Game machine

By introducing special state game consoles into the game console, using special state lottery and leading mechanisms, the problem of players getting bored in normal states is solved, and the effect of maintaining attractiveness and tension in special states is achieved.

JP2025072935APending Publication Date: 2025-05-12DAXEL
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Patent Information

Application Number
JP2023183427
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-25
Publication Date
2025-05-12

AI Technical Summary

Technical Problem

In traditional gaming consoles, players often feel bored in special states such as AT states, which leads many players to choose to stop the game in normal states.

Method used

By introducing a special state game console into the game console, a game state with a low expected winning rate and a special state with a high expected winning rate are generated, and a special state with a special state lottery is determined whether to enter a special state. Before entering a special state, set a leading period to include a certain number of games and then switch to a special state.

Benefits of technology

It effectively reduces the players' boredness in normal state, maintains the attraction and tension in special states, and avoids adverse conditions caused by the leading period.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025072935000001_ABST
    Figure 2025072935000001_ABST
Patent Text Reader

Abstract

To reduce a tedious feeling of a player under a normal state, in a game machine which generates a special state such as an AT state or the like upon winning under the normal state.SOLUTION: In a slot machine 1 in which a special state lottery is executed to determine whether or not to transition to an AT state in a game in a normal state, and if it is determined to transition to the AT state, the game transitions to a special state after a premonition period including a predetermined number of games, one of the multiple stages of navigation probability applied to the AT state is determined by an advantage lottery and set for the game in the normal state, and the navigation probability set for a winning game in the special state lottery is applied to the AT state, while a navigation probability that is more advantageous than the navigation probability set for the winning game is determined, in an advantage lottery executed before passing through the premonition period.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Conventionally, gaming machines that generate an AT state have been introduced to realize gameplay that can increase the interest of the game (see Patent Document 1 below). The AT state is an advantageous gaming state in which the player is notified of the order in which to press the stop buttons to win the internal winning combination. When the AT state occurs, the player is assured of winning the internal winning combination by being notified of the order in which to press the buttons, and it is possible to increase the number of points held. The AT state occurs, for example, when a lottery held under normal conditions is won. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2023-057501 Summary of the Invention [Problem to be solved by the invention]

[0004] In the above-mentioned conventional gaming machines, many players feel bored during the normal state in which the lottery for the special state such as the AT state is held, and the reality is that many players stop playing.

[0005] In consideration of the above-mentioned situation, the present invention aims to reduce the sense of boredom that a player may feel under normal conditions in a gaming machine that generates a special state such as an AT state in response to a win under normal conditions. [Means for solving the problem]

[0006] The gaming machine according to the first aspect of the present invention is a gaming machine capable of generating a normal state in which the expectation of winning in a game is low, and a special state in which the expectation of winning is higher than that in the normal state, as game states. This gaming machine executes a special state lottery to determine whether or not to transition to the special state in a game in the normal state, and when it is determined to transition to the special state, transitions to the special state after a premonition period including a predetermined number of games.

[0007] The gaming machine of the first aspect sets one of the multiple stages of advantage applicable in the special state to a game in the normal state, and applies the advantage set to a determined game in which a transition to the special state has been determined by a special state lottery to the special state. In this gaming machine, the advantage determined by the advantage lottery every time a predetermined number of games are executed is set to a game in the normal state. When the advantage lottery is executed before the premonition period has passed, an advantage equal to or more advantageous than the advantage set to the determined game in which a transition to the special state has been determined is determined.

[0008] The gaming machine of the second aspect of the present invention is a gaming machine that can generate, as a gaming state, a normal state in which the expectation of winning in the game is low and a special state in which the expectation of winning is higher than that of the normal state, like the gaming machine of the first aspect. The gaming machine of the second aspect can further generate, as the normal state, a general normal state in which the expectation of transition to the special state is low and a special normal state in which the expectation of transition is high. This gaming machine sets one of a plurality of stages of advantage applicable in the special state to a game in the normal state, and applies the advantage set for a determined game in which a transition to the special state is determined by a special state lottery to the special state.

[0009] In the gaming machine of the second aspect, a special normal lottery is executed to determine whether or not to transition to a special normal state in a game in a general normal state, and when it is determined to transition to the special normal state, the game transitions to the special normal state after a premonition period including a predetermined number of games. When a transition to a special state is determined by the special state lottery executed in this special normal state, the advantage set for the deciding game in which the transition to the special normal state was determined is applied to the special state.

[0010] In the gaming machine of the second aspect, the advantage is determined by the advantage lottery executed every time a predetermined number of games are executed. When the advantage lottery is executed before the premonition period has elapsed, an advantage equal to or more advantageous than the advantage set for the determined game in which the transition to the special normal state has been determined is determined.

