corresponding to a losing lottery result in the fifth game previously.
[0083] Then, if a replay role has been won in each of the games from one to four games back, that is, if the entire range of valid history information (valid replay role history information) set at that time is in the state just before a replay role is won, the conditions for executing the replay role history lottery are met, and a replay role history lottery is held at the end of the game (the final game in which a replay role has been won in four consecutive games). The replay role history lottery is executed so that a winning result is derived with a predetermined probability (for example, 10%), and if the replay role history lottery is won, the right to transition to the AT state is granted.
[0084] As described above, in this embodiment, when the main control unit 10 sets the entire range of valid history information (replay role valid history information) at that time to the state just before the replay role is won, the conditions for executing the replay role history lottery are met, and a replay role history lottery is held at the end of the game (the final game in which a replay role is won in four consecutive games), and if this replay role history lottery is won, the right to transition to the AT state is granted. Therefore, since bonuses are awarded based on historical information in addition to the normal transition to the AT state, it is possible to increase the interest of the game and to heighten the player's sense of expectation.
[0085] In addition, when the conditions for executing the replay role history lottery are met, it is preferable to notify that the conditions for executing the replay role history lottery have been met by changing the color scheme or pattern of the frame of the history display unit 31 or the image of the entire history display unit 31 for a predetermined period of time. In addition, the winning probability of the replay role history lottery may be changeable according to the setting value in the probability setting device 16, and for example, the winning probability may be increased as the setting value becomes more advantageous. In addition, the probability of winning the replay role history lottery may be made changeable depending on the gaming state. For example, the probability of winning the replay role history lottery may be made higher during the AT state than during the normal gaming state or the CZ state.
[0086] Next, with reference to FIG. 7(c), a case where the replay role is won for all within the range of the valid history information (valid replay role history information) set at that time point and the consecutive history condition is established will be described. FIG. 7(c) shows the history display section 31 in the case where the replay combination has been won in each of the games one game before to five games before, as an example in which the consecutive history condition is met.
[0087] As shown in FIG. 7(c), when a replay role is won in each of the games from one game back to five games back, the main control device 10 stores winning information of the replay role as history information for each of the games from one game back to five games back, and under the control of the sub-control device 20, a replay role image 33 is displayed in each of the first history display area 31a to the fifth history display area 31e to notify that a replay role has been won.
[0088] In the main control device 10, in the normal state, the past five games are set as the range of the replay role valid historical information for satisfying the consecutive historical condition. Therefore, in the normal state, the range of the historical information of the past five games shown in FIG. 7(c) is set as the range of the replay role valid historical information as it is. The range of the replay role valid history information is normally set to five, but the range of the replay role valid history information can be reduced based on the establishment of a predetermined condition, which will be described in detail later. Therefore, under normal circumstances, the range of rare role valid history information and the range of replay role valid history information are set to the past five games, but if only the range of replay role valid history information is reduced, the range of valid history information related to the rare role history lottery remains the same, and only the range of valid history information related to the establishment of the consecutive history conditions for the replay role is reduced. In addition, if the range of the replay role valid history information is changed (reduced), the conditions for executing the replay role history lottery described above will also be changed. For example, if the range of the replay role valid history information is changed to four, the replay role history lottery will be held when three replay roles are consecutively played.
[0089] Then, as shown in FIG. 7(c), if a replay role has been won in each of the games from one game back to five games back within the range of the replay role valid history information, the consecutive history condition is established. That is, when all within the range of the replay role valid history information are winning replay roles, the consecutive history condition is met. When the consecutive history condition is met, the right to transition to the AT state is granted. Therefore, if the replay role is won in the game after the replay role history lottery is held due to the four consecutive wins of the replay role described above, the right to transition to the AT state is granted, so if the replay role is won in the game after the replay role history lottery is won, the right to transition to the AT state is granted twice in total. In addition, when the continuous history condition is met, it is preferable to notify that the continuous history condition has been met by changing the color scheme or pattern of the frame of the history display unit 31 or the image of the entire history display unit 31 for a predetermined period of time. In addition, even in games after the consecutive history condition is met, the right to transition to the AT state will be granted each time the replay role continues to be won consecutively.
[0090] As described above, in this embodiment, the main control unit 10 normally stores historical information for the last five games, and when all of this historical information for the last five games corresponds to the winning of a replay role as a specific role, a consecutive historical condition as a specific historical condition (second specific historical condition) is met and the right to transition to the AT state is granted. In other words, the main control device 10 is equipped with a history information management means capable of managing the results of the lottery for a specific role over a specific number of games (normally five times), and a specific benefit granting means capable of granting a specific benefit (the right to transition to an AT state) when a specific history condition (a second specific history condition) that requires a specific role (e.g., a replay role) to be won over a specific number of games is met.
[0091] Therefore, since bonuses are awarded based on historical information in addition to the normal transition to the AT state, it is possible to increase the interest of the game and to heighten the player's sense of expectation. In addition, since bonuses are awarded for winning the rare role history lottery, winning the replay role history lottery, and achieving the continuous history conditions, the game content can be diversified and the entertainment value of the game can be improved.
[0092] [Rare Role History Lottery] Next, with reference to Figures 8 and 9, the rare role history lottery in this embodiment will be described. In the medalless gaming machine 1 of this embodiment, as described above, if a weak rare role is won two or more times within the range of the rare role valid history information, a rare role history lottery is held, and if the rare role history lottery is won, the right to transition to the AT state is granted.
[0093] In addition, the rare role history lottery is conducted using different lottery tables when a weak rare role is won twice within the range of the rare role valid history information and when it is won three or more times, and also when a rare role history lottery is conducted using different lottery tables when in a state other than the AT state (normal game state, CZ state) and when in the AT state. The rare role history lottery is performed using random number values (256 random number values) extracted during game execution in which a weak rare role has been won two or more times within the range of the rare role valid history information. Figures 8 and 9 show the number of winning random number values among the extracted random number values.
[0094] FIG. 8 shows a rare role history lottery table used in the main control device 10 when drawing a rare role history in a state other than the AT state (in the normal gaming state, in the CZ state). First, FIG. 8(a) shows a rare combination history lottery table used when a weak rare combination is won twice within the range of rare combination validity history information. As shown in Figure 8(a), if a weak rare role is won twice within the range of the rare role valid history information outside the AT state, a lottery will be held with a probability of 176 / 256 in which the rare role history lottery will not be won, and a probability of 80 / 256 in which the rare role history lottery will be won.
[0095] Next, FIG. 8(b) shows a rare combination history lottery table used when a weak rare combination is won three or more times (third, fourth, etc.) within the range of the rare combination valid history information. As shown in Figure 8(b), if a weak rare role is won three or more times within the range of the rare role valid history information outside the AT state, a lottery will be held with a probability of 0 / 256 in which the rare role history lottery will be a non-winner and a probability of 256 / 256 in which the rare role history lottery will be a win.
[0096] As described above, since the rare role history lottery is conducted outside the AT state, it is possible to reliably grant a bonus to the player at the time of the rare role history lottery. In addition, the lottery will be held so that the probability of winning is higher if a weak rare role is won three or more times within the range of the rare role valid history information than if a weak rare role is won twice, and if a weak rare role is won three or more times within the range of the rare role valid history information, a win is confirmed. Therefore, the more times the weak rare role is won within the range of the rare role validity history information, the more the player's sense of expectation can be improved.
[0097] In addition, if a player wins a weak rare role after winning two weak rare roles within the range of the rare role valid history information, and those histories remain within the range of the rare role valid history information, a lottery will be held for both the two wins of the weak rare role and the three or more wins, which is advantageous for the player. The above-mentioned lottery probability may be any probability that is higher when the weak rare combination is won three or more times than when it is won two times. Also, the lottery may be more advantageous when the weak rare combination is won four or more times than when it is won three times. In addition, the winning of a strong rare role may also be subject to a rare role history lottery. In this case, a special benefit will be awarded when a strong rare role is won, and a rare role history lottery will also be held.
[0098] FIG. 9 shows a rare role history lottery table used in the main control device 10 when drawing rare role history during the AT state. First, FIG. 9(a) shows a rare combination history lottery table used when a weak rare combination is won twice within the range of rare combination validity history information. As shown in Figure 9(a), if a weak rare role is won twice within the range of the rare role valid history information during the AT state, a lottery will be held with a probability of 206 / 256 in which the rare role history lottery will not be won, and a lottery will be held with a probability of 50 / 256 in which the rare role history lottery will be won.
[0099] Next, FIG. 9(b) shows a rare role history lottery table used when a weak rare role is won three or more times (third, fourth, etc.) within the range of rare role valid history information during the AT state. As shown in Figure 9(b), if a weak rare role is won three or more times within the range of the rare role valid history information during the AT state, a lottery will be held in which the rare role history lottery will be a non-winner with a probability of 0 / 256 and a win with a probability of 256 / 256.
[0100] Since the rare role history lottery is performed during the AT state as described above, it is possible to reliably grant a bonus to a player at the time of the rare role history lottery even during the AT state. Also, just like in cases other than the AT state, the lottery is conducted so that the probability of winning is higher if a weak rare role is won three or more times within the range of the rare role valid history information than if a weak rare role is won twice, and if a weak rare role is won three or more times within the range of the rare role valid history information, a win is confirmed. Therefore, even during the AT state, the more times a weak rare role is won within the range of the rare role validity history information, the more the player's sense of expectation can be improved. In addition, since the probability of winning the rare role history lottery when a weak rare role is won twice is lower during the AT state than during a non-AT state, it is possible to prevent excessive benefits from being awarded to players.
[0101] In addition, in the rare role history lottery during the AT state, a lottery is performed to determine whether or not the right to transition to the AT state is granted, but a lottery may also be performed to determine whether or not other benefits are granted. For example, a lottery may be performed to add the number of games to the remaining number of games in the AT state. In this case, it is preferable to select multiple numbers of added games, and to make the winning probability lower for a larger number of added games than for a smaller number of games. Also, a lottery may be performed in which the winning probability of the add-on lottery is higher when a weak rare role is won three or more times within the range of the rare role valid history information than when a weak rare role is won twice, and the number of added games is also increased. In addition, in this embodiment, the probability of winning the replay role history lottery, which is executed when the replay role is won a predetermined number of times (for example, four times) in a row, is always fixed, but it may be different during the AT state and outside the AT state. For example, the probability of winning the replay role history lottery may be higher outside the AT state than during the AT state.
[0102] [History Expansion Lottery] Next, the history expansion lottery in this embodiment will be described with reference to FIG. In the medal-less gaming machine 1 of this embodiment, as described above, when a weak rare combination is won two or more times within the range of the rare combination valid history information, a rare combination history lottery is conducted. In this embodiment, when the specified conditions are not met, the history information of the past five games is used as rare role valid history information, and if a weak rare role is won two or more times within the range of this rare role valid history information, a rare role history lottery will be held.
[0103] In addition, in this embodiment, the range of the rare combination effective history information can be expanded based on the establishment of a predetermined condition. That is, the range of the rare combination effective history information can be increased from 5 to 6 or more in the normal state. For example, under normal circumstances, if a weak rare role has been won twice during the past five games, a rare role history lottery is held. However, if a specified condition is met and the range of valid rare role history information becomes six, a rare role history lottery will be held if a weak rare role has been won twice during the past six games, making the difficulty of conducting a rare role history lottery easier and more advantageous for the player.
[0104] In this embodiment, the range of the rare role effective history information is expanded when the player wins the history expansion lottery that is executed based on the lottery result of the game being a winning chance role A. In addition, the history expansion lottery is also performed when the chance role A is won while the range of the rare role valid history information has already been expanded. Therefore, it is possible for the range of the rare role valid history information to be 7 or more. In addition, even if the condition for expanding the range of the rare role valid history information is satisfied, the range of the replay role valid history information described above is not affected. The history expansion lottery is performed using random number values (256 random number values) extracted when a game in which Chance Role A is won is played. Figure 10 shows the number of winning random number values among the extracted random number values.
[0105] FIG. 10 shows a history expansion lottery table used in the history expansion lottery when the chance role A is won in the main control device 10. First, FIG. 10(a) shows a history expansion lottery table used during a history expansion lottery outside the AT state (normal gaming state, CZ state). As shown in Figure 10(a), if Chance Role A is won outside the AT state, a lottery is held with a probability of 176 / 256 that the history expansion lottery will not be won, and a probability of 80 / 256 that the history expansion lottery will be won.
[0106] Next, FIG. 10(b) shows a history expansion lottery table used during a history expansion lottery during the AT state. As shown in Figure 10(b), if chance role A is won during the AT state, a lottery is held in which the history expansion lottery has a probability of 206 / 256 not being won and a probability of 50 / 256 winning the history expansion lottery. Furthermore, the expanded range of the rare role valid history information is reduced (returned to the previous range) with a specified probability (for example, 30%) when a replay role is won during expansion. In this case, the reduction lottery (return lottery) is held in stages, and if the reduction lottery is won, the range will be reduced (returned) to one stage smaller (5 if there are 6). However, if the range of the rare role valid history information becomes 5 (the normal range), the reduction lottery will not be held.
[0107] As described above, in this embodiment, the range of rare role valid history information related to the execution of the rare role history lottery is changed by the control of the main control device 10. That is, main control device 10 is provided with specific number changing means that can change the specific number (normally five) managed by history information management means (main control device 10) based on the establishment of a predetermined condition. In addition, since a history expansion lottery is conducted, it becomes possible to expand the range of rare role valid history information related to the execution of the rare role history lottery. In other words, the main control unit 10 as a specific number changing means can increase the specific number to a first specific number (for example, 6) that is greater than the normal number, and the main control unit 10 as a specific benefit granting means can grant a specific benefit (the right to transition to an AT state) when a first specific history condition is met that requires a first specific role (weak rare role) to be won multiple times during the first specific number of games. Therefore, by expanding the range of rare role validity history information, it is possible to diversify the game content and increase the interest of the game, as well as to increase the player's sense of expectation. In addition, since the probability that the range of rare role valid history information will expand is lower during the AT state than during non-AT states, it is possible to prevent excessive benefits from being awarded to players.
[0108] In addition, when the range of the rare combination effective history information becomes a predetermined number (for example, 7), the expansion of the range of the rare combination effective history information may be restricted by prohibiting the history expansion lottery. In addition, the probability that the range of rare role valid history information will expand is lower during the AT state than during other than the AT state, but the probability that the range of rare role valid history information will expand may be higher during the AT state than during other than the AT state. In addition, the history expansion lottery is executed when Chance Role A is won, but the history expansion lottery may be executed at other times. For example, the history expansion lottery may be executed when Chance Role B or Chance Replay Role is won, or when the number of games during normal gameplay reaches a predetermined number. In addition, a reduction lottery (return lottery) that reduces the expanded range of rare role valid history information is triggered by the winning of a replay role, but it may also be triggered by the winning of another role, or the range may be reduced (returned) to one level smaller when the number of games played during the expansion reaches a predetermined number.
[0109] [History Reduction Lottery] Next, the history reduction lottery in this embodiment will be described with reference to FIG. In the medal-less gaming machine 1 of this embodiment, as described above, a bonus is awarded when the replay combination is won in all the ranges of the replay combination valid history information and the consecutive history condition is established. In this embodiment, in the normal state where the specified conditions are not met, the historical information of the past five games is set as the range of valid historical information for the replay role, and therefore, in the normal state, if a replay role is won in all of the past five games, the right to transition to the AT state will be granted as a special benefit.
[0110] In this embodiment, the range of the replay role valid history information can be reduced based on the establishment of a predetermined condition. That is, the range of the replay role valid history information can be reduced from five to four or less under normal circumstances. For example, under normal circumstances, the consecutive history condition is met if a replay role has been won in all of the past five games, but if a specified condition is met and the range of valid replay role history information is reduced to four, the consecutive history condition is met if a replay role has been won in all of the past four games, making it easier for the player to achieve the consecutive history condition, which is advantageous for the player. In addition, when the range of the replay role valid history information is reduced, the execution conditions of the replay role history lottery described above will also be changed. For example, when the range of the replay role valid history information is reduced to four, the replay role history lottery will be performed if the replay role has been won in all of the past three games.
[0111] In this embodiment, the range of the replay role effective history information is reduced when the history reduction lottery, which is executed based on the lottery result of the game being a win for the chance role B, is won. In addition, the history reduction lottery is also performed when the chance role B is won while the range of the replay role valid history information has already been reduced. Therefore, it is possible that the range of the replay role valid history information is 4 or less. In addition, even if the condition for reducing the range of the replay role valid history information is met, it does not affect the range of the rare role valid history information described above, but if the respective execution conditions overlap, the expansion of the range of the rare role valid history information and the reduction of the range of the replay role valid history information are executed in parallel. The history reduction lottery is performed using random number values (256 random number values) extracted when a game in which Chance Role B is won is played, and Figure 11 shows the number of winning random number values among the extracted random number values.
[0112] FIG. 11 shows a history reduction lottery table used in the history reduction lottery when the chance role B is won in the main control device 10. In FIG. First, FIG. 11(a) shows a history reduction lottery table used during a history reduction lottery outside the AT state (normal gaming state, CZ state). As shown in Figure 11(a), if Chance Role B is won outside the AT state, a lottery is held with a probability of 156 / 256 that the history reduction lottery will not be won, and a probability of 100 / 256 that the history reduction lottery will be won.
[0113] Next, FIG. 11(b) shows a history reduction lottery table used during history reduction lottery during the AT state. As shown in Figure 11 (b), if Chance Role B is won during the AT state, a lottery is held with a probability of 176 / 256 that the history reduction lottery will not be won, and a probability of 80 / 256 that the history reduction lottery will be won. In addition, the range of the reduced replay role valid history information is expanded (returned to the previous range) with a predetermined probability (for example, 10%) if the push order bell role is won during the reduction. In this case, the expansion lottery (return lottery) is held in stages, and if the expansion lottery is won, the range will be expanded (returned) to one more stage (5 from 4). However, if the range of the replay role valid history information becomes 5 (normal range), the expansion lottery (return lottery) will not be held.
[0114] As described above, in this embodiment, the range of the replay role effective history information related to the establishment of the consecutive history condition is changed by the control of the main control device 10. That is, main control device 10 is provided with specific number changing means that can change the specific number (normally five) managed by history information management means (main control device 10) based on the establishment of a predetermined condition. In addition, since a history reduction lottery is performed, the range of the replay role effective history information related to the establishment of the consecutive history condition can be reduced.
[0115] In other words, the main control unit 10 as a specific number changing means can reduce the specific number to a second specific number (for example, 4) that is smaller than the normal number, and the main control unit 10 as a specific benefit granting means can grant a specific benefit (the right to transition to an AT state) when a second specific history condition, which is conditioned on consecutive wins of a second specific role (replay role), is met during the second specific number of games. Therefore, by narrowing the range of the replay role valid history information, it is possible to diversify the game content and increase the interest of the game, as well as to increase the player's sense of expectation. In addition, since the probability that the range of the replay role valid history information will be reduced is lower during the AT state than during a non-AT state, it is possible to prevent excessive benefits from being awarded to the player.
[0116] In addition, the main control device 10 can simultaneously expand the range of rare role valid history information as valid history information and narrow the range of replay role valid history information, making it possible to create a state in which both the difficulty of executing a rare role history lottery and the difficulty of achieving consecutive history conditions are low. Therefore, when the difficulty of executing the rare role history lottery and the difficulty of achieving the continuous history condition are both reduced, it is possible to greatly increase the player's expectations.
[0117] When the range of the replay role valid history information reaches a predetermined number (for example, 3), the history reduction lottery may be stopped to limit the reduction of the range of the replay role valid history information. In addition, the probability that the range of the replay role valid history information will be reduced is lower during the AT state than during other than the AT state, but the probability that the range of the replay role valid history information will be reduced may be higher during the AT state than during other than the AT state. In addition, the history reduction lottery is executed when Chance role B is won, but the history reduction lottery may be executed at other times. For example, the history reduction lottery may be executed when Chance role A or Chance replay role is won, or when the number of games during normal gameplay reaches a predetermined number. In addition, the expansion lottery (return lottery) that expands the reduced range of replay role valid history information is triggered by the winning of the push order bell role, but it may also be triggered by the winning of another role, or the range may be expanded (returned) to one level larger when the number of games played during the reduction reaches a predetermined number.
[0118] [Expanded notification of history display section] Next, the enlarged notification of the history display section 31 in this embodiment will be described with reference to FIG. In the medal-less gaming machine 1 of this embodiment, as described above, when the history expansion lottery is won and the history expansion condition is established, the range of rare combination effective history information is expanded. In the main control device 10, based on the expansion of the range of the rare role valid history information, control is performed to expand the range of winning weak rare roles that are valid for the rare role history lottery. In addition, based on the control information from the main control device 10, the sub-control device 20 will control the change (expansion) of the history display section 31 in the main performance display device 8 in response to the expansion of the range of rare role effective history information.
[0119] FIG. 12 shows the transition of the history display section 31 when the range of rare combination effective history information is expanded under the control of the sub-controller 20. First, FIG. 12(a) shows the history display section 31 of the main performance display device 8 during execution of a game in a normal gaming state, in which a history expansion condition is met based on winning a chance role A in the game. As shown in FIG. 12(a), even in a game in which the chance role A is won, the history display section 31 is not enlarged during the execution of the game, and the history display section 31 is maintained and displayed in the normal state. In addition, since FIG. 12(a) shows a case where a replay role has been won in the game four games ago, a replay role image 33 is displayed in the fourth history display portion 31d as the history information of the game four games ago.
[0120] Then, as shown in FIG. 12(b), after the game in which chance role A is won ends, the history information is updated and displayed in the history display section 31, and a rare role image 32 indicating that chance role A (weak rare role) has been won as the lottery result of this game is displayed in the first history display section 31a, and the replay role image 33 in the fourth history display section 31d is moved and displayed in the fifth history display section 31e. The first history display unit 31a is a display unit that mainly displays the history information of the previous game, but since the history information of that game is displayed from the time the game ends until the next game starts, the history information on the first history display unit 31a displays the lottery results of the current game from the time the game ends until the time the next game starts.
[0121] Next, FIG. 12(c) shows the history display section 31 during execution of the next game in which the chance combination A is won (the history expansion condition is met). As shown in Figure 12 (c), during the execution of the next game in which chance role A is won, an expansion effect is executed to determine whether or not a first expanded history display section 35a is added as an addition to the history display section 31 to the left end of the history display section 31 in the normal state. The expansion effect is a effect in which a new display section appears on the left end of the history display section 31, and the left-right width of the new display section that has appeared is repeatedly expanded and reduced at a predetermined timing, thereby increasing the sense of anticipation as to whether or not the new history display section 31 will expand (the range of rare role valid history information will expand).
[0122] Then, at the end of the game when the chance role A is won, the enlargement effect ends and the first enlargement history display section 35a is displayed as a new display section, as shown in FIG. 12(d). In other words, based on the establishment of the history expansion condition, a first expanded history display section 35a is added to the history display section 31, thereby notifying that the history display section 31 corresponding to the range of rare role valid history information has been expanded. Even if the chance role A is won and the history expansion condition is not met, the same expansion effect as described above will be executed during the next game in which the chance role A is won. However, in this case, the expansion effect will be a fake expansion effect, and after the fake expansion effect is executed, the history display section 31 will not be expanded but will return to its original state.
[0123] Next, FIG. 12(e) shows the history display section 31 after the end of the next game in which the chance role A is won (the history expansion condition is met). As shown in Figure 12 (e), after the end of the next game in which chance role A is won, that is, from the end of the game to the start of the next game, a first expanded history display section 35a is added to the history display section 31, and history information for the current game (the completed game) is displayed in the first expanded history display section 35a. In the example shown in FIG. 12(e), the lottery result of the current game is the winning of the replay combination, so that the replay combination image 33 is displayed in the first enlarged history display portion 35a. Furthermore, as the history display section 31 is enlarged, the history information of the past six games is displayed, so the replay role image 33 in the fifth history display section 31e is maintained even after the game ends.
[0124] Furthermore, even if the range of the rare role valid history information is expanded, the range of the replay role valid history information remains the same, i.e., even if the range of the rare role valid history information is six, the range of the replay role valid history information is five. Therefore, in order to clarify the ranges of these valid history information, only the display part showing the range of the replay role valid history information is changed to a background different from that of the other display parts. For example, while the background of the fifth history display section 31e is maintained as the normal white background, the backgrounds of the first expanded history display section 35a and the first history display section 31a to the fourth history display section 31d are changed from white to blue, thereby clearly indicating that the range of the replay role valid history information is the history information of the five most recent games, and that the range of the rare role valid history information is the history information of the six most recent games. In other words, the entire history display section 31 that is displayed is the range of rare role valid history information, and the history display section 31 with a blue background color is the range of replay role valid history information.
[0125] In addition, in the main control device 10, the historical information of the past five games is managed as replay role valid historical information, and based on the establishment of the history expansion condition, the historical information of the past six games is managed as rare role valid historical information. Therefore, the range of the replay role valid history information will be the history information of the last five games and will remain unchanged as usual, but the range of the rare role valid history information will be the history information of the last six games, and if a weak rare role is won two or more times in the last six games, a rare role history lottery will be held, and the difficulty of achieving the conditions for executing the rare role history lottery will change to be more favorable to the player than usual. In addition, since the history expansion lottery is held even after the range of the rare role valid history information is expanded, the same expansion control of the range of the rare role valid history information and change control of the history display section 31 as described above are performed even after the range of the rare role valid history information is expanded based on the history expansion lottery. In addition, when the expanded range of rare role valid history information is reduced (returned), the identification notification of the range of rare role valid history information and the range of replay role valid history information will end, and the background of the history display section 31 will be changed to a unified color scheme.
[0126] As described above, in this embodiment, as the range of rare combination effective history information is expanded, the history display section 31 is also enlarged. Therefore, the player is notified in a recognizable manner that the range of the rare combination effective history information has been expanded, and it is possible to effectively increase the player's sense of expectation. In addition, for example, it is possible to give a sense of security to players who are unfamiliar with games, and it is possible to prevent the occurrence of trouble between game establishments and players regarding games.
[0127] Also, even if the history expansion condition is met, the history information of the five most recent games will be managed as valid history information for replay roles, and only the history information of the six most recent games will be managed as valid history information for rare roles. Therefore, the succession of the consecutive history condition will be determined based on the history information of the five most recent games, and the succession of the condition for executing the rare role history lottery will be determined based on the history information of the six most recent games. In other words, when the specific number is changed by the specific number changing means (main control unit 10), the main control unit 10 as a history information management means can manage both the specific number before the change (e.g., 5) and the specific number after the change (e.g., 6), and the main control unit 10 as a specific benefit granting means can determine the establishment of specific history conditions (establishment of continuous history conditions, establishment of conditions for executing a rare role history lottery) in parallel based on both the specific number before the change and the specific number after the change.
[0128] Therefore, when the valid history information is changed, it is possible to efficiently and reliably control the awarding of benefits, and it is also possible to increase the player's sense of expectation. Furthermore, even if the range of the rare role valid history information is expanded, the range of the rare role valid history information and the range of the replay role valid history information are notified in an identifiable manner, which makes it possible to prevent the player from misunderstanding the conditions for granting a bonus, and enables the player to concentrate on playing the game.
[0129] Also, the sub-control device 20 executes an expansion effect on the main effect display device 8 in response to the expansion of the range of the rare combination effective history information. In other words, the sub-control device 20 as a display control means is capable of executing display control of information (images related to the enlarged performance) related to the change of the specific number by the specific number change means (main control device 10). Therefore, it is possible to increase the entertainment value of the game and efficiently increase the player's expectations.
[0130] Although the history display section 31 is enlarged by enlarging the leftmost display section, it may be enlarged by enlarging the rightmost display section. In addition, when the range of rare role valid history information and the range of replay role valid history information are notified in a distinguishable manner, the background color is changed, but the color scheme of the frame image of the display unit may also be changed.
[0131] [Shrinking of the history display area] Next, the reduction notification of the history display section 31 in this embodiment will be described with reference to FIG. In the medal-less gaming machine 1 of this embodiment, as described above, when the history reduction lottery is won and the history reduction condition is established, the range of the replay combination effective history information is reduced. Based on the reduction in the range of the replay role valid history information, the main control device 10 performs control to reduce the range of winning replay roles that are valid for the replay role history lottery or the establishment of the consecutive history condition. In addition, based on the control information from the main control device 10, the sub-control device 20 controls the change (reduction) of the history display section 31 in the main performance display device 8 in response to the reduction in the range of the replay role valid history information.
[0132] FIG. 13 shows the transition of the history display section 31 when the range of the replay role effective history information is narrowed under the control of the sub-controller 20. First, FIG. 13(a) shows the history display section 31 of the main performance display device 8 after the end of a game in which the history reduction condition is met, for example, based on the winning of chance role B in a game during normal game play. As shown in FIG. 13(a), after the end of the game in which the chance role B is won, the history display section 31 is not reduced yet and the history display section 31 in the normal state is maintained and displayed.
[0133] In this embodiment, even if the history reduction condition is met based on the winning of chance role B, the main control unit 10 does not reduce the range of the replay role valid history information after the end of the game, but reduces the range of the replay role valid history information if a replay role is won in the next game or later. In other words, even if the history reduction condition is met based on winning chance role B, the range of replay role valid history information (e.g., 5) is maintained as it is until a replay role is won in a subsequent game, and the reduction of the range of replay role valid history information is delayed until a replay role is won in the next game or later. Therefore, the history display section 31 will be displayed with the normal background until a replay role is won. Moreover, as the history information of the game, a rare combination image 32 indicating that a chance combination B (weak rare combination) has been won is displayed in the first history display section 31a. In this embodiment, the history information when chance role A is won and the history information when chance role B is won are displayed using the same image, but different images may be used as long as they can indicate the winning of a weak rare role.
[0134] Next, FIG. 13(b) shows the history display section 31 after the game ends in a case where the common bell role is won in the next game in which the chance role B is won (the history reduction condition is met). As shown in FIG. 13(b), if a role other than a replay role (a common bell role) is won in the next game after Chance role B is won (the history reduction condition is met), the delay in reducing the range of the replay role valid history information continues, so the history display section 31 will continue to be displayed with the same background as usual. In addition, after the game in which the common bell role is won is ended, a bell role image 34 indicating that the common bell role has been won is displayed in the first history display section 31a as history information of the game, and the rare role image 32 displayed in the first history display section 31a is moved to the second history display section 31b.
[0135] Next, Fig. 13(c) shows the history display section 31 during execution of a game in which a replay role is won in a game two games after the chance role B is won (the history reduction condition is met), i.e., the history display section 31 during execution of the game in which a replay role is won after the history reduction condition is met. As shown in FIG. 13(c), during game execution when a replay role is won after the history reduction condition is established, a reduction effect is executed to determine whether or not the range of the replay role effective history information is reduced. The shrinking effect is an effect in which the background of the first history display section 31a to the fourth history display section 31d and part of the background of the fifth history display section 31e are changed to a blue background, and the left and right width (right side) of the range of the blue background indicating the range of the valid history information for the replay role repeatedly shrinks and expands at a predetermined timing, thereby increasing the sense of anticipation as to whether the range of the valid history information for the replay role will be shrinked.
[0136] Then, at the end of the game when a replay role is won, the delay in reducing the range of the replay role valid history information ends, and as shown in Figure 13 (d), the background of the first history display section 31a to the fourth history display section 31d changes to blue as the reduction effect ends, notifying the player that the range of the replay role valid history information has been reduced. In other words, by ending the control that delays the reduction of the range of the replay role valid history information, only the background of the first history display section 31a to the fourth history display section 31d changes from white to blue, the range of the replay role valid history information is reduced and changed to the history information of the four most recent games, and the range of the rare role valid history information remains the same, clearly indicating that it is the history information of the five most recent games.
[0137] Then, after the end of a game in which a replay combination has been won after the history reduction condition has been established, the history information of that game is additionally displayed in the first history display portion 31a. In addition, since FIG. 13(d) shows a case where a replay role is won, a replay role image 33 is additionally displayed in the first history display portion 31a. In addition, the bell role image 34 that was displayed in the first history display section 31a is moved to the second history display section 31b, and the rare role image 32 that was displayed in the second history display section 31b is moved to the third history display section 31c. Therefore, the range of the replay role valid history information will begin to be narrowed when the replay role, which is the lottery result of this game, is won, and it will be possible to more effectively utilize the narrowing period of the range of the replay role valid history information, which has a finite duration, in order to establish the continuous history condition. In addition, even if the chance role B is won but the history reduction condition is not met, if a replay role is won in a subsequent game, a reduction effect similar to that described above will be executed during the execution of that game. However, in this case, the reduction effect will be a fake reduction effect, and after the fake reduction effect is executed, the background of the history display section 31 will return to its original state.
[0138] In addition, in the main control device 10, the history information of the last five games is managed as rare role valid history information, and based on the establishment of the history reduction condition, the history information of the last four games is managed as replay role valid history information. Therefore, the range of the rare role valid history information will be the history information of the last five games and will not change from the normal state, but the range of the replay role valid history information will be the history information of the last four games, and if the replay role is won in all of the last three games, a replay role history lottery will be held, and if the replay role is won in all of the last four games, the consecutive history condition will be met, and the difficulty of meeting the conditions for executing the replay role history lottery and the difficulty of meeting the consecutive history condition will change to be more favorable to the player than in the normal state. In addition, since the history reduction lottery is performed even after the range of the replay role valid history information is reduced, the range of the replay role valid history information is controlled to be reduced and the history display section 31 is changed in the same manner as described above even after the range of the replay role valid history information is reduced based on the history reduction lottery. In addition, when the reduced range of replay role valid history information is expanded (restored), the identification notification of the range of rare role valid history information and the range of replay role valid history information will end, and the background of the history display section 31 will be changed to a unified color scheme (white).
[0139] As described above, in this embodiment, the display mode of the history display section 31 is changed as the range of the replay role effective history information is reduced. Therefore, the player is notified in a recognizable manner that the range of the replay combination effective history information has been reduced, which effectively increases the player's expectations. Also, for example, it is possible to give a sense of security to players who are inexperienced in games, and it is possible to prevent troubles between game establishments and players regarding games.
[0140] Furthermore, even if the history reduction condition is met based on the winning of chance role B, the range of the replay role valid history information (e.g., 5) will be maintained as it is until the replay role as the second specific role is won in the subsequent game, and the reduction of the range of the replay role valid history information will be delayed until the replay role is won in the next game or later. In other words, the main control device 10, as a specific number changing means, can delay the reduction to the second specific number (e.g., 4) until the second specific role (replay role) is won, even if the condition (history reduction condition) for reducing the specific number to a second specific number (e.g., 4) is met. Therefore, even if the history reduction condition is met, the reduction in the range of the replay role valid history information is delayed, and the reduction in the range of the replay role valid history information will begin when a replay role is won in a subsequent game. This makes it possible to more effectively utilize the reduction period of the range of the replay role valid history information, which has a finite duration, in order to meet the continuous history condition, thereby increasing the player's expectations.
[0141] Also, even if the history reduction condition is met, the history information of the five most recent games is managed as valid history information for rare roles, and only the history information of the four most recent games is managed as valid history information for replay roles, and the fulfillment of the condition for executing the rare role history lottery is determined based on the history information of the five most recent games, so only the fulfillment of the consecutive history condition is determined based on the history information of the four most recent games. In other words, when the specific number is changed by the specific number changing means (main control unit 10), the main control unit 10 as a history information management means can manage both the specific number before the change (e.g., 5) and the specific number after the change (e.g., 4), and the main control unit 10 as a specific benefit granting means can determine the establishment of specific history conditions (establishment of consecutive history conditions, establishment of conditions for executing a rare role history lottery) in parallel based on both the specific number before the change and the specific number after the change.
[0142] Therefore, when the valid history information is changed, it is possible to efficiently and reliably control the awarding of benefits, and it is also possible to increase the player's sense of expectation. Furthermore, even if the range of the replay role valid history information is reduced, the range of the rare role valid history information and the range of the replay role valid history information are notified in a distinguishable manner, so it is possible to prevent the player from misunderstanding the conditions for granting a bonus, and it is possible for the player to concentrate on playing the game.
[0143] Also, the sub-control device 20 executes a reduced effect on the main effect display device 8 in response to the reduction in the range of the replay role effective history information. In other words, the sub-control device 20 as a display control means is capable of executing display control of information (images related to a reduction performance) related to the change of the specific number by the specific number change means (main control device 10). Therefore, it is possible to increase the entertainment value of the game and efficiently increase the player's expectations.