[0011] In the gaming machines of the first and second aspects of the present invention, a premonition period is set when a transition to a special state or a special normal state is determined, thereby reducing the boredom that a player may feel in a normal state. In these gaming machines, the advantage of the special state does not worsen by going through the premonition period. Therefore, these gaming machines can maintain the expectation and tension for the special state without making the player anxious that the premonition period will induce a disadvantage. [Brief description of the drawings]

[0012] [Figure 1] FIG. 13 is an explanatory diagram of the gaming state in a non-bonus state. [Diagram 2] FIG. 2 is a front view of the slot machine and the card unit. [Diagram 3] A diagram of the patterns arranged around the outside of the reel. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the slot machine and the card unit. [Diagram 5] FIG. 2 is an explanatory diagram showing slot machine roles and winning symbols. [Figure 6]An explanatory diagram showing the number of internal winning random numbers for each role in the internal winning role lottery table (for example, setting 1). [Figure 7] FIG. 13 is a transition diagram of a gaming state in a slot machine. [Figure 8] An explanatory diagram showing the expected probability of winning AT (expected probability of transition) in each CZ scenario. [Figure 9] Front view of the presentation screen at the start of the CZ ((a) Presentation screen when there is no scenario suggestion, (b) Presentation screen when there is a scenario suggestion). [Figure 10] FIG. 13 is an explanatory diagram illustrating the navigation probability for each period under general normal conditions. [Figure 11] An explanatory diagram illustrating the winning probability and suggested probability for each navigation probability. [Figure 12] An explanatory diagram of a situation in which a new cycle begins before the end of the premonition period after winning the AT. [Figure 13] An explanatory diagram of the situation when a new cycle begins before the end of the premonition period after winning the CZ lottery. [Figure 14] An explanatory diagram illustrating the winning probability and suggested probability for each navigation probability. [Figure 15] An explanatory diagram illustrating the lottery patterns during AT. [Figure 16] An explanatory diagram illustrating the lottery patterns during AT. [Figure 17] An explanatory diagram illustrating the lottery patterns during AT. [Figure 18] A flow chart showing the processing flow in the AT final game. [Figure 19] A front view of the presentation screen including a display of acquired points. [Figure 20] An explanatory diagram of the point consumption procedure ((a) suggestion type selection screen, (b) point consumption confirmation screen, (c) point consumption completion screen). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] The embodiment of the present invention will be specifically described using the following examples. (Example) This example is an example of a slot machine 1 that can generate a normal state in which the winning expectation is low and an AT state (an example of a special state) in which the winning expectation is higher than in the normal state by push order navigation as a non-bonus state. The contents will be described with reference to Figs. 1 to 20.

[0014] As shown in FIG. 1, the normal state of the slot machine (game machine) 1 of this example is divided into a general normal state and a CZ (chance zone) which is a special normal state with different game characteristics, and the general normal state is further divided into a first general normal state and a second general normal state with different advantageous degrees. The second general normal state is more advantageous than the first general normal state in that it has a higher AT winning expectation (expectation of transition to the AT state). In addition, the slot machine 1 is provided with a higher AT state in which the probability of the push order navigation occurring is higher than in the normal AT state. In the slot machine 1 of this example, an attractive playability is realized by the transition of the game state in the non-bonus state. In the following description, the first general normal state is called a low probability state, and the second general normal state is called a high probability state.

[0015] The slot machine 1 (Fig. 2) is a gaming machine that is played with points awarded from an individually installed card unit 3. The slot machine 1 is communicably connected to the card unit 3 via a dedicated interface. Below, (A) the configuration of the slot machine and the card unit, (B) an overview of the gameplay of the slot machine, and (C) the distinctive gameplay of the slot machine will be described in that order.

[0016] (A) Configuration of the slot machine and card unit The external configuration of the slot machine 1 will be described with reference to FIG. 2. The front portion of the slot machine 1 is composed of a front frame 10 having a substantially rectangular pattern display window 11 provided substantially in the center. In the front frame 10, a performance display section 12 is provided above the pattern display window 11, and a base section 100 is formed below the pattern display window 11. The performance display section 12 displays performance images such as animations and photographs to produce a game. A speaker for performance (not shown in FIG. 2) is housed on the back side of the front frame 10. A eaves-shaped overhang 105 is provided at the top of the slot machine 1, and a decorative lamp 106 is provided in front of the overhang 105. The decorative lamp 106 produces a game with sound or light.

[0017] The base unit 100 is formed to protrude opposite to the symbol display window 11 located away from the player. The base unit 100 has a shelf-like operation surface 14 at the upper end adjacent to the symbol display window 11, and has an operation panel 13 adjacent to the lower side of the operation surface 14. On the operation surface 14, bet buttons 141 for placing a bet (betting) on ​​a game, performance buttons 143, etc. are arranged, and an information display unit 140 is also provided. On the operation panel 13, a start lever 131 (start switch) for starting the movement of symbols on the reel 21, and a stop button 133 for stopping the movement of symbols are arranged.