[0144] [History display area zoom in / out notification] Next, the reduction / enlargement notification of the history display section 31 in this embodiment will be described with reference to FIG. As mentioned above, if the history expansion lottery is won and the history expansion condition is met, the range of the rare role valid history information is expanded, and if the history reduction lottery is won and the history reduction condition is met, the range of the replay role valid history information is reduced; however, in the medalless gaming machine 1 of this embodiment, it is possible to simultaneously expand the range of the rare role valid history information and reduce the range of the replay role valid history information.
[0145] Figure 14 shows a case where the range of rare role valid history information is expanded and the range of replay role valid history information is narrowed in parallel under the control of the main control unit 10, and the history display section 31 in the main performance display device 8 is changed in response to the expansion of the range of rare role valid history information and the narrowing of the range of replay role valid history information under the control of the sub-control unit 20. 14 shows a case where the range of the rare role effective history information is expanded to 6 (6 frames) and the range of the replay role effective history information is reduced to 4 (4 frames). Also, the history information in the history display section 31 is omitted.
[0146] As shown in Figure 14, when the range of rare role valid history information is expanded, a first expanded history display section 35a is added to the left end of the history display section 31, and it is notified that the entire history display section 31 formed by the first expanded history display section 35a and the first history display section 31a to the fifth history display section 31e is set to the range of rare role valid history information. In addition, when the range of the replay role valid history information is reduced in parallel with the expansion of the range of the rare role valid history information, only the background of the first expanded history display section 35a and the first history display section 31a to the third history display section 31c is changed to blue to notify that the range is set to the range of the replay role valid history information. In other words, when the range of the rare role valid history information is expanded and the range of the replay role valid history information is narrowed in parallel, it is notified that the history information of the past four games is valid history information for the replay role, and it is notified that the history information of the past six games is valid history information for the rare role. In addition, even if the range of rare role valid history information is expanded to seven (seven frames) and the range of replay role valid history information is reduced to three (three frames), the display mode of the history display unit 31 will be changed in the same manner as described above.
[0147] As described above, in this embodiment, the main control device 10 can simultaneously expand the range of the rare role effective history information and reduce the range of the replay role effective history information. That is, main control device 10 as specific number changing means can increase and decrease the specific number in parallel. Therefore, the game content can be made more diverse, making the game more entertaining, and increasing the player's sense of expectation.
[0148] In addition, with the expansion of the range of the rare combination effective history information and the contraction of the range of the replay combination effective history information, the display mode of the history display section 31 is changed. Therefore, even if the range of the rare combination effective history information is expanded and the range of the replay combination effective history information is reduced at the same time, the player is notified of the expansion in a recognizable manner, and it is possible to effectively improve the player's sense of expectation. Also, for example, it is possible to give a sense of security to players who are unfamiliar with games, and it is possible to prevent the occurrence of trouble between game establishments and players regarding games. Furthermore, even if the range of the rare role valid history information is expanded and the range of the replay role valid history information is narrowed at the same time, the range of the rare role valid history information and the range of the replay role valid history information are notified in an identifiable manner, so it is possible to prevent the player from misunderstanding the conditions for granting a bonus, and it is possible for the player to concentrate on playing the game. In addition, the range of each valid history information may be notified by additionally displaying images or text information indicating the range of the rare role valid history information and the range of the replay role valid history information around the history display unit 31, etc.
[0149] The medalless gaming machine 1 of the first embodiment is configured as described above, but the display manner of the history display unit 31 and the valid history information may be other than that described above. For example, when transitioning between the normal gaming state and the AT state, the changed history display unit 31 and the valid history information may be continued as is, or may be reset. In addition, when transitioning from the AT state to the normal game state, the history display unit 31 and the valid history information may be maintained. In this case, in order to prevent the end of the advantageous period from being recognized, it is preferable that the history display unit be returned to its original state at the end of the AT state, regardless of whether the history display unit 31 and the valid history information have been changed.
[0150] [Modification 1 of the first embodiment] Next, a first modified example of the first embodiment will be described with reference to FIG. In this modified example 1, the timing when the expanded range of rare combination effective history information is reduced (returned) is made different from that of the first embodiment described above. In the first embodiment described above, the expanded range of rare role valid history information is reduced (returning to the previous range) by satisfying a return condition with a predetermined probability (e.g., 30%) when a replay role is won during the expansion, and if this return condition is satisfied, the range of rare role valid history information is restored to its original state from the end of the game. On the other hand, in this variant example 1, even if the return condition is met, if history information of a weak rare winning role exists within the expanded range of rare role valid history information, the time at which the range of rare role valid history information is returned to its original state is delayed. In this modified example 1, only the timing when the expanded range of rare role valid history information is reduced (restored) differs from the first embodiment described above, and the rest is the same as the first embodiment described above, so only the differences will be explained.
[0151] FIG. 15 shows the transition of the history display section 31 when delaying the time to return the expanded range of rare combination effective history information to the original state in this modified example 1. First, FIG. 15(a) shows the history display section 31 after the end of a game in which a replay combination is won and the return condition for the rare combination effective history information is established. As shown in FIG. 15(a), after the end of a game in which a replay role is won and the condition for returning the rare role valid history information is met, a replay role image 33 is displayed in the first enlarged history display section 35a. Normally, after the end of a game in which a replay role is won and the conditions for returning the rare role valid history information are met, the first enlarged history display section 35a would be erased and the range of the rare role valid history information would return to its original state, but since the rare role image 32 is present in the fourth history display section 31d, the reduction (return) of the range of the rare role valid history information is delayed and the first enlarged history display section 35a is maintained as is. In addition, in response to a delay in the reduction (return) of the range of rare role valid history information, the main control unit 10 performs control to make the history information of weak rare role wins within the range valid as a target for satisfying the conditions for executing the rare role history lottery.
[0152] Next, FIG. 15(b) shows the history display section 31 during game execution in the game following the game in which the replay combination is won and the return condition for the rare combination effective history information is established. As shown in the figure, when the next game starts, the replay role image 33 in the first expanded history display section 35a moves to the first history display section 31a, and the rare role image 32 in the fourth history display section 31d moves to the fifth history display section 31e. Even in this state, the history information of the winning of the weak rare role will move outside the range of the replay role valid history information (first expanded history display section 35a to fourth history display section 31d), but since it will be within the range of the rare role valid history information (first expanded history display section 35a to fifth history display section 31e), the reduction (return) of the range of the rare role valid history information will be delayed, and the first expanded history display section 35a will be maintained as is. Therefore, in the main control unit 10, the history information of the winning of the weak rare role within the range of the first expanded history display unit 35a to the fifth history display unit 31e will be valid as a target for satisfying the conditions for executing the rare role history lottery, and for example, if new history information of the winning of the weak rare role appears in the first expanded history display unit 35a, it will mean that a weak rare role has been won twice in the past six games, and the rare role history lottery will be executed.
[0153] Then, when the next game is started, as shown in Figure 15 (c), the rare role image 32 displayed in the fifth history display section 31e is erased, and the history information of the weak rare role winning is erased from the range of the rare role valid history information. Therefore, the delay control for the reduction (return) of the range of the rare role valid history information is released, the range of the rare role valid history information is changed to the original range (from 6 to 5), and the state advantageous to the player ends. In addition, with the release of the delay, the identification notification of the range of the rare role valid history information and the range of the replay role valid history information ends, and the background of the history display section 31 is changed to a unified color scheme. In addition, with the change of the range of the replay role valid history information from the first expanded history display section 35a to the fourth history display section 31d to the first history display section 31a to the fifth history display section 31e, the replay role image 33 moves from the first history display section 31a to the third history display section 31c. In addition, the above delay control is performed in the same manner as above even when the range of rare role effective history information is 7.
[0154] As described above, in this variant example 1, even if the return condition for the expanded range of rare role valid history information is met, if history information of a weak rare role winning exists within the range of the rare role valid history information, i.e., if there is a possibility of a weak rare role being won two or more times within the range of the expanded rare role valid history information (the first specific history condition being met), the reduction (return) of the range of the rare role valid history information is delayed. In other words, the main control unit 10, as a specific number changing means, can delay the return to the original specific number even when the condition for returning the specific number from a first specific number (e.g., 6) to the original specific number (e.g., 5) is met, in a state in which there is a possibility that the first specific history condition based on the first specific number by the specific benefit granting means (main control unit 10) will be met. Therefore, it is possible to prevent players from becoming dissatisfied with situations such as when a rare role history lottery is not performed even though the history information of a weak rare role win exists within the range of the rare role valid history information.
[0155] [Modification 2 of the First Embodiment] Next, a second modification of the first embodiment will be described with reference to FIG. In the first embodiment described above, the history display section 31 is enlarged when the history enlargement condition is met. However, in this modified example 2, the history display section 31 can be temporarily enlarged separately from when the history enlargement condition is met. Since this modified example 2 is similar to the first embodiment except that the history display section 31 is temporarily enlarged, only the differences from the first embodiment will be described.
[0156] FIG. 16 shows the transition of the history display section 31 when the history display section 31 is temporarily enlarged in the present modified example 2. In FIG. First, Figure 16(a) shows, for example, a case where the range of the replay role valid history information during normal gaming mode is 5, and the replay role is won in the entire range of the replay role valid history information, i.e., the lottery results for all of the past five games have resulted in a replay role. As shown in FIG. 16(a), if the lottery results of all of the past five games result in a replay role, the replay role image 33 will be displayed in all of the first history display portion 31a to the fifth history display portion 31e. Therefore, at this time, the continuous history condition is met and the right to transition to the AT state is granted.
[0157] If a replay role is won in the next game, the continuous history condition will be met again. In this case, as shown in FIG. 16(b), even if the history expansion condition is not met, the first expanded history display section 35a will be additionally displayed at the left end of the history display section 31, and the history display section 31 will be temporarily expanded. Furthermore, if a replay role is won in the next game, the continuous history condition will be met again. In this case, as shown in FIG. 16(c), even if the history expansion condition is not met, the second expanded history display section 35b will be additionally displayed to the left of the first expanded history display section 35a, and the history display section 31 will temporarily be further expanded. In other words, even after the replay combination has been consecutively won five times, the history display section 31 continues to expand as long as the replay combination is consecutively won.
[0158] In addition, if the consecutive wins of the replay role are interrupted, the temporarily expanded history display section 31 will return to its original state (five-element state) after the end of the game, and the restored first history display section 31a will display history information other than the wins of the replay role. For example, in a game in which the history display section 31 is temporarily expanded, if chance role A is won and the history expansion condition is met, the temporarily expanded history display section 31 will return to its original state (5 pieces) after the end of the game, and the history display section 31 will expand again from the next game onwards.
[0159] In addition, even if the history display section 31 is temporarily expanded due to consecutive wins of the replay role, the range of the rare role effective history information is not changed. For example, as shown in FIG. 16(c), even if the first expanded history display section 35a and the second expanded history display section 35b are additionally displayed, the range of the rare role effective history information is the range of the first expanded history display section 35a, the second expanded history display section 35b, and the first history display section 31a to the third history display section 31c, which are display sections that display the history information of the past five games. In other words, the temporary expansion of the history display section 31 does not indicate an expansion of the range of the rare combination effective history information, but indicates consecutive wins of the replay combination. In addition, while the history display section 31 is temporarily enlarged, the range of the rare combination effective history information may be notified by making the background color, etc., different from that of the other display sections.
[0160] As described above, in this modified example 2, the history display section 31 temporarily expands each time the replay role is consecutively won, making it possible for the player to clearly recognize the number of consecutive wins of the replay role that are related to the awarding of a special bonus, thereby increasing the sense of anticipation. When temporarily expanding the history display section 31, it is preferable to set an upper limit to the expansion range. For example, it is preferable to temporarily expand the history display section 31 until the replay role is won seven times in a row, and when the replay role is won eight times in a row or more, to display numerical information indicating the number of consecutive wins to the left of the history display section 31 without expanding the history display section 31.
[0161] [Third Modification of the First Embodiment] Next, a third modified example of the first embodiment will be described with reference to FIG. In the present modified example 3, it is possible to change history information that has already been invalidated for lotteries and the like related to the awarding of benefits to valid information. In other words, in the first embodiment described above, under normal circumstances, game history information for the last five games is valid for lotteries and the like related to the awarding of bonuses, and game history information for games six or more games ago is invalid for lotteries and the like related to the awarding of bonuses, but in this embodiment, game history information for games six or more games ago is also valid. Since this modified example 3 is similar to the first embodiment except for enabling / disabling game history information, only the differences will be explained below.
[0162] FIG. 17 shows the transition of the history display section when invalidated past history information is made valid in the present third modification. First, FIG. 17(a) shows the history display section 31 in a normal state. As shown in FIG. 17(a), under normal circumstances, the history information of the last five games is displayed in the first history display unit 31a through the fifth history display unit 31e, and the history information of games earlier than that is invalid for purposes of lotteries and the like related to the awarding of bonuses. However, in this modified example 3, the main control unit 10 pre-stores the history information of these invalid two games, the games six games ago and the games seven games ago, and when a specified condition is met, the history information of the two games six games ago and the games seven games ago is also made valid for purposes of lotteries and the like related to the awarding of bonuses.
[0163] Therefore, when a specified condition is met, as shown in FIG. 17(b), a first activation history display section 36a displaying history information of the game six games back and a second activation history display section 36b displaying history information of the game seven games back will be additionally displayed for a specified period of time (e.g., for two games) at the right end of the history display section 31 in the normal state. Then, in the main control unit 10, the history information of the games six and seven games ago corresponding to the additionally displayed first activation history display section 36a and second activation history display section 36b is activated for lotteries and the like related to the awarding of bonuses, and the range of the rare role activation history information is set to the history information of the games up to the seventh game ago, including the history information of the games six and seven games ago.
[0164] As a result, for example, if the history information of the game one game ago and seven games ago is a win of a weak rare role, as shown in the figure, the rare role image 32 will be displayed in the second activated history display section 36b in addition to the first history display section 31a, and a weak rare role will have been won two or more times in the history information of the games up to the seven games ago, including the activated history information, and a rare role history lottery will be executed as described above. Therefore, by activating the invalid history information based on the establishment of a predetermined condition, a rare role history lottery that is advantageous to the player is conducted. In this third variant, the above-mentioned specified condition is met with a specified probability (e.g., 20%) when the game lottery result is a specified role (e.g., chance replay role), but it can also be something else. For example, it can be met when the number of times the game is executed during the normal game state reaches a specified number (e.g., 500 times), or it can be met when either one of the above two conditions is met.
[0165] As described above, in the present modified example 3, history information that has been invalidated for the lottery and the like related to the awarding of a benefit is made valid based on the establishment of a predetermined condition. Therefore, based on the establishment of a predetermined condition, the rare role history lottery is conducted in a manner that is advantageous to the player, thereby making it possible to increase the player's sense of expectation. In particular, during a specified period of games (two games) when the history information of a winning weak rare role falls outside the range of the valid rare role history information, there is a possibility that the history information will be validated, which makes it possible to increase the player's sense of expectation during this period. In this third variant, the historical information of the games six and seven games ago is made valid for lotteries and the like related to the awarding of benefits, but historical information of games earlier than that may also be made valid. Furthermore, although the validity period of the history information is set to two games, it may be set to be valid for a longer period. In addition, the invalidated history information may be enabled during the normal gaming state and the AT state, or may be enabled only during the normal gaming state or the AT state.
[0166] [Fourth Modification of the First Embodiment] Next, a fourth modified example of the first embodiment will be described with reference to FIG. In the first embodiment described above, when the history display section 31 is reduced based on the satisfaction of the history reduction condition, the oldest display section is erased to reduce the history display section 31. However, in the present modified example 2, it is possible to erase display sections other than the oldest display section. That is, in the above-mentioned first embodiment, under normal circumstances, the historical information of the last five games is stored and displayed in the order in which the games are played, and when the history reduction condition is met, the range of the valid historical information for the replay role is reduced while the historical information stored and displayed in the order in which the games are played remains unchanged. However, in this fourth modified example, it is possible to reduce the range of the valid historical information for the replay role by deleting predetermined historical information regardless of the order in which the games are played. In addition, in the first embodiment described above, a history reduction lottery is conducted based on the winning of chance role B, but in this modified example 4, a history reduction lottery is conducted to reduce the range of replay role valid history information with a predetermined probability (e.g., 3%) when a replay role is won. In addition, in this modification 4, only the control when narrowing the range of the replay role valid history information is different from the above-mentioned first embodiment, so only the points different from the above-mentioned first embodiment will be explained.
[0167] FIG. 18 shows the transition of the history display section when the range of the replay role effective history information is reduced in the present modification 4. First, FIG. 18(a) shows the history display section 31 after the end of a game, in which a replay combination has been won in the current game, and the game one game before, three games before, and four games before that. As shown in FIG. 18(a), after the end of a game in which a replay role has been won in the current game and the game prior to that, the third game, or the fourth game, a replay role image 33 is displayed in each of the first history display section 31a, the second history display section 31b, the fourth history display section 31d, and the fifth history display section 31e.
[0168] If the history reduction lottery based on the winning of the replay role in the current game is won, the range of the valid replay role history information will be reduced. In this fourth variant, the main control unit 10 reduces the range of the valid replay role history information by selecting and deleting history information other than the winning replay role from the history information at that time. Furthermore, when historical information other than the winning replay combination is selected and deleted, the historical information is deleted in a manner that is most advantageous to the player. Therefore, as shown in Figure 18(a), when only the third history display section 31c contains history information other than history information corresponding to a winning replay role (blank corresponding to a losing role in the figure), the history information corresponding to the third history display section 31c is deleted, and as shown in Figure 18(b), in response to the deletion of the history information in the third history display section 31c, the replay role image 33 displayed in the fourth history display section 31d moves to the third history display section 31c, and the replay role image 33 displayed in the fifth history display section 31e moves to the fourth history display section 31d. The history information corresponding to the third history display section 31c is deleted after a predetermined time has elapsed since the end of the game.
[0169] Then, by reducing the range of the replay role valid history information, the range of the first history display section 31a to the fourth history display section 31d becomes the range of the replay role valid history information, and the replay role image 33 is displayed in all of the first history display section 31a to the fourth history display section 31d whose backgrounds have been changed, thereby satisfying the continuous history condition. In other words, if a replay role has been won in the current game, or in the game before that, the consecutive history condition would not normally be met after the game ends, but the consecutive history condition will be met due to the narrowing of the range of valid history information for the replay role. In addition, when two or more pieces of history information corresponding to a combination other than the winning combination of the replay combination exist within the range of the original valid history information for the replay combination, one of the pieces of history information is deleted at random. Moreover, the reduced range of the replay role valid history information is restored to its original state in the same manner as in the first embodiment described above. Furthermore, when deleting history information, an effect may be executed in which the history information to be deleted is selected, for example, by moving an arrow image or the like to any of the blank display sections.
[0170] As described above, in the present modified example 4, the historical information other than the winning of the replay role is selected and deleted from the historical information at that time. Therefore, the continuous history condition is satisfied to the player's advantage, and it is possible to increase the player's sense of expectation.
[0171] <Second embodiment> Next, a second embodiment of the gaming machine according to the present invention will be described with reference to FIGS.
[0172] In the medal-less gaming machine 1 of the second embodiment, the transition control of the game state, the navigation mode, and the like are different from those of the medal-less gaming machine 1 of the first embodiment. Therefore, since all points other than the game state transition control and navigation mode are the same as those of the medal-less gaming machine 1 of the first embodiment described above, only the differences will be explained.
[0173] [Game state transition] First, with reference to FIG. 19, a transition of the gaming state in the medal-less gaming machine 1 of this embodiment will be described. The game of the medal-less gaming machine 1 of this embodiment is executed in a plurality of game states, including a normal game state, a pseudo bonus state, and an AT state. The main control device 10 is capable of controlling the transition from one game state to another game state based on the establishment of a predetermined transition condition.
[0174] In the medal-less gaming machine 1 of this embodiment, a number of symbols (e.g., "Bell," "Replay," "Cherry," "Watermelon," "BAR," "7," and "Blank") are provided on the reel 41, making it possible to form symbol combinations according to the results of lottery draws when the game is played. The roles that are the subject of the lottery in the main control device 10 as a lottery means include minor roles (bell role, weak cherry role, strong cherry role, watermelon role, chance role), replay role and special replay role, and the pattern combination at the time of winning for each role is set, as well as the special benefit to be awarded (such as the award of a predetermined number of game medals).
[0175] In addition, there are six types of push order bell roles that can be won only when the stop button 5 as an operating means is operated in a specific order, and a common bell role that can be won in any operating order. There are six push order bell roles, 1 to 6, and each role has a different operation sequence (specific push order) of the stop button 5 to win (for example, six specific push orders are "left → center → right," "left → right → center," "center → left → right," "center → right → left," "right → left → center," and "right → center → left"). The watermelon role is a minor role where the corresponding symbol combination is "watermelon, watermelon, watermelon". 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 "Cherry" stops on the top or bottom row of the left reel 4a, and a strong Cherry role in which "Cherry" stops on the middle row of the left reel 4a. The chance role is a small role that results in the corresponding symbol combination being "Replay, Replay, Bell." In addition, the replay role and the special replay role are roles that make the corresponding symbol combination "replay replay replay". Details of the special replay role will be described later. In addition, the strong and weak cherry roles, watermelon roles, and chance roles are so-called rare roles with a lower winning probability than other winning roles, and among the rare roles, those with a relatively higher winning probability are weak rare roles (weak cherry role, watermelon role), and those with a relatively higher winning probability are strong rare roles (strong cherry role, chance role).
[0176] When a bell role (common bell role, push order bell role) is won, if the corresponding symbol combination is displayed, eight medals will be paid out. In addition, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders), no medals are paid out. In addition, the probability of winning the bell role is set so that the number of medals held by the player increases during the pseudo bonus state and AT state described below. In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two medals are paid out. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is stopped and displayed, one medal is paid out. In addition, when a chance combination is won, no medals will be paid out even if the corresponding pattern combination stops. In addition, when a combination of symbols corresponding to a replay role or a special replay role is displayed, the player can play the next game with the same number of bets as the number of bets set in the previous game without inserting any medals (without setting the number of bets). In addition, the types of roles and corresponding symbol combinations, and the benefits (such as the number of medals paid out) awarded when the symbol combinations corresponding to each role are stopped and displayed may be other than those described above.
[0177] Of the symbols on reel 41, the "Bell" and "Replay" symbols are always positioned on the number of frames (e.g., 4 frames) within the range of pull-in reel control, while the "Cherry", "Watermelon", "7", and "BAR" symbols are not necessarily positioned on the number of frames (e.g., 4 frames) within the range of pull-in reel control.
[0178] FIG. 19 shows a gaming state that can be controlled by the medalless gaming machine 1 of this embodiment. The normal gaming state is a gaming state that is disadvantageous to the player, and is basically a gaming state for generating a pseudo bonus state. In this embodiment, the number of games played during the normal game state is counted, and when the counting result reaches a predetermined ceiling game number, the transition condition for the pseudo-bonus state is met, and the game state is transitioned to the pseudo-bonus state as a specific benefit is awarded (arrow f in Figure 19). The ceiling number of games is determined according to the probability setting value, for example, when the conditions for transition to the advantageous zone described below are met, when the next game starts after the pseudo-bonus state ends, or when the next game starts after the AT state ends, and the ceiling number of games for the next pseudo-bonus state is determined.
[0179] In addition, the transition condition to the pseudo bonus state during the normal game state can be established even when the number of games does not reach the ceiling number of games. For example, the transition condition to the pseudo bonus state is established with a predetermined probability (e.g., 20%) when the result of the lottery for the role during game execution is a predetermined rare role (a strong cherry role or a chance role as a special lottery result). In addition, when a specified rare role is won in a game during normal game mode, for example, a winning performance or a match performance is executed on the main performance display 8 to notify the player that the specified rare role has been won, or to heighten the anticipation of a transition to a pseudo bonus state. The winning effect is basically an effect that is executed so as to be completed in one game, and the match effect is an effect that continues for a predetermined number of games (for example, two games, three games).
[0180] In addition, when a predetermined rare combination is won and the transition lottery for the pseudo bonus state is won, the transition to the pseudo bonus state is not immediately made, but a premonition period (main premonition period: 32 games) is provided in which the transition to the pseudo bonus state is delayed for a predetermined period, and in the first half (e.g., 16 games) of this main premonition period, for example, in each game, the control is performed to change the content of the performance, such as increasing the probability that a predetermined character appears on the main performance display device 8 or executing a performance that occurs only during this period, and in the second half (e.g., 16 games) of this premonition period, for example, a premonition performance (main premonition performance) is performed in which the main performance display device 8 prepares for a battle, thereby increasing the expectation for the pseudo bonus state. Then, in the predetermined number of games (e.g., 3 games) at the end of the premonition performance (main premonition performance), for example, a battle performance between the main character and an enemy character is executed, and the transition to the pseudo bonus state is notified by executing a performance in which the main character wins the battle in the final game.
[0181] In addition, even if the player does not win the lottery for the transition to the pseudo bonus state when a predetermined rare combination is won, a premonition period (fake premonition period) is set for a predetermined number of games (for example, 32 games), and the same performance control as when the lottery for the transition to the pseudo bonus state is won is performed during this period. However, in the fake premonition performance that is executed when the lottery for the transition to the pseudo bonus state is not won, a battle performance is executed to notify the player that the transition to the pseudo bonus state will not occur. In addition, in some cases when a specified rare role is won, the above-mentioned premonition effects (main premonition effects, fake premonition effects) are not executed and a battle effect is executed immediately. In this case, when the specified rare role is won and the battle effect is executed for a specified number of games (e.g., 3 games), the result of the lottery to transition to the pseudo bonus state is announced.
[0182] It should be noted that immediately before the number of games in the normal gaming state reaches the ceiling number of games (for example, 16 games before), a premonition period (main premonition period) similar to the above is set and the same presentation control as the above is performed. In addition, even when the game in the normal game state is not about to reach the ceiling game number, a premonition period (fake premonition period) similar to the above is set at a predetermined cycle and the same presentation control as the above is performed. In addition, the gaming state may be a gaming state other than those described above. For example, a CZ state (a so-called chance zone) in which the transition conditions to a pseudo bonus state are more likely to be established than in the normal gaming state may be generated for a predetermined period of time.
[0183] The pseudo bonus state is a game state in which, during a game in the pseudo bonus state, a push order navigation (push order notification) is executed to notify the player of an operation mode advantageous to the player that is not performed during the normal game state, and to notify the player of the operation sequence (specific push order) of the stop button 5 as the operating means for winning the winning push order bell role, making it extremely easy to win game medals by making it easier to win the winning push order bell role. In other words, the main control device 10 as a lottery means has a function capable of executing a lottery for a plurality of specific roles (push order bell roles) with different stopping patterns of the display means (reel 41) for awarding a specified bonus, and a function capable of executing control to notify operation information related to the operation of the operation means (stop button 5). When push order navigation is executed as operation information in a game in which a specific role (push order bell role) is won, if the reel 41 is stopped according to the push order navigation, the winning push order bell role will be awarded as the specified bonus.
[0184] In addition, in some pseudo-bonus states, the game will transition to an AT state after the pseudo-bonus state ends. The conditions for transitioning to the AT state are met with a specified probability (e.g., 20%) when the lottery at the time of transition to the pseudo bonus state is won, or when a specified rare role (e.g., strong cherry role, chance role) is won in a game during the pseudo bonus state. In addition, in games during the pseudo bonus state, reverse push navigation is performed during some of the winning combinations of a specific role (for example, special replay role E), and the conditions for transitioning to the AT state are met even if a specific pattern combination (for example, "7·7·7") stops as a result of this reverse push navigation. The conditions for transitioning to the AT state may be met in a manner other than that described above, and may be met, for example, based on the results of a game lottery during a specified period during the pseudo bonus state (for example, the final three games). In this embodiment, the pseudo bonus state is executed for a predetermined period (for example, 20 games).
[0185] When the push order bell role is won, if the reel 41 is stopped in the operation sequence (specific push order) corresponding to the won push order bell role, a predetermined number (e.g., 8) of game medals will be awarded, and if the reel 41 is stopped in an operation sequence other than the specific push order, no game medals will be awarded. However, even in the case of an operation sequence other than the specific push order, a number of game medals less than the predetermined number (e.g., 1) may be awarded. Therefore, the winning of the Push Order Bell role to award a specified benefit refers to the awarding of a specified number of game medals, but if a relatively small number of game medals (e.g., 1) are awarded even when a push order other than the specific push order is performed, the winning of the Push Order Bell role refers to the awarding of a relatively large number of game medals (e.g., 8) or the formation of a pattern combination corresponding to the Push Order Bell role (for example, a pattern combination in which "Bell Bell Bell" lines up on a specified line). In addition, in this embodiment, the winning probability of each push order bell role is set to be the same, but the winning probability of the push order bell role that wins when the left reel 41a stops first may be set to be lower than the winning probability of other push order bell roles.
[0186] During the pseudo bonus state, push order navigation is executed, and the probability of winning the push order bell role is set to a value that increases the number of game medals if the player plays the game according to the push order navigation. Therefore, if the transition condition for the AT state is met during the pseudo bonus state in which a large number of game medals can be acquired, the AT state will occur after the pseudo bonus state ends, so when the pseudo bonus state occurs, the player can acquire a certain number of game medals while executing a game to generate the AT state, which creates a synergistically advantageous state for the player. When the pseudo bonus state ends, if the conditions for transition to the AT state have not been met, the game state will transition to the normal game state (arrow g in Figure 19).
[0187] On the other hand, if the conditions for transitioning to the AT state are met when the pseudo-bonus state ends, the game state will transition to the AT state after the pseudo-bonus state ends as a special bonus (arrow h in Figure 19). The establishment of the transition condition to the AT state may be any as long as it is performed to transition to the AT state in part of the pseudo bonus state, and may be established by the result of a lottery to transition to the AT state with a fixed probability in each game, or may be established by a lottery to transition to the AT state with a higher probability when a rare role is won than when a non-rare role is won. Also, the right to transition to the AT state may be granted during a game in the normal game state.
[0188] The AT state is a game state in which it is easy to win game medals, as push order navigation for the winning push order bell role is performed in the same way as in the pseudo bonus state, as a notification of an operation mode that is advantageous to the player during the game in the AT state. In addition, when the AT state is first entered (for example, when entering from a pseudo bonus state), a predetermined number of games (for example, 50 games) is granted as the remaining number of games, and the remaining number of games is subtracted as games are played during the AT state, continuing until the remaining number of games becomes "0" (the so-called game number management type). Also, during the AT state, for example, based on the winning of a predetermined rare role (for example, a chance role), a lottery for adding to the number of remaining games is held, and if the lottery for adding is won, a predetermined number of games (for example, 20 games) is added to the number of remaining games. Therefore, the duration of the AT state is extended by adding to the number of remaining games. The added number of remaining games may be notified to the player in its entirety or only in part. In addition, the AT state may be controlled so that it continues until the number of game medals actually acquired by the player during the AT state (net increase in number of game medals) or the number of game medals paid out during the AT state reaches a predetermined number (e.g., 100 medals). In addition, multiple types of AT states with different termination conditions may be provided, and one of the AT states may be selectively generated when the right to transition to the AT state is acquired. When the number of remaining games becomes "0" during the AT state, the condition for ending the AT state is met and the gaming state transitions to the normal gaming state (arrow k in Figure 19).
[0189] In addition, the AT state is divided into a normal AT state and a specialized zone as shown in the figure, but basically the player remains in the normal AT state in which the subtraction process of the remaining number of games is performed, and if the specialized zone transition condition is met in a game during the normal AT state, the player will transition to the specialized zone (so-called added specialized zone) for a predetermined period of time (for example, 10 games) (arrow i in Figure 19). In the specialized zone, the subtraction process of the remaining number of games stops and the lottery for the remaining number of games in the games executed during that period is more favorable for the player than in the normal AT state. For example, if you win a strong cherry role during the normal AT state, 20 games will be added to the remaining number of games with a 20% probability, but if you win a strong cherry role during the specialized zone, 30 games will be added to the remaining number of games with a 100% probability. The condition for transitioning to the specialized zone may be met with a predetermined probability of winning a specified rare role, or may be met when the number of games played during the AT state reaches a predetermined number. When a predetermined number of games (for example, 10 games) have been played in the specialized zone, the gaming state transitions to the normal AT state (arrow j in FIG. 19). Furthermore, the main control device 10 of this embodiment can execute control of the game area, control related to the limiter, control related to completion, and the like, similarly to the first embodiment described above.
[0190] [Special replay role] Next, the special replay combination in the medal-less gaming machine 1 of this embodiment will be described with reference to FIG. 20 to FIG.
[0191] The medal-less gaming machine 1 of this embodiment sets a special replay role that leads to a specific lottery result as one of the types of roles. The special replay role is basically the same as the replay role in that it allows a player to play the next game again without consuming any game medals. Furthermore, for the special replay role, a unique push order (special operation sequence) is set for one of the six push orders for operating the stop button 5, and if the stop operation is performed using the special push order when the special replay role is won, a special symbol combination ("Replay Bell Replay" or "7 7 7") will stop as a specific display result due to the reel stop control by the main control device 10, and if the stop operation is performed using any other push order, the symbol combination "Replay Replay Replay" will stop, just like a normal replay role. In this embodiment, if a special pattern combination stops as a specific display result when a special replay role is won as a specific lottery result, a beneficial bonus for the game will be awarded or the game state will be changed, for example, in the same way as when a chance role is won, and if a "replay replay replay" pattern combination stops, a bonus will be awarded similar to when a normal replay role is won. In addition, the special symbol combination may be any symbol combination other than the "Replay Replay Replay" symbol combination.
[0192] In this embodiment, five types of special replay roles A to E are provided as special replay roles, and different special push orders are set for each special replay role. First, the special replay roles A to D will be described with reference to FIG. 20(a). As shown in Figure 20(a), special replay role A has a special press order (special operation sequence) set to "center → left → right," special replay role B has a special press order (special operation sequence) set to "center → right → left," special replay role C has a special press order (special operation sequence) set to "right → left → center," and special replay role D has a special press order (special operation sequence) set to "right → center → left." Therefore, in a game in which any of the special replay roles A to D is won, if the stop button 5 is pressed in the corresponding special pressing sequence, "Replay Bell Replay" will stop on a specified line on the reel 41 (for example, the middle line) as a special display result, and if the stop button 5 is pressed in any other pressing sequence, "Replay Replay Replay", which is different from the special display result, will stop on a specified line on the reel 41 (for example, the middle line). In addition, the line on which each symbol combination stops may be other than the middle line.
[0193] In the main control device 10, in a game in which any of the special replay roles A to D is won, if the "Replay Bell Replay" stops, the same benefit as in the case where the chance role is won will be awarded. However, even if "Replay Bell Replay" stops, if the push order navigation that indicates the special operation order is not executed under the control of the main control device 10, the same benefits as those in the case of winning the chance role will not be awarded. In this embodiment, in some cases where any of the special replay roles A to D, which have a predetermined probability of being won (for example, a total probability of 1 / 30), are won, a push order navigation is executed to indicate the special operation sequence based on the results of the navigation mode lottery. During the normal game state, if any of the special replay roles A to D are won, a push order navigation is executed to indicate the special operation sequence with a predetermined probability (for example, 30 / 256). Similarly, during the AT state, a push order navigation is executed to indicate the special operation sequence with a higher probability (for example, 76 / 256) than during the normal game state. Therefore, the probability of receiving a bonus similar to that of winning a chance role is higher in games during the AT state than in games during the normal game state.
[0194] Furthermore, in this embodiment, in a game in which any of the special replay roles A to D is won, if the push order navigation instructing the special operation sequence is not executed but the stop operation of the stop button 5 is performed in the special operation sequence and the "Replay Bell Replay" stops, the same benefit as in the case of winning the chance role is not awarded. Furthermore, when the main control unit 10 determines not to notify the special operation sequence during the navigation mode lottery, it performs control to execute an avoidance push order navigation that notifies a push order different from the special operation sequence on the main performance display device 8. For example, in a game in which special replay role A is won, if it is decided at the time of the navigation mode lottery that the special operation sequence will not be announced, an avoidance push sequence navigation is executed that announces a push sequence such as "Right → Left → Center" that is different from "Center → Left → Right," thereby preventing the "Replay Bell Replay" from stopping even though the special operation sequence is not announced. The type of avoidance push sequence navigation is determined by randomly selecting an operation sequence other than the special operation sequence in the main control device 10.