[0018] The information display unit 140 can display the accumulated game points, such as game points received from the card unit 3 and game points based on points awarded in response to winning. The game points displayed by the information display unit 140 are subtracted every time game points are bet on a game, and are added in response to winning combinations. In the slot machine 1, a game can be played until the game points reach zero.

[0019] The information display unit 140 is made of a touch panel type liquid crystal display, and various touch operations such as information display operation and counting operation are possible. In response to the information display operation, the display screen of various game data such as the number of jackpots and the number of special drawing lotteries can be switched. In addition, according to the counting operation, the game points stored as credits in the slot machine 1 can be transferred to the card unit 3.

[0020] The bet button 141 is an operation button for a bet operation to bet game points on a game. In response to the bet operation, a specified number of game points (3 points in this example) is bet from the game points stored in the slot machine 1, and the game can be started. The start lever 131 is an operation switch (start switch) for a start operation to start the game. When a start operation is detected with a specified number of game points bet, the game starts. The effect button 143 is an operation button for starting various effects.

[0021] The symbol display window 11 is a display window in which three vertically long symbol display areas are arranged side by side. Each symbol display area is a symbol display area for three symbols. In the entire symbol display window 11, nine symbols arranged in a two-dimensional matrix of three rows and three columns are displayed.

[0022] Reels 21 constituting the variable pattern display means are arranged on the backside of the three pattern display areas. The reels 21L, C, and R are cylindrical rotating reels. As shown in FIG. 3, which shows the cylindrical outer peripheral surface developed in a plane, 20 patterns are arranged at approximately regular intervals on the outer peripheral surface of the reels 21L, C, and R. Note that, instead of the rotating reel of this example, the reel 21 may be an image-type reel that variably displays patterns on a liquid crystal display.

[0023] In the symbol display window 11, in which nine symbols 27 are arranged in three rows and three columns, prize lines are set, which are the direction in which the winning symbols that are eligible for winning are arranged. The prize lines are made up of five lines, including the horizontal prize lines at the top, middle and bottom, and the diagonal prize lines.

[0024] In the slot machine 1, stop buttons 133 are provided individually corresponding to each of the reels 21L, 21C, and 21R. A left stop button 133L corresponding to the left reel 21L, a center stop button 133C corresponding to the center reel 21C, and a right stop button 133R corresponding to the right reel 21R are provided.

[0025] Next, the card unit 3 (FIG. 2) attached to the slot machine 1 is a gaming device that is installed separately on the slot machine 1. The card unit 3 is installed, for example, in a vertically long gap between the corresponding slot machine 1 and an adjacent slot machine 1. The card unit 3 performs processes related to points, such as a process of granting points required for playing and a process of issuing cards on which points are recorded. The card unit 3 receives various types of game information from the corresponding slot machine 1, and outputs the various types of game information to an in-game management device (not shown) or the like.

[0026] The card unit 3 executes processes related to points, such as issuing a game card 50C on which points (scores) are recorded, in addition to executing a process of granting game points using a game point granting function (lending function). Game points are a game value that is a right when betting points on a game.

[0027] On the front of the card unit 3, as shown in FIG. 2, there are arranged a status indicator lamp 31 which displays the operating status of the device such as an error, a bill insertion slot 320, a touch-operable display unit 33, a loan button 34 for receiving a loan of game points in exchange for a withdrawal of payment, a re-play button 35 for converting the counted points into game points, a return button 36 for requesting the return of the game card 50C, and a card insertion slot 370 for inserting the game card 50C.

[0028] Next, the electrical configuration of the slot machine 1 and the card unit 3 will be described with reference to Fig. 4. In addition to the above-mentioned components, the main control unit 20, which controls the overall operation of the slot machine 1, is connected to a reel drive unit 211 which constitutes a symbol variation display means together with the reel 21, a reference position detection unit 213 which detects the rotation position of the reel 21, a touch panel 140P, a performance control unit 25 which controls various performances, etc. Furthermore, an interface circuit (I / F) 200 which mediates communication with the card unit 3 is connected to the main control unit 20.

[0029] 4, the main control unit 20 has a CPU, a ROM / RAM as memory means, an I / O unit as an input / output interface, a random number generating unit that generates random numbers, and a random number extracting unit that extracts random numbers for the internal winning combination lottery. The CPU executes software programs read from the ROM to realize various functions described later.

[0030] The reel driving unit 211 includes a stepping motor (not shown) that can be controlled in steps, and drives the reel 21 to rotate by the rotational driving force of this stepping motor. The reference position detection unit 213 is a detection unit that detects the passage of the reference position piece for each of the reels 21L, 21C, and 21R, and outputs a detection signal. The touch panel 140P is a transparent sheet that is laminated on the display screen of the information display unit 140 and realizes a touch function.