[0195] In this embodiment, the special operation sequences corresponding to the special replay roles A to D are set as described above, but other operation sequences may also be used as special operation sequences. For example, the special operation sequence may be the sequence in which the left button 5a is pressed first to stop (the left reel 41a is stopped first). Also, two or more types of each special operation sequence may be provided. In addition, if "Replay Bell Replay" stops during the push order navigation for the special operation sequence, the same bonus as when a chance role is won is awarded, but bonuses other than those mentioned above may also be awarded as long as the control is advantageous to the player. In addition, if a stop operation other than the special operation sequence is mistakenly performed despite the push order navigation for the special operation sequence being performed, it is preferable to award the same benefit as in the case where a chance role is won.
[0196] Next, with reference to FIG. 20(b), a special replay role E that can lead to a specific lottery result will be described. As shown in FIG. 20(b), the special replay role E has a special push order (special operation order) set to "right → center → left." Therefore, in a game in which the special replay role E is won, if the stop button 5 is pressed in the order of "right → middle → left", "7·7·7" will stop on a specified line on the reel 41 (for example, the middle line) as a specific display result, and if the stop button 5 is pressed in any other order, "Replay·Replay·Replay" will stop on a specified line on the reel 41 (for example, the middle line). In addition, the line on which each symbol combination stops may be other than the middle line.
[0197] In the main control device 10, when the special replay role E is won in a game during the pseudo bonus state and "7·7·7" stops, the right to transition to the AT state is granted. However, even if "7·7·7" stops, if the push order navigation that indicates the special operation sequence is not executed in the main control device 10, the right to transition to the AT state is not granted. In this embodiment, in a game during a pseudo bonus state, in some cases where a special replay role E, which has a predetermined probability (e.g., 1 / 30), is won, a push order navigation is executed that indicates a special operation sequence based on the results of a navigation mode lottery, and in some cases where a special replay role E is won, a push order navigation that indicates a special operation sequence is executed with a predetermined probability (e.g., 50 / 256). Therefore, in a game during a pseudo bonus state, for example, the right to transition to the AT state is granted with a probability of approximately 1 / 150. In addition, during normal gameplay and AT games, even if special replay role E is won, the push order navigation that indicates the special operation sequence will not be executed.
[0198] Furthermore, in this embodiment, in a game in which the special replay role E is won, if the push order navigation instructing the special operation sequence is not executed, but the stop operation of the stop button 5 is performed in the special operation sequence and "7·7·7" stops, the right to transition to the AT state is not granted. Furthermore, when the special replay role E is won during the normal game state, and when the special replay role E is won during the pseudo bonus state and it is determined by the navigation mode lottery that the special operation sequence will not be announced, the main control device 10 performs control to execute an avoidance push order navigation that announces a push order different from the special operation sequence on the main performance display device 8. For example, if the special replay role E is won during the normal game state and the AT state, and if the special replay role E is won during the pseudo bonus state and the navigation mode lottery determines that the special operation sequence will not be announced, an avoidance push order navigation is randomly executed that announces a push order such as "center → left → right" that is different from "right → center → left," thereby preventing the "7 7 7" symbol combination from stopping even though the right to transition to the AT state is not granted.
[0199] In this embodiment, the special operation sequence corresponding to the special replay role E is set to "right → center → left", but other operation sequences may also be used as the special operation sequence. For example, the special operation sequence may be the sequence in which the left button 5a is pressed first (the left reel 41a is stopped first), and two or more types of each special operation sequence may also be provided. In addition, if the symbol combination "7·7·7" stops during the push order navigation for the special operation sequence, the right to transition to the AT state is granted, but other benefits may also be granted as long as the control is advantageous to the player. In addition, if push order navigation for the special operation sequence has been performed but a stop operation other than the special operation sequence is mistakenly performed, it is preferable to grant the right to transition to the AT state. In addition, when the special replay E is won and a stop operation is performed in a special push order, the symbol combination of "BAR·BAR·BAR" may be stopped.
[0200] Next, with reference to Figures 21 and 22, the selection of the navigation mode when the special replay combination is won as a specific selection result will be described. First, FIG. 21 shows a navigation mode selection table used in the main control device 10 when the special replay roles A to D are won during the normal game state and the AT state. The navigation mode lottery is carried out using a random number value (256 random number values) extracted when a game in which special replay roles A to D are won is executed, and Figures 21 and 22 show the number of extracted random number values.
[0201] In addition, when the special replay roles A to D are won, different lottery tables are used to select the navigation mode during the normal game state and during the AT state. In addition, different lottery tables are used during the normal game state for the low navigation probability state and the high navigation probability state. In addition, during the normal game state when resetting or transitioning to the advantageous zone, the game is controlled to the low navigation probability state, and in a game during the low navigation probability state, if a specified rare role (for example, watermelon role) is won, the game will transition to the high navigation probability state with a specified probability (for example, 1 / 20), and in a game during the high navigation probability state, if a specified minor role (for example, push order bell role) is won, the game will transition to the low navigation probability state with a specified probability (for example, 1 / 10).
[0202] As shown in Figure 21(a), if any of the special replay roles A to D is won in the low navigation probability state during the normal game state, there is a 226 / 256 probability that a push order navigation other than the special operation sequence (avoidance push order navigation) will be selected, and there is a 30 / 256 probability that a push order navigation with the special operation sequence will be selected.
[0203] Also, as shown in Figure 21 (b), if any of the special replay roles A to D is won in the high navigation probability state during the normal game state, there is a 206 / 256 probability that a push order navigation other than the special operation sequence (avoidance push order navigation) will be selected, and there is a 50 / 256 probability that a push order navigation with a special operation sequence will be selected.
[0204] Also, as shown in Figure 21 (c), if any of the special replay roles A to D is won during the AT state, there is a 180 / 256 probability that a push order navigation other than the special operation sequence (avoidance push order navigation) will be selected, and there is a 76 / 256 probability that a push order navigation with a special operation sequence will be selected. In addition, if a push order navigation other than the special operation sequence (avoidance push order navigation) is selected, the main control unit 10 will control the selection of one of the operation sequences (pushing orders) other than the special operation sequence at random with equal probability.
[0205] As a result of the above-described lottery, if one of the special replay roles A to D is selected as a specific lottery result, there is a predetermined probability that a push order navigation other than the special operation sequence will be selected. If a push order navigation other than the special operation sequence (avoidance push order navigation) is selected, a navigation image corresponding to the avoidance push order navigation will be displayed on the main performance display 8 under the control of the sub-controller 20 based on control information from the main control unit 10. If a stopping operation is performed according to the avoidance push order navigation, the stopping of the "Replay Bell Replay" pattern combination as a specific display result will be avoided. In other words, the main control unit 10 is equipped with a first notification control means capable of executing control to notify non-derivation operation information (avoidance push order navigation image 61 (see Figure 31)) so as to prevent the display means (reel 41) from deriving a specific display result ("Replay Bell Replay") corresponding to the specific lottery result when the result of the lottery by the lottery means (main control unit 10) becomes a specific lottery result (winning any of the special replay roles A to D). If the symbol combination "Replay Replay Replay" stops on reel 41 due to a stopping operation other than the special operation sequence, the same bonus as a normal replay winning combination will be awarded. In addition, as long as the non-derivation operation information is information that prevents a specific display result ("Replay Bell Replay") corresponding to a specific lottery result from being derived, any image may be displayed on the main performance display device 8, and it may also be displayed on a display device other than the main performance display device 8.
[0206] On the other hand, if the specific lottery result is one of the special replay roles A to D and the special operation sequence push order navigation is selected, then under the control of the sub-controller 20 based on control information from the main control unit 10, a navigation image corresponding to the special operation sequence push order navigation is displayed on the main performance display 8, and when a stop operation is performed according to the push order navigation, the pattern combination of "Replay Bell Replay" as the specific display result is stopped. In other words, when the result of the lottery by the lottery means (main control unit 10) becomes a specific lottery result (winning any of the special replay roles A to D), the main control unit 10 can execute control to notify the display means (reel 41) of derivation operation information (navigation image corresponding to push order navigation) for deriving a specific display result ("Replay Bell Replay") corresponding to the specific lottery result. When the "Replay Bell Replay" symbol combination stops on reel 41 by the stopping operation using the special operation sequence, a lottery for transition to the pseudo bonus state will be held, just as when a chance role is won.
[0207] Also, during the normal game state, the probability that the push order navigation for the special operation sequence will be executed is higher in a high probability state than in a low probability state. In addition, when any of the special replay roles A to D is won during the AT state, there is a certain probability that the push order navigation for the special operation sequence will be selected, and when the stopping operation according to the special operation sequence causes the symbol combination of "Replay Bell Replay" to stop on reel 41, an additional lottery will be held in the same way as when a chance role is won. In addition, during the AT state, the probability that the push order navigation for the special operation sequence will be executed is higher than in the normal game state.
[0208] In addition, the probability that the push order navigation for the special operation sequence will be executed when any of the special replay roles A to D is won may be other than the above, and any probability that increases in the order of normal game state (low probability state) → normal game state (high probability state) → AT state may be used. In addition, when any of the special replay roles A to D is won during a game in the pseudo bonus state, a push order navigation for a special operation sequence may be executed with a predetermined probability, and when the symbol combination of "Replay-Bell-Replay" stops on reel 41 by a stopping operation according to the special operation sequence, a lottery for transition to the AT state may be held.
[0209] Next, FIG. 22 shows a navigation mode selection table used in the main control device 10 when the special replay role E is won during the pseudo bonus state. As shown in Figure 22, if the special replay role E is won in the pseudo bonus state, there is a 206 / 256 probability that a push order navigation other than the special operation sequence (avoidance push order navigation) will be selected, and there is a 50 / 256 probability that a push order navigation with the special operation sequence will be selected. In addition, during game states other than the pseudo bonus state, the push order navigation for the special operation sequence when the special replay role E is won will not be executed, and all push order navigation other than the special operation sequence (avoidance push order navigation) will be executed. In addition, when a push order navigation other than the special operation sequence (avoidance push order navigation) is selected, the main control unit 10 controls so that one of the operation sequences (pushing orders) other than the special operation sequence is randomly selected with equal probability.
[0210] As a result of the above-described lottery, when the special replay role E is won as a specific lottery result in a game in the pseudo bonus state, there is a predetermined probability that a push order navigation other than the special operation sequence will be selected. When a push order navigation other than the special operation sequence (avoidance push order navigation) is selected, a navigation image corresponding to the avoidance push order navigation will be displayed on the main performance display 8 under the control of the sub-controller 20 based on control information from the main control unit 10. When a stopping operation is performed in accordance with the avoidance push order navigation, the stopping of the "7·7·7" pattern combination as a specific display result will be avoided. In other words, the main control unit 10 is equipped with a first notification control means that is capable of executing control to notify non-derivation operation information (a navigation image corresponding to the avoidance push order navigation) so as to prevent the display means (reel 41) from deriving a specific display result ("7·7·7") corresponding to the specific lottery result when the result of the lottery for a role by the lottery means (main control unit 10) becomes a specific lottery result (winning the special replay role E). Furthermore, if the special replay role E is won as a result of a specific lottery in a game during a game state other than the pseudo bonus state, all push order navigations other than the special operation sequence will be selected, and a navigation image corresponding to the avoidance push order navigation will be displayed on the main performance display 8 under the control of the sub-controller 20 based on control information from the main control unit 10. If the symbol combination "Replay Replay Replay" stops on reel 41 due to a stopping operation other than the special operation sequence, the same bonus as a normal replay winning combination will be awarded.
[0211] On the other hand, when the special replay role E is won as a specific lottery result in a game in the pseudo bonus state and the special operation sequence push order navigation is selected, a navigation image corresponding to the special operation sequence push order navigation is displayed on the main performance display 8 under the control of the sub-controller 20 based on control information from the main control unit 10, and when a stop operation is performed according to the push order navigation, the pattern combination of "7·7·7" as the specific display result is stopped. In other words, when the result of the lottery for a role by the lottery means (main control unit 10) becomes a specific lottery result (winning the special replay role E), the main control unit 10 can execute control to notify the display means (reel 41) of derivation operation information (navigation image corresponding to push order navigation) for causing the display means to derive a specific display result ("7·7·7") corresponding to the specific lottery result. When the symbol combination "7·7·7" stops on reel 41 by a stopping operation according to the special operation sequence, the right to transition to the AT state is granted.
[0212] In addition, the push order navigation of the special operation sequence may be executed with a predetermined probability when a normal replay role is won during the pseudo bonus state, and in this case, the push order navigation of the special operation sequence becomes a fake push order navigation, and even if a stop operation corresponding to the push order navigation of the special operation sequence is performed, the symbol combination of "7·7·7" is not stopped on the reel 41, but the symbol combination of "replay·replay·replay" is stopped. In other words, in this case, even if the push order navigation of the special operation sequence is executed, the symbol combination of "7·7·7" is not necessarily stopped, but since the frequency of execution of the push order navigation of the special operation sequence is increased, it is possible to effectively increase the player's sense of expectation. In addition, when the special replay role E is won during a game in the AT state, a push order navigation for a special operation sequence may be executed with a predetermined probability, and when the symbol combination "7·7·7" stops on reel 41 by a stopping operation according to the special operation sequence, the right to move to a specialized zone may be granted.
[0213] [Dummy avoidance push order navigation lottery control] Next, with reference to Figs. 23 to 25, a description will be given of lottery control of the dummy avoidance push order navigation in the medal-less gaming machine 1 of this embodiment. First, referring to FIG. 23, the lottery control of the dummy avoidance push order navigation when a chance role as a rare role is won will be described. As described above, in this embodiment, when a chance role is won, the symbol combination of "Replay Replay Bell" stops on a predetermined line (e.g., the middle line) of reel 41, and, for example, during normal game mode, a lottery is held to transition to a pseudo-bonus state, and if the lottery is won, the right to transition to the pseudo-bonus state is granted as a specific benefit.
[0214] In this embodiment, a predetermined push order navigation is executed by the main performance display device 8 with a predetermined probability when a chance role is won in a game during a normal gaming state. In addition, when a chance role is won, the main control device 10 controls the reels to stop so that the symbol combination of "Replay Replay Bell" stops on the reels 41 regardless of the pressing order of the stop buttons 5. Therefore, when push order navigation is executed during a game in the normal game mode, there is a possibility that a chance role will be won.
[0215] Furthermore, as mentioned above, in a game in the normal play state, if any of the special replay roles A to D is won, the avoidance push order navigation will be executed with a predetermined probability. However, when the push order navigation (avoidance push order navigation) is executed in the normal play state, it has no effect on the progress control of the game, so there is a risk that the push order navigation will be incomprehensible to the player. On the other hand, in this embodiment, as described above, the push order navigation will be executed in some cases when a chance role is won, but the push order navigation (navigation image) when a chance role is won and the avoidance push order navigation (navigation image) when any of the special replay roles A to D is won are executed in a manner that is not distinguishable to the player, so it is not possible to identify which role has been won until the reel 41 is stopped. In other words, in this embodiment, when a chance role in which the "Replay Replay Bell" symbol combination stops regardless of the push order is won, push order navigation is deliberately executed. In the case where push order navigation is executed at the beginning of the game, it is possible to maintain the expectation of winning the chance role even if it is an avoidance push order navigation. In this embodiment, the push order navigation when any of the special replay roles A to D is won is called the avoidance push order navigation, while the push order navigation when the chance role, strong cherry role, and normal replay role are won is called the dummy avoidance push order navigation.
[0216] FIG. 23 shows a navigation mode lottery table used in the main control device 10 to draw a navigation mode when a chance role is won during a normal gaming state. The above navigation mode lottery is carried out using a random number value (256 random number values) extracted when a game that wins a chance role is played, and the number of random number values extracted is shown in the table.
[0217] First, FIG. 23(a) shows a navigation mode selection table used when the player does not win the selection for shifting to the pseudo bonus state, which is performed when the chance role is won. As shown in Figure 23(a), if the result of the lottery for transitioning to the pseudo bonus state when a chance role is won is a non-win, a lottery is held in which there is a 216 / 256 probability that push order navigation will not be performed (no push order navigation), and there is a 240 / 256 probability that push order navigation will be performed, i.e., dummy avoidance push order navigation will be performed.
[0218] Next, FIG. 23(b) shows a navigation mode selection table used when the selection for shifting to the pseudo bonus state, which is performed when the chance role is won, is won. As shown in Figure 23(b), if the result of the lottery for transitioning to the pseudo bonus state when a chance role is won is a win, a lottery is held in which there is a 196 / 256 probability that push order navigation will not be performed (no push order navigation), and there is a 60 / 256 probability that push order navigation will be performed, i.e., dummy avoidance push order navigation will be performed.
[0219] As a result of such a lottery, if a chance role is won in a game during normal play, the dummy avoidance push order navigation will be executed with a predetermined probability. In addition, if a chance role is won, a lottery for transition to a pseudo bonus state will be held, and if the lottery for transition to the pseudo bonus state is won, the dummy avoidance push order navigation will be executed with a higher probability than if the lottery is not won. After deciding to execute the dummy avoidance push sequence navigation, the main control unit 10 will determine one of six possible push sequences. In this case, the push sequence will be determined randomly based on the sampling of a predetermined random number.
[0220] As described above, in this embodiment, when a chance role is won in a game during normal game play, dummy avoidance push order navigation is executed with a predetermined probability, and therefore, when push order navigation is executed during game play, it is possible to increase the player's sense of anticipation. Furthermore, in this embodiment, when a special replay role is won, an avoidance push order navigation may be executed. However, the execution of this push order navigation (avoidance push order navigation) which has no effect on the progress of the game may cause the player to feel distrustful. However, in some cases where the push order navigation is executed, a chance role is won, which can eliminate the player's distrust. In addition, by deliberately executing push order navigation when a chance role is won, which will result in a corresponding symbol combination stopping regardless of the push order, if push order navigation is executed at the beginning of the game, it is possible to maintain the expectation of winning the chance role, even if it is an avoidance push order navigation. In addition, if a chance role is won, the dummy avoidance push order navigation will be executed with a higher probability than if the transition lottery to the pseudo bonus state is not won. Therefore, when the dummy avoidance push order navigation is executed, it is possible to increase the player's sense of anticipation.