[0031] The performance control unit 25 is connected to an audio output unit 260 that drives the speaker 26, the decorative lamp 106, and a display control unit 120 that controls the performance display unit 12. The performance control unit 25, which is a performance control means, executes various performances using the sound, music, etc. output from the speaker 26 and the light of the decorative lamp 106, and also displays performance videos and photos on the performance display unit 12 to perform the game.

[0032] The performance control unit 25, like the main control unit 20, is equipped with a CPU, ROM, RAM, etc. (not shown). The performance control unit 25 realizes various functions by having the CPU execute software programs loaded from the ROM. In particular, the performance control unit 25 has a function as a lottery means for executing various lotteries for the performance. Each lottery is executed using random numbers generated by the performance control unit 25. The lottery means by the performance control unit 25 are, for example, special state lottery means, advantage lottery means, general normal state lottery means, special normal state lottery means, advantage improvement lottery means, etc. The lotteries executed by the performance control unit 25 as lottery means include the following.

[0033] (1) High probability lottery: A lottery for transition from a low probability state (first general normal state) to a high probability state (second general normal state). An example of a general normal state lottery. Executed by the general normal state lottery means in response to the establishment of a rare minor role (internal win). (2) Falling lottery: A lottery for transition from a high probability state (second general normal state) to a low probability state (first general normal state). An example of a general normal state lottery. This is executed by the general normal state lottery means for each game in the high probability state. (3) CZ lottery: A lottery for transition from a general normal state to a CZ (an example of a special normal state). An example of a special normal lottery. This is executed by a special normal state lottery means in response to the establishment of a rare minor role. (4) AT lottery: A lottery for transition to the AT state. An example of a special state lottery for determining whether or not to transition to the AT state (an example of a special state) in a normal game state. This is executed by the special state lottery means in response to the establishment of a rare minor role, etc. (5) Advantage Lottery: A lottery to determine by lottery one of multiple levels of navigation probability (an example of advantage. In this example, navigation probabilities A to E) that will be applied to the AT state triggered by winning the AT lottery. This is executed by the advantage lottery means every 32 game cycle under normal conditions. (6) Higher AT lottery: A lottery for transition from the AT state to the higher AT state. This is carried out during the AT state. (7) AT-period lottery: A lottery to improve the navigation probability. An example of an advantage-improvement lottery. It is executed during the AT state by the advantage-improvement lottery means.

[0034] The performance control unit 25 has the functions as the following means in addition to the function as a lottery means. (1) Advantage setting means: a means for setting one of the multiple levels of navigation probability (an example of advantage; in this example, navigation probabilities A to E) applied to the AT state for the game in the normal state. The advantage setting means sets the navigation probability determined by the above-mentioned advantage lottery for the game in the normal state. (2) Advantage application means: A means for applying the navigation probability (advantage) set for a game that has been determined to transition to an AT state by a special state lottery to that AT state. (3) Special state transition means: A means for transitioning to the AT state after a premonition period including a predetermined number of games (in this example, 17 premonition games) when the special state lottery means has determined that a transition to an AT state (an example of a special state) will occur. (4) Higher special state transition means: A means for transitioning to a more advantageous higher AT state in response to winning the higher AT lottery during the AT state (special state). In this example, the AT lottery is executed in response to the establishment of a rare small role, a 2-point role, and the AT lottery is executed in response to the consecutive winning of a 15-point role five times (an example of the target number of times). The probability of winning the AT lottery in response to the consecutive winning of a 15-point role is 100%. (5) Special normal state transition means: A means for transitioning to the CZ after a premonition period including a predetermined number of games (17 games in this example) has passed when the special normal state lottery means has determined that there will be a transition to the CZ (special normal state). (6) Point awarding means: means for awarding a predetermined number of points to a player when a predetermined point awarding condition is met in accordance with the execution of a game. In this example, the point awarding condition is set to be winning a point acquisition lottery executed for each game. (7) Expectation setting means: a means for setting the expectation of winning the AT (expectation of transitioning to the AT state) for each game in the CZ. (8) Special state ending means: A means for ending the AT state and returning to the normal state when a predetermined number of special games (20 to 100 games in this example) have been played after transitioning from the normal state to the AT state. (9) Means for transitioning to a higher special state: A means for transitioning to a higher AT state upon winning the higher AT lottery.

[0035] Moreover, the effect display unit 12 executes various game effects under the control of the effect control unit 25. In the configuration of this example, the effect display unit 12 realizes the following functions as suggestion means. (10) Expectation suggestion means: a means for suggesting to a player in advance the expectation of winning an AT (expectation of transition to the AT state) in each game of the CZ (special normal state) by consuming points awarded by the point awarding means. (11) Advantage suggestion means: a means for suggesting to the player the navigation probability (an example of an advantage; in this example, one of the navigation probabilities A to E) set for the game in its normal state.

[0036] The main control unit 20 has the functions as the following means. (12) Game start permission means: a means for permitting the start of a game when a specified number of points have been bet on the game. (13) Internal lottery means: means for determining an internal winning role by an internal lottery and for turning on an internal winning flag corresponding to the internal winning role. (14) Flag control means: means for controlling an internal win flag corresponding to an internal win role. (15) Reel control means: means for controlling the reel 21. (16) Winning determination means: means for determining whether or not a combination of symbols 27 stopped along a winning line is a winning symbol. (17) Profit awarding means: a means for awarding points according to the winning of a small role or a replay role. When a replay role is won, the points required for a unit game are awarded, and the points are immediately bet. (18) Bonus generating means: a means for generating a big bonus state or a regular bonus state in response to the winning of the BB role or the RB role.

[0037] The ROM of the main control unit 20 stores, in addition to the program, an internal win lottery table used to draw an internal win, and a reel control table used to control the stopping of the reels 21. The reel control table is a data table that specifies the possible stopping positions on the winning line.

[0038] The internal winning combination lottery table is a data table that specifies the winning random numbers for each combination among the random numbers for the internal winning combination lottery from 0 to 65535. The internal winning combination lottery table includes a table that is applied in the normal state and a table that is applied in the bonus state (BB state, RB state).

[0039] In the slot machine 1 of this example, as shown in FIG. 5, small roles such as 1 point role, 2 point role, and 15 point role, two types of bonus roles (BB role, RB role), and replay role are set. As shown in the figure, the winning symbols for the BB role, the winning symbols for the RB role, the winning symbols for the 1 point role, the winning symbols for the 15 point role, the winning symbols for the 2 point role, and the winning symbols for the replay role are set. The slot machine 1 awards the corresponding points according to the winning of the small role, and generates the corresponding type of bonus state according to the winning of the BB role and the RB role. Each role becomes a winning state according to the winning of the internal winning role lottery (internal winning), and a winning is achieved when the corresponding winning symbol actually stops on the winning line.

[0040] In this example, the 15-point role, which is won simultaneously with the 1-point role under normal conditions, is a push order role in which the push order is announced under AT conditions. The 15-point role, which is a push order role, can be won on the condition that the stop button 133 is operated according to the announced push order. In addition, in the slot machine 1 of this example, the 2-point role is a rare minor role. Various lotteries are held depending on the establishment of the 2-point role, and various special situations occur depending on the win.

[0041] The number of winning random numbers for each role in the internal winning role selection table for the normal state and the internal winning role selection table for the bonus state differs depending on the setting of the gaming machine (one of settings 1 to 6). For example, in the case of setting 1, the number of winning random numbers in the normal state and the bonus state is set as shown in FIG. 6. In the figure, each number in the column with the heading "Normal state" indicates the number of winning random numbers for each role in the internal winning role selection table for the normal state. Each number in the column with the heading "During bonus" indicates the number of winning random numbers for each role in the internal winning role selection table for the bonus state. All winning random numbers for the 15-point role, which is the push order role, are simultaneous winning random numbers with the 1-point role. Therefore, in the figure, the number of single winning random numbers for the 15-point role is not shown, and only the numbers of winning random numbers for the 15-point role and the 1-point role at the time are shown.

[0042] As shown in FIG. 6, for example, in the slot machine 1 with setting 1, the number of random numbers for simultaneous winning of 15-point and 1-point roles in the internal winning role lottery table for the normal state is 32768. As described above, the random number acquisition range is 0 to 65535, so the probability of simultaneous winning of 15-point and 1-point roles under normal conditions is nearly 50%. Even if simultaneous winning of 15-point and 1-point roles occurs under a non-AT state where there is no notification of the push order, it is not easy to win the 15-point role with a set push order, and in most cases, the 1-point role wins.

[0043] Next, the configuration of the card unit 3 will be described. The card unit 3 is configured with the control unit 30 as a central component (see FIG. 4). In addition to the above components, the control unit 30 is connected to a bill processing unit 321, a touch panel 33P, a card stock unit 37S, a card R / W unit 37, an I / F unit 300 that enables communication with the relay device 501, and the like. The bill processing unit 321 is a processing unit for bills inserted from the bill insertion slot 320. The touch panel 33P is a transparent panel that allows the display unit 33 to be touch-operated. The card stock unit 37S is configured to stock a newly issued game card 50C (see FIG. 2) and a maximum of 10 collected game cards 50C. The card R / W unit 37 is a reader / writer that reads and writes recorded data on the game card 50C.