[0221] Next, referring to FIG. 24, the lottery control of the dummy avoidance push order navigation when a strong cherry role is won as a rare role will be described. As described above, in this embodiment, when a strong cherry role is won, the symbol combination "Cherry·ANY·ANY" will stop on a specified line (e.g., the middle line) of reel 41, and as a bonus, for example, during normal game play, a lottery will be held to transition to a pseudo bonus state.
[0222] Furthermore, in this embodiment, even if a strong cherry role is won in a game during normal play, the push order navigation (dummy avoidance push order navigation) is executed for a part of the game for the same reason as when the chance role described above is won. In other words, when the Strong Cherry combination, which will stop the "Cherry ANY ANY" symbol combination regardless of the push order, is won, by deliberately executing the push order navigation, if the push order navigation is executed at the beginning of the game, it is possible to leave the expectation of winning the Strong Cherry combination even if it is an avoidance push order navigation. However, when the Strong Cherry combination is won, so-called eye-pressing operation is required to aim for the "Cherry" symbol on the left reel 41a. As mentioned above, when the strong cherry symbol is won, a so-called eye-pressing operation is required to aim for the "cherry" symbol on the left reel 41a. However, even if the "cherry" symbol does not stop on the left reel 41a, a lottery for transition to the pseudo bonus state will be held.
[0223] FIG. 24 shows a navigation mode lottery table used in the main control device 10 when a strong cherry role is won during normal gaming mode. The above navigation mode lottery is performed using a random number value (256 random number values) extracted when a game in which the Strong Cherry role is won is played, and the number of random number values extracted is shown in the table.
[0224] First, FIG. 24(a) shows a navigation mode lottery table used when the pseudo bonus state transition lottery, which is performed when a strong cherry role is won, is not won. As shown in Figure 24(a), if the result of the lottery for transition to the pseudo bonus state when a strong cherry role is won is a non-win, a lottery is held in which there is a 186 / 256 probability that push order navigation will not be performed (no push order navigation), and there is a 70 / 256 probability that push order navigation will be performed, i.e., dummy avoidance push order navigation will be performed.
[0225] Next, FIG. 24(b) shows a navigation mode lottery table used when the lottery for transition to the pseudo bonus state, which is held when a strong cherry role is won, is won. As shown in Figure 24(b), if the result of the lottery for transitioning to the pseudo bonus state when a strong cherry role is won is a win, a lottery is held in which there is a 166 / 256 probability that push order navigation will not be performed (no push order navigation), and there is a 90 / 256 probability that push order navigation will be performed, i.e., dummy avoidance push order navigation will be performed. As a result of this lottery, if a strong cherry role is won in a game during normal play, a dummy avoidance push order navigation will be executed with a predetermined probability. In addition, if the strong cherry role is won, a lottery for transition to the pseudo bonus state will be held, and if the lottery for transition to the pseudo bonus state is won, the dummy avoidance push order navigation will be executed with a higher probability than if the lottery is not won. After deciding to execute the dummy avoidance push sequence navigation, the main control unit 10 will determine one of six possible push sequences. However, if a strong cherry role is won, one of the push sequences (four possible push sequences) will be randomly determined, excluding the push sequence in which the left stop button 5a is pressed first ("left → center → right" or "left → right → center").
[0226] As described above, in this embodiment, when a strong cherry role is won in a game during normal game mode, dummy avoidance push order navigation is executed with a predetermined probability, and therefore, when push order navigation is executed during game play, it is possible to increase the player's sense of anticipation. Furthermore, in this embodiment, when a special replay role is won, an avoidance push order navigation may be executed. However, the execution of this push order navigation (avoidance push order navigation) which has no effect on the progress of the game may cause the player to feel distrustful. However, in some cases where the push order navigation is executed, a strong cherry role is won, which can eliminate the player's distrust. In addition, by deliberately executing push order navigation when a strong cherry role, which will result in the corresponding symbol combination stopping regardless of the push order, is won, if push order navigation is executed at the beginning of the game, it is possible to maintain the expectation of winning the strong cherry role, even if it is an avoidance push order navigation. In addition, if you win the strong cherry role, there is a higher probability that the dummy avoidance push order navigation will be executed if you win the pseudo bonus state transition lottery than if you do not win. Therefore, when the dummy avoidance push order navigation is executed, it is possible to increase the player's sense of anticipation.
[0227] Next, referring to Figure 25, we will explain the lottery control of the dummy avoidance push order navigation when a replay role is won. As described above, in this embodiment, when a replay role is won, the symbol combination "Replay Replay Replay" stops on a predetermined line (e.g., the middle line) of the reel 41, and as a bonus, the right to play a game with the same number of bets as the number of bets set for the current game is granted. In addition, in this embodiment, when a replay role is won, the "Replay Replay Replay" symbol combination will stop regardless of the push order, but at some points during this time, push order navigation is deliberately implemented. Therefore, even in some cases where a replay role is won, the dummy avoidance push order navigation will be executed, and the frequency with which the push order navigation (avoidance push order navigation and dummy avoidance push order navigation) is executed during normal gameplay will increase. As a result, when the push order navigation is executed at the beginning of the game, it is possible to increase the expectation of winning a chance role or a strong cherry role.
[0228] Also, in this embodiment, during normal gameplay, a premonition period is set in which the main premonition effect is executed on the main effect display device 8, for example, before a predetermined period of time before transitioning to the pseudo bonus state as described above, and the probability of executing the dummy avoidance push order navigation in the event of winning a replay role is changed between the main premonition period and other periods.
[0229] FIG. 25 shows a navigation mode lottery table used in the main control device 10 when a replay role is won during a normal gaming state. The above navigation mode lottery is carried out using a random number value (256 random number values) extracted when a game in which a replay role is won is executed, and the number of random number values extracted is shown in the table.
[0230] First, FIG. 25(a) shows a navigation mode lottery table used when a replay combination is won during a period other than the main premonition period. As shown in Figure 25(a), if a replay role is won during any period other than the premonition period, a lottery is held so that there is a 226 / 256 probability that push order navigation will not be performed (no push order navigation), and a 30 / 256 probability that push order navigation will be performed, i.e., dummy avoidance push order navigation will be performed.
[0231] Next, FIG. 25(b) shows a navigation mode lottery table used when a replay combination is won during this premonition period. As shown in Figure 25(b), if a replay role is won during this premonition period, a lottery is held so that there is a 206 / 256 probability that no push order navigation will be performed (no push order navigation), and a 50 / 256 probability that push order navigation will be performed, i.e., dummy avoidance push order navigation will be performed. As a result of such a lottery, if a replay role is won in a game during normal play mode, a dummy avoidance push order navigation will be executed with a predetermined probability. Also, if a replay role is won, and if it is during the actual premonition period, the dummy avoidance push order navigation will be executed with a higher probability than if it is not during the actual premonition period. In addition, when a replay role is won, the main control unit 10 decides to execute the dummy avoidance push sequence navigation, and then decides on one of six possible push sequences. In this case, the push sequence is decided randomly based on the sampling of a predetermined random number.
[0232] As described above, in this embodiment, when a replay role is won during a game in normal game mode, a dummy avoidance push order navigation is executed in the same manner as when a chance role or strong cherry role is won with a predetermined probability. Therefore, when push order navigation is executed during game execution, it is possible to increase the player's sense of anticipation even if it is based on the winning of a replay role. In addition, since the dummy avoidance push order navigation is executed based on the winning of a replay role, which has a relatively high probability of winning (for example, a 1 / 7 probability of winning), it is possible to increase the frequency with which the push order navigation is executed during normal gameplay, thereby increasing the opportunities to increase the player's sense of anticipation. In addition, since the probability of executing the dummy avoidance push order navigation based on winning the replay role is set to be higher during the main premonition period than outside the main premonition period, it is possible to increase the player's sense of expectation even if the dummy avoidance push order navigation is not based on a chance role or a strong cherry role.
[0233] In this embodiment, the probability of executing the dummy avoidance push sequence navigation when a replay role is won is changed between the main premonition period and other periods, but the probability of executing the dummy avoidance push sequence navigation may also be changed based on a state other than the main premonition period. For example, during a specified period after a specified rare role (strong cherry role, chance role) is won in a game in normal gaming state, the probability of executing the dummy avoidance push sequence navigation may be made higher than during other periods, or when a game in normal gaming state reaches a specified period before the ceiling game number is reached, the probability of executing the dummy avoidance push sequence navigation may be made higher than before the ceiling game number is reached.
[0234] [Image display during dummy avoidance button sequence navigation] Next, with reference to Figs. 26 to 30, image display during the dummy avoidance push order navigation in the medal-less gaming machine 1 of this embodiment will be specifically described. First, with reference to FIG. 26, an image display on the main performance display device 8 when the dummy avoidance push order navigation is executed based on the winning of a chance role as a rare role will be described. As described above, in this embodiment, when a chance role is won during normal game play, a dummy avoidance push order navigation is executed on the main performance display 8 under the control of the sub-controller 20 based on control information from the main control unit 10 with a predetermined probability.
[0235] As shown in FIG. 26(a), during the normal gaming state, a normal gaming state image A50a is displayed in the main part of the screen of the main effect display device 8. The normal game state image A50a is composed of an image that enables the player to recognize that the game is in a normal game state, and is composed of, for example, a moving image in which a predetermined character moves on a predetermined background (daytime background). Then, if a chance role is won in a game during normal game mode and the player wins the aforementioned navigation mode lottery, a dummy avoidance push order navigation image 51 is displayed at the bottom of the screen of the main performance display 8 as shown in the figure, as specific operation information consisting of a circular frame and numerical information inside it. The dummy avoidance push order navigation image 51 is configured so that a left dummy avoidance push order navigation image 51a, which indicates the operation order of the left stop button 5a (the stopping order of the left reel 41a) using numerical information ("3"), a middle dummy avoidance push order navigation image 51b, which indicates the operation order of the middle stop button 5b (the stopping order of the middle reel 41b) using numerical information ("1"), and a right dummy avoidance push order navigation image 51c, which indicates the operation order of the right stop button 5c (the stopping order of the right reel 41c) using numerical information ("2"), are arranged in a left-right direction. As mentioned above, the order in which the buttons are pressed is determined randomly.
[0236] The display mode (image shape) of the dummy avoidance push order navigation image 51 is almost the same as the image during push order navigation that is executed when the push order bell role is won during the pseudo bonus state or AT state, but only the color scheme of each numerical information is different. While each numerical information during push order navigation that corresponds to the push order bell role during the pseudo bonus state or AT state is colored yellow, the color scheme of each numerical information in the dummy avoidance push order navigation image 51 is white. Although not shown in the figure, even during the avoidance push order navigation that is executed based on winning any of the special replay roles A to E, the sub-controller 20 will control the main performance display 8 to display a navigation image (avoidance push order navigation image 61 in Figure 31) consisting of a circular frame and white numerical information inside it, similar to the dummy avoidance push order navigation image 51. That is, the display mode (image shape) of the dummy avoidance push order navigation image 51 is the same as the image during the avoidance push order navigation executed when any of the special replay roles A to E is won during the normal game state. Therefore, when the push order navigation is executed during the normal game state, it is impossible to distinguish whether any of the special replay roles A to E has been won or whether any other role (chance role, strong cherry role, replay role) has been won until the game ends.
[0237] Next, in that game, when the stop button 5 is operated to stop all of the reels 41 as instructed ("3·1·2") in the dummy avoidance push sequence navigation image 51 to end the game, a symbol combination corresponding to a chance role will stop on the activated line of the reel 41, and as shown in Figure 26(b), the dummy avoidance push sequence navigation image 51 displayed in the lower part of the screen of the main performance display device 8 will be erased and instead a chance up image 52 consisting of the text information "chance" will be displayed. In addition, when a chance role is won, the symbol combination corresponding to the chance role will stop regardless of the stopping order, so the symbol combination corresponding to the chance role will stop even if the stop button 5 is not operated as instructed by the dummy avoidance push order navigation image 51 ("3·1·2"). Also, the chance-up image 52 may be other than the word "chance" and may display, for example, the word "hot" which increases the player's expectations more than "chance". Also, either "chance" or "hot" may be selected and displayed based on the result of a lottery for transition to a pseudo bonus state based on the winning of a chance role.
[0238] As described above, in this embodiment, when a chance role is won as a special lottery result in which a transition lottery to a pseudo bonus state is performed during a game in the normal game state, even if a special replay role is not won, a push order navigation (dummy avoidance push order navigation) is executed with a predetermined probability, and a dummy avoidance push order navigation image 51 is displayed on the main performance display 8. In other words, the main control unit 10 is equipped with a second notification control means capable of executing control to notify specific operation information (dummy avoidance push order navigation image 51) in a specified game related to the awarding of a specific benefit (pseudo bonus state) when the result of the role selection by the lottery means (main control unit 10) is not a specific lottery result (winning a special replay role).
[0239] In addition, the dummy avoidance push order navigation image 51 is the same as the navigation image displayed during the avoidance push order navigation when a special replay role is won, and the player cannot see them. In other words, the main control unit 10, as a second notification control means, is capable of executing control to notify specific operation information (dummy avoidance push order navigation image 51) in a manner that is difficult to distinguish from non-derived operation information (navigation image displayed during avoidance push order navigation). In addition, the role that executes the dummy avoidance push order navigation is set as a chance role in which a lottery for transition to a pseudo bonus state is held. In other words, the main control unit 10 as the second notification control means is capable of executing control to notify specific operation information (dummy avoidance push order navigation image 51) when the result of the role selection by the lottery means (main control unit 10) becomes a special lottery result (chance role).
[0240] Therefore, when push order navigation is executed during game play, it is possible to reliably increase the player's sense of anticipation. Furthermore, it is now possible to execute push order navigation without any problems during normal gameplay, which may cause players to feel distrustful. In addition, by deliberately executing push order navigation when a chance role is won, which will result in the corresponding symbol combination stopping regardless of the push order, if push order navigation is executed at the beginning of the game, it is possible to reliably maintain the expectation of winning the chance role, even if it is an avoidance push order navigation.
[0241] Also, as shown in FIG. 23, when a chance role is won, the dummy avoidance push order navigation is executed with a higher probability if the lottery for transition to the pseudo bonus state is won than if the lottery for transition to the pseudo bonus state is not won, so the probability that the dummy avoidance push order navigation image 51 will be displayed is higher if the lottery for transition to the pseudo bonus state is won. In other words, the main control device 10 (the second notification control means described later) can change the probability of notifying specific operation information (dummy avoidance push order navigation image 51) in connection with the awarding of a specific benefit (pseudo bonus state). Therefore, the probability of executing the dummy avoidance push order navigation changes depending on the result of the lottery for transitioning to the pseudo bonus state, which makes it possible to increase the excitement of the game, and if the dummy avoidance push order navigation is executed based on the winning of a chance role, it is possible to further increase the player's sense of anticipation.
[0242] Next, referring to FIG. 27, the image display on the main performance display device 8 when the dummy avoidance push order navigation is executed based on the winning of a strong cherry role as a rare role will be described. As described above, in this embodiment, when a strong cherry role is won during normal game play, with a predetermined probability, a dummy avoidance push order navigation is executed on the main performance display 8 under the control of the sub-controller 20 based on control information from the main control unit 10.
[0243] As shown in FIG. 27(a), during the normal gaming state, a normal gaming state image A50a is displayed in the main part of the screen of the main effect display device 8 in the same manner as described above. Then, when a strong cherry role is won during a game in the normal game mode and the aforementioned navigation mode lottery is won, a dummy avoidance push order navigation image 51 is displayed at the bottom of the screen of the main performance display 8 as specific operation information consisting of a left dummy avoidance push order navigation image 51a, a middle dummy avoidance push order navigation image 51b, and a right dummy avoidance push order navigation image 51c, just as in the case of winning a chance role. In this case, the pressing order is randomly determined from one of the four possible pressing orders, excluding the pressing order in which the left stop button 5a is pressed first ("left → center → right" or "left → right → center"), as described above.
[0244] The display mode (image shape) of the dummy avoidance push order navigation image 51 when a strong cherry role is won is the same as when a chance role is won, only the color scheme of each numerical information is white, which is different from the numerical information during push order navigation during pseudo bonus state or AT state. Therefore, the display mode (image shape) of the dummy avoidance push order navigation image 51 when a strong cherry role is won will be the same as the image during the avoidance push order navigation that is executed when any of the special replay roles A to E are won during normal game mode, and when the push order navigation is executed during normal game mode, it will be impossible to tell whether any of the special replay roles A to E have been won, or whether any other role (chance role, strong cherry role, replay role) has been won, until the end of the game.
[0245] Next, in that game, if the middle stop button 5b is operated first to stop the middle reel 41b first as instructed by the dummy avoidance push order navigation image 51 ("3·1·2"), the dummy avoidance push order navigation image 51 displayed in the lower part of the screen of the main performance display device 8 will be erased, and instead an instruction image 53a consisting of text information saying "Aim for cherries to the left" and an arrow image 53b located directly above the left reel 41a and indicating the direction of the left reel 41a (downward) will be displayed, as shown in Figure 27(b). In other words, after the dummy avoidance push sequence navigation is executed, excluding the push sequence in which the left stop button 5a is operated to stop first, when the first reel 41 is stopped, a stop command is given to the left reel 41a to aim for the "cherry" symbol, and it is announced that a strong cherry role has been won. Therefore, it is possible to prevent the strong cherry role from being missed due to the execution of the dummy avoidance push order navigation. The instruction image 53a and the arrow image 53b are erased when the second reel 41 stops.
[0246] Then, after performing a stopping operation aiming for the "cherry" symbol on the left reel 41a, all reels 41 are stopped to end the game, and a symbol combination corresponding to a strong cherry role stops on the pay line of the reel 41, and the word "Super Hot" is displayed as a chance-up image 52 at the bottom of the screen of the main performance display 8, as shown in Figure 27(c). At this time, even if the "cherry" symbol cannot be stopped on the left reel 41a, the chance-up image 52 may be displayed. Also, the chance-up image 52 may be other than the text information of "Super Hot", for example, the text information of "Chance" which gives a player a lower expectation than "Super Hot" may be displayed. Also, either "Chance" or "Super Hot" may be selected and displayed based on the result of the transition lottery to the pseudo bonus state based on the winning of the strong cherry role.