[0044] The gaming cards 50C handled by the card unit 3 include general cards for general players and membership cards for member players. A general card is a gaming card issued when a general player finishes playing with a deposit balance or points held. A membership card is a gaming card issued in response to membership registration at an amusement facility. With a membership card, for example, a points saving service can be used in which points held from the previous day or earlier are deposited at the amusement facility as saved points. The saved points are stored by an in-facility management device (not shown) in association with the card ID of the membership card.

[0045] In order to start playing on the slot machine 1 configured as above, it is necessary to operate the card unit 3 and receive game points. In order to receive game points, it is necessary to insert a bill into the card unit 3 or insert the game card 50C. When the card unit 3 accepts a bill, it adds the amount of the bill to the deposit balance (up to 10,000 yen) and stores it. When the game card 50C is inserted, the card unit 3 requests the in-game management device to verify the card information recorded on the game card 50C, such as the deposit balance, the number of points held, and the number of saved points. If the verification result is OK, the card unit 3 displays the card information, such as the deposit balance, the number of points held, and the number of saved points, on the display unit 33. The number of points held is the number of points that the player has already acquired. The number of saved points is the number of points that the player has already acquired on or before the previous day and deposited with the game center. The number of saved points is associated only with a membership card, and is not associated with a general card.

[0046] The card unit 3 converts the player's deposit balance, points, etc. into game points in response to a request from the player, such as by operating the lending button 34, and transmits them to the corresponding slot machine 1. For example, when the lending button 34 is operated, the card unit 3 converts the points into game points (50 points) in fixed amounts (for example, 1000 yen) and transmits them to the slot machine 1. The slot machine 1 credits (stores) the game points received in this manner as game points. For example, when the replay button 35 is operated, the points are converted into game points in units of 50 points and transmitted to the slot machine 1 to enable replay (replay process). The awarded game points are displayed as the number of credits on the information display unit 140. The player can use the game points up to the number of credits in play.

[0047] The card unit 3 stores and displays points such as owned points, game points, and total points, which is the sum of owned points and game points. The owned points are the number of points that the player has already acquired, which are stored in the card unit 3. The game points are the number of points that are stored as credits by the slot machine 1.

[0048] In the slot machine 1, when three or more game points are credited (stored) and the bet button 141 is operated (betting operation), three points are bet and the start of the game (unit game) is permitted. If the start of the game is permitted, the start lever 131 can be validly operated (start operation) and the game can be started. When a replay winning combination is detected, the main control unit 20 automatically bets game points on the next game without consuming the credited game points and even if a betting operation is not performed.

[0049] When the main control unit 20 detects a valid start operation, it acquires a random number for internal winning role selection extracted by the random number extraction unit from among random numbers (0 to 65535) generated by the random number generation unit. The main control unit 20 compares the random number for internal winning role selection against the winning random numbers of each role defined in the internal winning role selection table, and determines the internal winning role.

[0050] The result of the internal lottery in the main control unit 20 is transmitted to the performance control unit 25. Various performance controls corresponding to the result of the internal lottery are stored in the performance control unit 25. The performance control unit 25 selects and executes the performance control corresponding to the result of the internal lottery received from the main control unit 20 from the various performance controls stored therein. The performance control includes various types of lotteries. The performance control unit 25 executes various types of lotteries in response to an internal win of, for example, a two-point role, which is a rare minor role.

[0051] When the main control unit 20 determines any one of the roles as the internal winning role, it switches the internal winning flag corresponding to the internal winning role to the ON state. The internal winning flags of roles other than the bonus role (BB role, RB role) are reset to the OFF state (zero) before the start of the next game regardless of whether or not the internal winning flag was won in the game in which the internal winning flag was first established. Therefore, if each role other than the bonus role does not win in the game in which it was internally won, all of them will be missed. On the other hand, the internal winning flag of the bonus role, which is the internal winning flag of the bonus role, is carried over to the next game in sequence until it wins, and is reset to the OFF state according to the win. With such control, once the bonus role is established (internal win), it is possible to win without fail.

[0052] Following the internal lottery, the main control unit 20 starts changing the symbols on the reels 21. The main control unit 20 inputs control pulses to a stepping motor constituting the reel drive unit 211, and rotates the stepping motor one step per pulse, thereby rotating the reels 21. The main control unit 20 counts the number of control pulses input to the reel drive unit 211, i.e., the number of steps rotated by the stepping motor. Note that the number of steps is reset to zero each time a detection signal of the reference position piece of each reel 21 is acquired, so that it is the number of steps that have occurred since the most recent detection signal was generated.

[0053] The main control unit 20 executes so-called pull-in control, which stops symbols within a predetermined pull-in range defined by rules (rules regarding certification of gaming machines and inspection of models, etc.) on a winning line. In this example, a range equivalent to four symbols is set as this pull-in range. The main control unit 20 samples the number of steps when it detects a variable stop signal corresponding to the operation of the stop button 133, and determines the stop position by checking the number of steps against a reel control table (not shown) in which the stop positions at which the reel can stop on a winning line are defined. If possible, the main control unit 20 pulls in the symbol corresponding to the internal win flag to that stop position and stops the reel 21.

[0054] After all the reels 21 have stopped, the main control unit 20 determines whether the combination of symbols 27 stopped and displayed along a winning line set to cross the three reels 21L, C, and R is a predetermined winning symbol. Specifically, the main control unit 20 identifies the type of symbols 27 stopped on the winning line based on the number of steps of the stepping motors (reel drive units 211) of the stopped reels 21L, C, and R, and determines whether the combination of symbols 27 will result in a winning combination.

[0055] When the main control unit 20 determines that any winning combination has been achieved, it awards a benefit corresponding to that winning combination. For example, if a two-point combination is the winning combination, it awards two points. When a BB combination is achieved, the main control unit 20 generates a BB state, which is a bonus state, as the benefit. When a RB combination is achieved, the main control unit 20 generates a RB state, which is a bonus state, as the benefit.

[0056] The end condition of the bonus state is determined depending on whether the winning combination that triggered it was the BB combination or the RB combination. The end condition of the bonus state triggered by the BB combination is that a predetermined number of points have been awarded. The end condition of the bonus state triggered by the RB combination is that a predetermined number of games have been played, or that a specific winning combination (hereinafter referred to as a minor combination) has been won a predetermined number of times.

[0057] The game points awarded during the game of the slot machine 1 are added to the credit amount and displayed on the information display unit 140. During the game, various game data (number of jackpots, number of special drawing draws, etc.) can be displayed on the information display unit 140 in response to the information display operation on the information display unit 140.

[0058] During a game, the main control unit 20 transmits various game signals indicating the results of the game to the card unit 3 at any time. Examples of game signals transmitted to the card unit 3 include an out signal, a safe signal, a bonus signal, and the like. An out signal is a signal indicating the consumption of game points, and is output in response to a betting operation of game points. An out signal is score subtraction information. A safe signal is a signal indicating the points awarded as a result of a game. A safe signal is score addition information. A bonus signal is a signal output during the occurrence of a bonus state (BB state, RB state).

[0059] The card unit 3 collects the various game signals received from the corresponding slot machine 1, generates and stores game information, and transmits the game information to an in-game management device (not shown) as needed. The card unit 3 also updates the stored points in response to point addition and subtraction information received from the corresponding slot machine 1. The card unit 3 transmits information on the player's deposit balance and points to the in-game management device as needed.

[0060] When the game on the slot machine 1 is finished, the credited game points can be transmitted to the card unit 3 by performing a counting operation on the touch-operable information display unit 140. The credit number of the slot machine 1 is subtracted in accordance with the transmission of the game points to the card unit 3.

[0061] When the return button 36 is operated while at least one of the deposit balance, the owned points, and the saved points exists in the card unit 3, the deposit balance, the owned points, and the saved points are recorded on the gaming card 50C and issued. When the owned points and the saved points are recorded on the gaming card 50C, the type information of the gaming machine on which the points were acquired is recorded in association with them.

[0062] (B) Overview of slot machine gameplay As shown in Fig. 7, there are non-bonus and bonus states in the game states that occur when playing the slot machine 1. In the non-bonus state, there is a so-called AT state in which a push order notification (hereinafter referred to as "navigation") occurs with a high probability when a 15-point role is achieved (internal win). In the non-bonus state, either the AT state or the normal state, which is a non-AT state, is set.

[0063] The player plays the game aiming to move from the normal state, which is a non-AT state, to the bonus state or the AT state (an example of a special state). In the normal state, the player stays in one of two states: "normal time (general normal state)" and "CZ (special normal state)", which has a high AT winning expectation (expectation of transitioning to the AT state) and has a different gameplay from the normal state.

[0064] Under normal circumstances, a cycle of 32 games is repeated. At the start of the cycle, an advantage lottery is held to determine the type of navigation probability (advantage) to apply to the AT state, and the determined navigation probability is set for each game in the cycle. If the AT lottery is won, the navigation probability set for the game at the time of the win is applied to the AT state that occurs as a result of the win. Note that while the cycle is in progress, the progress of the cycle is displayed, for example, by displaying 28 / 32 if 28 games have been played.

[0065] During normal play, the player will stay in either a low probability state (first general normal state) or a high probability state (second general normal state). The default state during normal play is the low probability state. The low probability state is the state with the lowest expected probability of winning the AT. The transition from the low probability state to the high probability state occurs when the player wins the high probability lottery, which is executed when a rare small win such as a two-point role is achieved. The fall (transition) from the high probability state to the low probability state occurs when the player wins the fall lottery.