[0247] As described above, in this embodiment, when a strong cherry role is won as a special lottery result in a game during normal game mode, even if a special replay role is not won, a push order navigation (dummy avoidance push order navigation) is executed with a predetermined probability, and a dummy avoidance push order navigation image 51 is displayed on the main performance display device 8. In other words, the main control unit 10 is equipped with a second notification control means capable of executing control to notify specific operation information (dummy avoidance push order navigation image 51) in a specified game related to the awarding of a specific benefit (pseudo bonus state) when the result of the role selection by the lottery means (main control unit 10) is not a specific lottery result (winning a special replay role).
[0248] Also, just like when a chance role is won, when a strong cherry role is won, the dummy avoidance push order navigation image 51 that is displayed is the same as the navigation image that is displayed during the avoidance push order navigation when a special replay role is won, and the player is unable to recognize them. In other words, the main control unit 10, as a second notification control means, is capable of executing control to notify specific operation information (dummy avoidance push order navigation image 51) in a manner that is difficult to distinguish from non-derived operation information (navigation image displayed during avoidance push order navigation). In addition, the role that executes the dummy avoidance push order navigation is set to a strong cherry role that draws for a transition to a pseudo bonus state. In other words, the main control unit 10 as the second notification control means is capable of executing control to notify specific operation information (dummy avoidance push order navigation image 51) when the result of the role selection by the lottery means (main control unit 10) becomes a special lottery result (strong cherry role).
[0249] Therefore, when push order navigation is executed during game play, it is possible to reliably increase the player's sense of anticipation. Furthermore, it is now possible to execute push order navigation without any problems during normal gameplay, which may cause players to feel distrustful. In addition, by deliberately executing push order navigation when a strong cherry role, which will result in the corresponding symbol combination stopping regardless of the push order, is won, if push order navigation is executed at the beginning of the game, it is possible to reliably maintain the expectation of winning the strong cherry role, even if it is an avoidance push order navigation. Furthermore, when push order navigation is executed, there is a possibility that the player will perform a stopping operation without aiming for any symbol according to the notified push order. However, in this embodiment, even if the dummy avoidance push order navigation image 51 is displayed, when the first reel 41 is stopped, an instruction to aim for the "cherry" symbol on the left reel 41a is given. Therefore, by displaying the dummy avoidance push order navigation image 51, the player's sense of anticipation is increased, and it is possible to reliably stop the symbol combination corresponding to the strong cherry role.
[0250] Also, as shown in FIG. 24, when a strong cherry role is won, the dummy avoidance push order navigation is executed with a higher probability if the lottery for transition to the pseudo bonus state is won than if the lottery for transition to the pseudo bonus state is not won, so the probability that the dummy avoidance push order navigation image 51 will be displayed is higher if the lottery for transition to the pseudo bonus state is won. In other words, the main control device 10 (the second notification control means described later) can change the probability of notifying specific operation information (dummy avoidance push order navigation image 51) in connection with the awarding of a specific benefit (pseudo bonus state). Therefore, the probability of executing the dummy avoidance push order navigation changes depending on the result of the lottery for transitioning to the pseudo bonus state, which makes it possible to increase the excitement of the game, and when the dummy avoidance push order navigation is executed based on the winning of a strong cherry role, it is possible to further increase the player's sense of anticipation.
[0251] In this embodiment, the dummy avoidance push order navigation is executed based on the winning of the strong cherry role, but the dummy avoidance push order navigation may also be executed when the weak cherry role is won, and in this case, it is preferable to display the instruction image 53a and the arrow image 53b when the first reel 41 is stopped. However, in this case, even if a stopping operation is performed on the left reel 41a aiming for the "cherry" symbol, the symbol combination corresponding to the strong cherry role will not stop.
[0252] Next, with reference to FIG. 28, the image display on the main performance display device 8 when the dummy avoidance push order navigation is executed based on the winning of a normal replay role will be described. As described above, in this embodiment, when a replay role is won during normal game play, with a predetermined probability, a dummy avoidance push order navigation is executed on the main performance display 8 under the control of the sub-controller 20 based on control information from the main control unit 10.
[0253] As shown in FIG. 28(a), during the normal gaming state, a normal gaming state image A50a is displayed in the main part of the screen of the main effect display device 8 in the same manner as described above. Then, when a replay role is won during a game in the normal game mode and the aforementioned navigation mode lottery is won, a dummy avoidance push order navigation image 51 consisting of a left dummy avoidance push order navigation image 51a, a middle dummy avoidance push order navigation image 51b, and a right dummy avoidance push order navigation image 51c will be displayed at the bottom of the screen of the main performance display 8, just as in the case when a chance role or strong cherry role is won.
[0254] Here, the change control of the image displayed on the main effect display device 8 during the normal gaming state will be described. In this embodiment, a normal gaming state image A50a configured with a daytime background is displayed on the main performance display device 8 as an image in a normal state during a normal gaming state. In addition, in this embodiment, the sub-control device 20 controls changing the normal game state image on the main performance display device 8 based on the number of times the dummy avoidance push order navigation is executed per unit game number during the normal game state exceeding a predetermined number.
[0255] For example, in the initial state, the background of the normal game state image is displayed as daytime, but if the number of times the dummy avoidance push order navigation is executed within 30 games exceeds five times, the background of the normal game state image is changed from a daytime background to an evening background, and thereafter, similarly, if the number of times the dummy avoidance push order navigation is executed within 30 games exceeds five times, as the final step, the background of the normal game state image is changed from an evening background to a night background. Therefore, each time the number of times the dummy avoidance push sequence navigation is executed per unit game number during the normal game state exceeds a predetermined number, the background of the normal game state image will change in the following order: day background → evening background → night background. In addition, a change from a night background to an evening background, and a change from an evening background to a day background, will be performed if the dummy avoidance push sequence navigation is executed once or less within 30 games after each background change. In addition, the control for changing the background of the normal game state image may be other than the above, so long as it changes to a daytime background → evening background → night background in the order of occurrence of the dummy avoidance push order navigation increasing in frequency. For example, the background may be changed from a daytime background to an evening background when the dummy avoidance push order navigation occurs twice in a row, and from an evening background to a night background when the dummy avoidance push order navigation occurs three times in a row.
[0256] Because such background change control is performed in the normal game state image, when a normal game state image A50a with a daytime background is displayed as shown in FIG. 28(a), if the number of times the dummy avoidance push sequence navigation is executed per unit number of games exceeds a predetermined number, the image will be changed to a normal game state image B50b with an evening background as shown in FIG. 28(b). Furthermore, thereafter, if the number of times the dummy avoidance push order navigation is executed per unit game number exceeds a predetermined number, the image will be changed to a normal game state image C50c with a night background, as shown in FIG. 28(c).
[0257] As described above, in this embodiment, when a replay role is won during a game in normal game mode, a dummy avoidance push order navigation is executed in the same manner as when a chance role or strong cherry role is won with a predetermined probability, and a dummy avoidance push order navigation image 51 is displayed on the main performance display 8. Therefore, when push order navigation is executed during game execution, it is possible to reliably increase the player's sense of anticipation. In addition, since the dummy avoidance push order navigation is executed based on winning a replay role, which has a relatively high probability of winning, it is possible to increase the frequency with which the push order navigation is executed during normal gameplay, thereby increasing the opportunities to increase the player's sense of anticipation.
[0258] In addition, each time the number of times the dummy avoidance push order navigation is executed per specified number of games exceeds a specified number, the background of the normal game state image on the main performance display 8 is changed, making it possible for the player to recognize the frequency with which the dummy avoidance push order navigation is executed at that time. Furthermore, as mentioned above, the probability of executing the dummy avoidance push sequence navigation when a replay role is won is controlled to be higher while the right to transition to the pseudo bonus state is granted than at other times, so by changing the background of the normal game state image, it is possible to increase the player's sense of anticipation.
[0259] When controlling the change of the background of the normal game state image, the total number of times the dummy avoidance push order navigation is executed may be counted, or the number of times the dummy avoidance push order navigation is executed when a replay role is won may be counted.
[0260] Next, with reference to FIG. 29, an image display on the main effect display device in a case where a match effect is executed when a chance combination is won during a normal gaming state will be described. As described above, in this embodiment, in a game during a normal game state, in some cases (e.g., 20% probability) when a chance role that triggers a lottery for a transition to a pseudo bonus state is won, a battle performance is executed without a premonition performance. Therefore, a battle performance is executed for a predetermined number of games (e.g., 3 games) from the game next to the game in which the chance role is won, and the result of the lottery for a transition to a pseudo bonus state is announced at the end of the battle performance. In this embodiment, the main control unit 10 decides to execute a battle performance without a premonition performance with a predetermined probability when a chance role that triggers a transition to a pseudo bonus state is won and a dummy avoidance push order navigation is executed, and the sub-control unit 20 executes a battle performance on the main performance display unit 8 based on the control information from the main control unit 10. Therefore, if a chance role is won and the dummy avoidance push order navigation is executed, there is a possibility that a battle performance will be executed after the dummy avoidance push order navigation is executed.
[0261] FIG. 29 shows an image displayed on the main performance display device 8 when a chance role is won, a dummy avoidance push order navigation is executed, and a battle performance is executed after the execution of the dummy avoidance push order navigation. First, as shown in FIG. 29(a), during a normal gaming state, a normal gaming state image A50a is displayed in the main part of the screen of the main effect display device 8. Then, if a chance role that triggers a lottery for transitioning to the pseudo bonus state is won during a game in the normal game state, and the aforementioned navigation mode lottery is won, a dummy avoidance push order navigation image 51 consisting of a left dummy avoidance push order navigation image 51a, a middle dummy avoidance push order navigation image 51b, and a right dummy avoidance push order navigation image 51c will be displayed at the bottom of the screen of the main performance display 8.
[0262] Then, the stop button 5 is operated to stop (stop the reels 41) in the pressing order indicated in the dummy avoidance pressing order navigation image 51 (in the figure, "center → right → left"), and when the first reel 41 is stopped, a preliminary performance, which is a performance before the execution of the battle performance, is executed under the control of the sub-control device 20. The preliminary performance is a performance intended to heighten anticipation for the execution of the battle performance, and as shown in Figure 29(b), is an image consisting of the background and fighting characters during the battle performance, etc. Two preliminary performance images 55 identical to the images at the start of the battle performance appear from the left and right when the first reel 41 stops, and then the images move toward the center and are displayed and disappeared after a predetermined time has passed. Therefore, the movement and erasure of the two preliminary performance images 55 are controlled in accordance with the time when the navigation image is updated, that is, when the first reel 41 is stopped and the middle dummy avoidance push order navigation image 51b is erased. During the preliminary performance, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined manner. In addition, since the start of the battle performance is announced at the end of a game in which a specified rare role is won, the preliminary performance image 55 will always be erased when the first reel 41 or the second reel 41 stops.
[0263] Also, when the second reel 41 is stopped, which is the time when the navigation image is updated, a preliminary performance of the battle performance is executed in the same manner as described above. Therefore, as shown in Figure 29 (c), when the second reel 41 is stopped, the right dummy avoidance push order navigation image 51c is erased, and two preliminary performance images 55 appear from the left and right and move toward the center, and are then erased after a predetermined time has passed.
[0264] Also, when the last reel 41 is stopped, which is the time when the navigation image is updated, the preliminary performance of the battle performance is executed in the same manner as described above. Then, when the last reel 41 is stopped, the left dummy avoidance push order navigation image 51a is erased as described above, and two preliminary performance images 55 appear from the left and right and move toward the center. However, when the two preliminary performance images 55 reach the center, the preliminary performance ends, and a battle performance image 56 is displayed in the main part of the screen of the main performance display device 8, as shown in Figure 29(d). In other words, when the last reel 41 is stopped, a preliminary game is played using the two preliminary performance images 55, and then, after a predetermined time has elapsed, the two preliminary performance images 55 are integrated together to display a battle performance image 56. The battle presentation image 56 is an image at the start of the battle presentation in which an ally character and an enemy character face off against a specified background, and from the next game after the preliminary play ends, the battle presentation between the ally character and the enemy character will be executed for a specified number of games (e.g., three games).
[0265] In addition, in the sub-control device 20, in some cases (for example, with a probability of 10%) when the avoidance push order navigation is executed based on the winning of the special replay role, the preliminary performance similar to the above will be executed. However, in this case, the preliminary performance will be a fake preliminary performance, and at the end of the fake preliminary performance, the two preliminary performance images 55 are erased, the battle performance image 56 is not displayed, and the battle performance is not executed. Therefore, even when the avoidance button sequence navigation is executed, it is possible to increase the sense of anticipation for the execution of the battle performance. Furthermore, when executing the above-mentioned battle performance, the preliminary performance may be executed in part of it, or the preliminary performance may be executed in all of it.
[0266] As described above, when the dummy avoidance push order navigation is executed based on winning a chance role, there is a possibility that a battle performance will be executed, but since a preliminary performance will be executed before the battle performance is executed, when the dummy avoidance push order navigation is executed, it is possible to increase the sense of anticipation for the execution of the battle performance. In addition, the preliminary performance is executed in accordance with the operation timing of each stop button 5, which is the timing when the dummy avoidance push order navigation image 51 is updated. That is, the medal-less gaming machine 1 includes a presentation control means capable of controlling a predetermined presentation (backup presentation) in response to the notification update timing of the specific operation information (dummy avoidance push order navigation image 51). Therefore, it is possible to efficiently increase the player's sense of expectation.
[0267] In addition, since a preliminary performance will be executed in some cases where the avoidance push order navigation is executed based on the winning of a special replay role, it is possible to increase the player's sense of anticipation even when the push order navigation executed during normal gameplay is the avoidance push order navigation. It should be noted that the preliminary performance may be other than that described above as long as it increases the player's sense of anticipation before the battle performance. For example, the preliminary performance may be one in which a specified character image gradually expands in the center of the screen. In addition, a fake preliminary performance may be executed during all or part of the execution of the dummy avoidance push order navigation when a replay role is won during normal game mode.
[0268] Next, with reference to FIG. 30, an image display on the main effect display device in the case where a winning effect is executed when a chance combination is won during a normal gaming state will be described. In this embodiment, when a chance combination that triggers a lottery for transition to a pseudo bonus state is won during a game in the normal gaming state, a winning effect is executed by the main effect display device 8. The winning effect is an effect that is completed between the start of a game in which a chance role is won and the start of the next game, and is an effect that notifies the player that he or she has won a chance role or that there is a possibility of transitioning to a pseudo bonus state, for example. In this embodiment, when a chance role is won and the dummy avoidance push order navigation is executed, the main control unit 10 decides to execute the winning performance if the above-mentioned battle performance is not executed, and the sub-control unit 20 executes the winning performance on the main performance display unit 8 based on the control information from the main control unit 10. In other words, when the battle effect is executed, the preliminary effect is executed, so that the winning effect is not executed.
[0269] FIG. 30 shows an image displayed on the main effect display device 8 when a dummy avoidance push order navigation is executed based on a winning chance role, and a winning effect is executed during and after the game is played. First, as shown in FIG. 30(a), during a normal gaming state, a normal gaming state image A50a is displayed in the main part of the screen of the main effect display device 8. Then, if a chance role that triggers a lottery for transitioning to the pseudo bonus state is won during a game in the normal game state, and the aforementioned navigation mode lottery is won, a dummy avoidance push order navigation image 51 consisting of a left dummy avoidance push order navigation image 51a, a middle dummy avoidance push order navigation image 51b, and a right dummy avoidance push order navigation image 51c will be displayed at the bottom of the screen of the main performance display 8.
[0270] In this embodiment, when executing a winning effect during a game in which the dummy avoidance push order navigation is executed, the sub-control device 20 selectively determines the start time of the winning effect to be one of three times when the reel 41 stops (three times when the stop button 5 is operated to stop). Therefore, if it is decided to start the winning performance when the first reel 41 stops (when the first stop button 5 is operated), as shown in Figure 30 (b), in response to the stopping of the first reel 41, the middle dummy avoidance push order navigation image 51b is erased and a winning performance image 57 is displayed in the main part of the screen of the main performance display device 8. That is, the winning effect image 57 is displayed at the time when the navigation image is updated, that is, when the first reel 41 is stopped and the middle dummy avoidance push order navigation image 51b is erased.
[0271] Furthermore, if it is decided to start the winning effect when the second reel 41 stops (when the second stop button 5 is operated to stop), as shown in Figure 30(c), the winning effect does not start when the first reel 41 stops, but as shown in Figure 30(d), in response to the second reel 41 stopping, the right dummy avoidance push order navigation image 51c is erased and a winning effect image 57 is displayed in the main part of the screen of the main effect display device 8. That is, the winning effect image 57 is displayed at the time when the navigation image is updated, that is, when the second reel 41 is stopped and the right dummy avoidance push order navigation image 51c is erased.
[0272] Also, although not shown in the figure, if it is determined that the winning effect will start when the last reel 41 stops (when the last stop button 5 is operated), the winning effect will start when the last reel 41 stops, i.e., when the game ends. The winning effect image 57 is composed of, for example, a video or still image in which a predetermined item image is displayed to notify the player that a chance role has been won, or in which text information such as "chance" is displayed. During the winning performance, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined manner.
[0273] As described above, when the dummy avoidance push order navigation is executed based on the winning of a chance role, there is a possibility that a winning performance will be executed, but since the winning performance will start in response to the stopping of reel 41, it is possible to efficiently increase the player's sense of anticipation. In other words, when push sequence navigation is executed at the start of a game, the player cannot tell whether it is an avoidance push sequence navigation or a dummy avoidance push sequence navigation, so it is possible to increase the player's sense of anticipation throughout the time the game is being played.
[0274] In addition, the winning performance starts in accordance with the operation of each stop button 5, which is the time when the dummy avoidance push order navigation image 51 is updated. In other words, the medal-less gaming machine 1 is equipped with a presentation control means (sub-control device 20) capable of controlling a predetermined presentation (winning presentation) in response to the notification update timing of specific operation information (dummy avoidance push order navigation image 51). Therefore, it is possible to efficiently increase the player's sense of expectation. In addition, since the start time of the winning effect varies depending on the stopping of the reel 41, it is possible to improve the entertainment value of the game.
[0275] [Warning display when using Evasion Navigation and Dummy Evasion Navigation] Next, with reference to Figures 31 and 32, a warning display during avoidance push order navigation and dummy avoidance push order navigation in the medal-less gaming machine 1 of this embodiment will be described. In this embodiment, when the avoidance push order navigation or the dummy avoidance push order navigation is executed in a specified game, the stop operation sequence of the stop buttons 5 (stop sequence of the reels 41) in that game is instructed. At this time, if the stop button 5 is not operated to stop (the reel 41 is stopped) as instructed by the avoidance push order navigation or the dummy avoidance push order navigation, a predetermined warning alert will be issued under the control of the sub-controller 20 based on control information from the main control unit 10.
[0276] First, referring to Figure 31, a warning notification when avoidance button press sequence navigation is executed will be described. As shown in Figure 31(a), when one of the special replay roles is won in a game during normal game play state, an avoidance push order navigation image 61 consisting of a circular frame and numerical information inside it is displayed at the bottom of the normal game play state image A50a on the main performance display 8, and the avoidance push order navigation is executed. The avoidance push order navigation image 61 is the same image as the dummy avoidance push order navigation image 51 described above, and is configured to be arranged in a left-right direction with a left avoidance push order navigation image 61a that indicates the operation order of the left stop button 5a (the stopping order of the left reel 41a) using numerical information (white "3"), a middle avoidance push order navigation image 61b that indicates the operation order of the middle stop button 5b (the stopping order of the middle reel 41b) using numerical information (white "1"), and a right avoidance push order navigation image 61c that indicates the operation order of the right stop button 5c (the stopping order of the right reel 41c) using numerical information (white "2").
[0277] At this time, if the stop button 5 is operated according to the avoidance press sequence navigation, no particular warning is issued; however, as shown in FIG. 31(b), if the left stop button 5a is operated to stop in response to the operation instruction of the center stop button 5b without following the avoidance press sequence navigation, the left avoidance press sequence navigation image 61a is erased, and under the control of the sub-controller 20 based on the control information from the main control unit 10, a first warning image 58 consisting of text information "This is not a recommended press sequence" is displayed in the upper part of the screen of the main performance display 8 as first warning information, and a warning is issued. To notify the warning, a predetermined warning sound is output from the speaker 9 and the lamp 11 emits warning light in a predetermined manner. In other words, when the avoidance button press sequence navigation is executed during a game in the normal game mode, if the avoidance button press sequence navigation is not followed, the first warning image 58 will be displayed at the time when the first stop button 5 is operated to stop (at the time when the first reel 41 is stopped). The first warning image 58 may be configured to continue to be displayed until the game ends, or may be configured to disappear when the second stop button 5 is operated to stop the game.
[0278] As described above, when the avoidance button press sequence navigation is executed in a game during normal play, if the avoidance button press sequence navigation is not followed, a warning (such as displaying the first warning image 58) will be issued at the time the first stop button 5 is operated to stop (at the time the first reel 41 is stopped). In other words, the main control unit 10 is equipped with a first warning notification control means capable of executing control to notify the first warning information (first warning image 58) when an operation of the operation means (stop button 5) is performed in a manner that does not comply with the notification of non-derived operation information (avoidance press order navigation image 61) by the first notification control means (main control unit 10). Therefore, since the player can be informed that he or she did not follow the avoidance push sequence navigation, in subsequent games the player will play the game according to the avoidance push sequence navigation, and it is possible to prevent a special symbol combination ("Replay Bell Replay" or "7 7 7") from stopping even though the push sequence navigation instructing the special operation sequence has not been executed. In addition, a warning (such as displaying the first warning image 58) is issued when the first stop button 5 is pressed (when the first reel 41 is stopped), so that the player can be quickly informed that the stop operation has not been performed in accordance with the push order navigation. In this embodiment, if a special symbol combination ("Replay Bell Replay" or "7 7 7") stops even though the push order navigation indicating the special operation sequence is not executed, no bonus will be awarded. However, if a stop operation is performed that does not follow the avoidance push order navigation, penalty control may be implemented, such as invalidating the transition lottery to the pseudo bonus state for a specified period of time. In addition, when executing a fake preliminary performance when executing an avoidance push order navigation based on winning a special replay role, it is preferable to stop the fake preliminary performance when a stop operation is performed in accordance with the push order navigation.
[0279] Next, with reference to Figure 32, a description will be given of warning notification when dummy avoidance push order navigation is executed. As shown in Figure 32(a) , in a game during normal game mode, for example, if a replay role is won and the navigation mode lottery is won, as described above, a dummy avoidance push order navigation image 51 is displayed below the normal game mode image A50a on the main performance display 8, and the dummy avoidance push order navigation is executed.
[0280] At this time, if the stop button 5 is operated according to the dummy avoidance push order navigation, no particular warning is issued, but even if the stop button 5 is operated without following the dummy avoidance push order navigation, no warning is issued until the game ends. Therefore, as shown in Figure 32(b), even if the left stop button 5a is operated to stop in response to the operation instruction of the middle stop button 5b without following the dummy avoidance press order navigation, no warning is issued. However, if the game continues as is and is ended, as shown in Figure 32(c), at the time the game ends, a second warning image 59 consisting of the text information "Caution: Press Order" is displayed in the lower left corner of the screen of the main performance display 8 under the control of the sub-controller 20 based on the control information from the main control unit 10, and a warning is issued. At this time, a predetermined warning sound is output from the speaker 9, and the lamp 11 emits a warning light in a predetermined manner. In other words, when the dummy avoidance push order navigation is executed during a game in the normal game mode, if the dummy avoidance push order navigation is not followed, no warning is issued during the game, but the second warning image 59 is displayed when the final stop button 5 is pressed to end the game. In addition, when executing the dummy avoidance push order navigation, if a preliminary performance or a winning performance is executed, the preliminary performance or the winning performance is executed as is even if a stop operation is performed that does not follow the dummy avoidance push order navigation.
[0281] As described above, when the dummy avoidance push order navigation is executed during a game in the normal game mode, if the dummy avoidance push order navigation is not followed, a warning notification (such as displaying the second warning image 59) will be issued at the time the last stop button 5 is operated to stop (at the time the last reel 41 is stopped). In other words, the main control unit 10 is equipped with a second warning notification control means capable of executing control to notify second warning information (second warning image 59) different from the first warning information (first warning image 58) when an operation of the operation means is performed in a manner that does not comply with the notification of specific operation information (dummy avoidance push order navigation image 51) by the second notification control means (main control unit 10). Therefore, the player can be informed that he or she did not follow the dummy avoidance push order navigation, and in subsequent games, the player will play the game properly by following the dummy avoidance push order navigation. Moreover, by making the second warning image 59 and the first warning image 58 different, it is possible to give an efficient warning notification for each different piece of operation information. Also, since a warning notification (such as displaying the second warning image 59) is issued when the last stop button 5 is operated to stop the reel (when the last reel 41 is stopped), it is possible to prevent the warning notification during the game from reducing the visibility of the various effects when a winning effect or a preliminary effect is being executed, and it is possible to execute the warning notification efficiently. Furthermore, since the second warning image 59 is displayed in the corner of the screen, it is also possible to reduce the visibility of the various effects executed after the game ends. In addition, when a stop operation is performed that does not follow the dummy avoidance push order navigation, penalty control may be implemented, such as invalidating the transition lottery to the pseudo bonus state for a predetermined period of time.
[0282] [Modification 1 of the second embodiment] Next, a first modified example of the second embodiment will be described with reference to FIG. In this modified example 1, the manner in which images are displayed on the main performance display device 8 when the dummy avoidance push order navigation is executed is made different from that of the second embodiment described above. That is, in the second embodiment described above, when the dummy avoidance push order navigation is executed, the main performance display 8 is made to announce the entire push order of each stop button 5, but in this modified example 1, at some points when the dummy avoidance push order navigation is executed, only a portion of the push order is announced rather than the entire sequence. In this modified example 1, when executing the dummy avoidance push order navigation, the only difference from the second embodiment is the way in which the main performance display 8 notifies the user of the order in which to press each stop button 5. The rest is the same as the second embodiment described above, so only the differences will be explained.
[0283] Figure 33 shows an image on the main performance display device 8 when partial dummy avoidance push order navigation is executed in which only part of the push order in this variant example 1 is executed. In addition, the main control unit 10 decides to execute partial dummy avoidance push sequence navigation with a predetermined probability (e.g., 10%) when, for example, a chance role is won and it is decided to execute dummy avoidance push sequence navigation, and when a replay role is won and it is decided to execute dummy avoidance push sequence navigation, and the sub-control unit 20 displays a navigation image corresponding to the partial dummy avoidance push sequence navigation based on the control information from the main control unit 10.
[0284] As shown in Figure 33, in a game in the normal game mode, if a chance role or a replay role is won and the navigation mode lottery is won, and it is determined with a predetermined probability that a partial dummy avoidance push sequence navigation will be executed, a dummy avoidance push sequence navigation image 51 indicating only the stop button 5 to be operated first is displayed at the bottom of the screen of the main performance display 8, and a partial dummy avoidance push sequence navigation is executed. That is, as shown in the figure, for example, if the first stop button 5 to be operated to stop is the middle stop button 5b, only the stop button 5 to be operated to stop first is indicated by displaying the symbol "?" instead of the numerical information corresponding to the left stop button 5a and right stop button 5c to be operated to stop second and third (lastly).
[0285] When the partial dummy avoidance push order navigation is executed, the player can arbitrarily select the second and third (last) stop buttons 5 to perform the stop operation. If a chance combination is won at this time, the symbol combination corresponding to the chance combination will stop after the game ends. On the other hand, if the replay combination is won at this time, the symbol combination corresponding to the replay combination will stop after the game ends. In other words, for both the Chance role and the Replay role, the corresponding symbol combination will stop regardless of the button press sequence, but if the Chance role is won, it is possible to create a game progression pattern in which the symbol combination corresponding to the Chance role stops as if the player had selected the correct button press sequence, and if the Replay role is won, it is possible to create a game progression pattern in which the symbol combination corresponding to the Chance role does not stop as if the player had selected the incorrect button press sequence.
[0286] As described above, in this variant example 1, when the partial dummy avoidance push order navigation is executed, there is a possibility of winning a chance role, and therefore when the partial dummy avoidance push order navigation is executed, it is possible to increase the player's sense of anticipation. In addition, when the partial dummy avoidance push order navigation is executed, if a chance role is won, the symbol combination corresponding to the chance role will stop as if the player's arbitrary push order selection was correct, which can increase the player's satisfaction. When the partial dummy avoidance push order navigation is executed, only the stop button 5 to be operated first to stop the game is notified, but it is also possible to notify only the stop button 5 to be operated second to stop the game, or only the stop button 5 to be operated last to stop the game.
[0287] [Modification 2 of the second embodiment] Next, a second modification of the second embodiment will be described with reference to FIG. In this modified example 2, when dummy avoidance push order navigation is executed when a strong cherry role is won, the way in which the push order is determined at that time is made different from that in the second embodiment. In other words, in the second embodiment described above, one of the push orders other than the push order that causes the left reel 41a to stop first is determined uniformly, but in this modified example 2, the push order other than the push order that causes the left reel 41a to stop first is determined depending on the result of the lottery for transitioning to the pseudo bonus state. In this variant example 2, only the manner in which the push order is determined when the dummy avoidance push order navigation is executed when a strong cherry role is won differs from the second embodiment; the rest is the same as the second embodiment described above, so only the differences will be explained.
[0288] FIG. 34 shows the selection rate of each push sequence navigation executed by the main control unit 10 when the dummy avoidance push sequence navigation is executed when the strong cherry role is won in this variant example 2. In addition, even in this modified example 2, when dummy avoidance push order navigation is performed, the push order that first instructs the left reel 41a to stop is not selected. As shown in Figure 34, if the result of the pseudo-bonus state transition lottery that is executed when a strong cherry role is won is a non-win, the pressing order of "center → right → left" is selected with a 45% probability, the pressing order of "center → left → right" is selected with a 35% probability, the pressing order of "right → center → left" is selected with a 15% probability, and the pressing order of "right → left → center" is selected with a 5% probability. In addition, if the result of the pseudo-bonus state transition lottery that is executed when a strong cherry role is won is a win, the pressing order of "center → right → left" will be selected with a 5% probability, the pressing order of "center → left → right" with a 15% probability, the pressing order of "right → center → left" with a 35% probability, and the pressing order of "right → left → center" with a 45% probability. Because the button press sequence is selected in this manner, if the player wins the lottery for transitioning to a pseudo bonus state when a strong cherry role is won, the probability that the button press sequence in which the right stop button 5c is pressed first will be selected is higher than if the player does not win the lottery.
[0289] As described above, in this variant example 2, the probability of selecting the push order when executing the dummy avoidance push order navigation when a strong cherry role is won can be changed depending on the result of the lottery for transitioning to the pseudo bonus state. In other words, the main control device 10 as the second notification control means can change the selection rate of the notification mode of specific operation information (dummy avoidance push order navigation image 51) based on whether or not a specific benefit (pseudo bonus state) is granted. Therefore, it is possible to increase the player's sense of anticipation by adjusting the button press order during dummy avoidance button press order navigation. In addition, the probability of selecting the push order when executing the dummy avoidance push order navigation when a chance role is won may be changed depending on the result of the lottery for transitioning to the pseudo bonus state.
[0290] [Modification 3 of the second embodiment] Next, a third modified example of the second embodiment will be described with reference to FIG. In this third modified example, the control form of the dummy avoidance push order navigation is made different from that of the second embodiment. That is, in the second embodiment described above, control related to the avoidance push order navigation (e.g., decision to execute, selection of the push order at that time, etc.) is executed by the main control unit 10, and control related to the dummy avoidance push order navigation (e.g., decision to execute, selection of the push order at that time, etc.) is executed by the main control unit 10, but in this variant example 2, control related to the dummy avoidance push order navigation is executed by the sub-control unit 20. In this modified example 3, the only difference from the second embodiment is that the control related to the dummy avoidance push order navigation is executed by the sub-control device 20. The rest is similar to the second embodiment described above, so only the differences will be explained.
[0291] FIG. 35 shows the control form related to the control of the push order navigation in this modified example 3. As shown in Figure 35, in this modified example 3, control related to the avoidance push order navigation, such as deciding to execute the avoidance push order navigation and selecting the push order in the avoidance push order navigation (control by the avoidance push order navigation control means), is managed by the main control unit 10, as in the second embodiment described above, and control related to the dummy avoidance push order navigation, such as deciding to execute the dummy avoidance push order navigation and selecting the push order in the dummy avoidance push order navigation (control by the dummy avoidance push order navigation control means), is managed by the sub-control unit 20. In other words, the sub-controller 20 receives control information related to the results of the role selection from the main controller 10 (winning information for replay role, chance role, and strong cherry role), lottery result information for transition to the pseudo bonus state, etc., and based on this control information, executes control related to dummy avoidance push order navigation, such as the selection of the navigation mode when a chance role is won as shown in Figure 23, the selection of the navigation mode when a strong cherry role is won as shown in Figure 24, and the selection of the navigation mode when a replay role is won as shown in Figure 25.
[0292] In addition, in this variant example 3, a presentation change operation means is provided that can change the presentation content related to the dummy avoidance push order navigation based on the player's operation, and the operation signal from this presentation change operation means is input to the sub-control device 20. The performance change operation means may, for example, be constituted by a touch panel type sub-performance display 18, where an image that allows the performance content to be changed is displayed on the sub-performance display 18, and the performance content can be changed by the player touching the image; alternatively, it may be constituted by a first performance button 2g and the sub-performance display 18, where an image that allows the performance content to be changed is displayed on the sub-performance display 18, and the performance content can be changed by the player operating the first performance button 2g. By the player operating the presentation change operation means, the probability of executing the dummy avoidance push order navigation when a chance role or a strong cherry role is won can be changed for each lottery result for transitioning to the pseudo bonus state, and the probability of executing the dummy avoidance push order navigation when a replay role is won can be changed depending on whether or not the premonition period exists. This makes it possible to change the expectation (reliability) of the transition to a pseudo bonus state when dummy avoidance push order navigation is executed when a chance role or strong cherry role is won, and to change the expectation (reliability) of the actual premonition period when dummy avoidance push order navigation is executed when a replay role is won.
[0293] As described above, in this variant example 3, control related to the avoidance push order navigation is managed by the main control device 10, which serves as the main control means capable of controlling the progress of the game, and control related to the dummy avoidance ...
Claims
1. A gaming machine that allows a game to be played according to a lottery result of a combination and allows a bonus to be awarded in relation to the result of the game, A history information management means capable of managing lottery results of a combination during a specific number of games; A specific bonus awarding means for awarding a specific bonus when a specific history condition, which is a condition for a specific combination being won, is established during the specific number of games; a specific number changing means for changing the specific number managed by the history information managing means based on the establishment of a predetermined condition; Equipped with A gaming machine characterized by:
2. The specific number changing means is The specific number can be increased to a first specific number that is greater than the normal number; The specific benefit granting means includes: The specific bonus can be awarded when a first specific history condition is met, the first specific combination being a multiple win during the first specific number of games.
2. The gaming machine according to claim 1 .
3. The specific number changing means is Even if a condition for restoring the specific number from the first specific number to the original specific number is satisfied, in a state in which there is a possibility that the first specific history condition based on the first specific number is satisfied by the specific benefit providing means, the restoration to the original specific number can be delayed.
3. The gaming machine according to claim 2 .
4. The specific number changing means is The specific number can be reduced to a second specific number that is smaller than the normal number; The specific benefit granting means includes: The specific bonus can be awarded when a second specific history condition, which is a condition for consecutively winning a second specific combination, is established during the second specific number of games.
2. The gaming machine according to claim 1 .
5. The specific number changing means is Even if the condition for reducing the specific number to the second specific number is met, the reduction to the second specific number can be delayed until the second specific role is won.
5. The gaming machine according to claim 4.
6. The history information management means When the specific number is changed by the specific number changing means, both the specific number before the change and the specific number after the change can be managed; The specific benefit granting means includes: Whether the specific history condition is satisfied can be determined in parallel based on both the specific number before the change and the specific number after the change.
6. The gaming machine according to claim 1, wherein the first and second components are arranged in a first and second rows.
7. The specific number changing means is The specific number can be increased and decreased in parallel.
5. The gaming machine according to claim 4.
8. A performance display means capable of displaying a plurality of pieces of information; A display control means capable of executing display control of the performance display means; Equipped with The display control means The display control of information related to the change of the specific number by the specific number change means can be executed.
2. The gaming machine according to claim 1 .
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