[0066] The CZ can be entered when the player wins the lottery (CZ lottery) that is executed when a so-called rare small win such as a two-point role is achieved. In the configuration of this example, after the CZ lottery is won, the player moves to the CZ after playing a predetermined number of so-called premonition games. In this example, the number of premonition games for the CZ is 17. In each game during the CZ, an AT lottery with a high probability of winning is executed, and if the AT lottery is won, the player moves to the AT state. If the AT lottery is not won during the CZ, the player moves to the normal state. The gameplay during the CZ will be described later.

[0067] When the AT lottery is won under normal conditions, an AT state occurs for a predetermined number of games (20 to 100 games in this example; an example of the number of special games). When the predetermined number of games has been played, the AT state ends (special state ending means), and the game transitions (returns) to normal, which is a non-AT state. The number of special games, which is the number of games that the AT state continues, is determined by lottery. Alternatively, the number of games that the AT state continues may be a fixed number of games.

[0068] During the AT state, when a 15-point role is established (when a 15-point role and a 1-point role are simultaneously won), a navigation (push order notification) occurs with a high probability, increasing the expectation of winning the 15-point role. As will be described in detail later, in the slot machine 1 of this example, multiple types of navigation probabilities, A to E, which are the probability of a navigation occurring (an example of an advantage degree), are provided. The navigation probability applied to the AT state is determined according to the internal state during normal times when the AT lottery is won.

[0069] During the AT state, a higher AT lottery is held to determine whether or not the player will move to a higher AT state (higher special state). The higher AT state continues for a predetermined number of games, such as 20 games, and moves to the normal AT state after the predetermined number of games have been played. In the higher AT state, the navigation probability is higher than in the normal AT state, so the player can expect to receive more game points.

[0070] The lottery for the bonus state is performed in all states, including the normal state, the AT state, and the higher AT state. The AT lottery is also performed in the bonus state. If you win the AT lottery in the bonus state, you can transition to the AT state after the bonus state ends.

[0071] As described above, in the slot machine 1 of this example, there are internal states with different AT winning probabilities during normal times except for the special normal state CZ. During normal times, the state is either a low probability state (first general normal state) with a low AT winning expectation or a high probability state (second general normal state) with a high AT winning expectation. After the AT state ends, the state transitions to a high probability state, and the high probability state continues until the player wins the fall lottery, which is the lottery for transitioning to the low probability state. In this way, the expectation of winning the AT lottery becomes high after the AT state ends, so that the AT state can be expected to occur continuously. Furthermore, in the high probability state, there are multiple modes with different fall probabilities, which are the winning probability of the fall lottery. The mode with a high fall probability is called "short", and the mode with a low fall probability is called "long", etc.

[0072] (C) Unique gameplay of slot machines The slot machine 1 of this example has features such as (C1) CZ game characteristics, (C2) normal navigation probability, (C3) transition to higher AT state, (C4) game performance by point consumption, etc. Below, the game characteristics of (C1) to (C4) will be explained in order.

[0073] (C1) CZ (special normal state) gameplay The CZ is a game in which the player aims to win the AT lottery while playing a set number of games, such as 10 games. During the CZ, the probability of winning the AT lottery (called the AT winning probability) increases over the 10 games. The AT lottery is held according to the formation of a replay role and a rare minor role (a 2-point role in this example).

[0074] In the configuration of this example, when the CZ lottery is won, a scenario that affects the AT winning probability of each game in the CZ is set (expectation setting means). There are multiple scenarios, and each scenario has a different AT winning expectation (expectation of transition to AT state), which is the expectation of winning the AT (winning the AT lottery). The multiple scenarios are set, for example, as shown in the table in FIG. 8.

[0075] In the table of FIG. 8, "low" indicates that the AT winning expectation (the transition to the AT state) is relatively low, "medium" indicates that it is relatively medium, and "high" indicates that it is relatively high. Specifically, in "low", the winning probability of the AT lottery is 10% when a replay is established, and 50% when a rare small win is established. In "medium", the winning probability of the AT lottery is 30% when a replay is established, and 65% when a rare small win is established. In "high", the winning probability of the AT lottery is 50% when a replay is established, and 100% when a rare small win is established. In addition, there is a possibility that a bonus will be won during the CZ. In the case of a bonus win, the AT lottery may be won with a 100% probability, and the AT state may be started after the bonus state ends.

[0076] When a CZ starts, one of the presentation screens shown in Fig. 9(a) and (b) is displayed on the presentation display unit 12. Which of Fig. 9(a) and (b) is displayed depends on whether or not points are consumed, as described in detail below. Fig. 9(a) is the CZ start screen when no points are consumed. This CZ start screen only displays the fact that a CZ is starting, and does not suggest a CZ scenario. Fig. 9(b) is a CZ start screen according to point consumption. This CZ start screen displays the fact that a CZ is starting, as well as a suggestion of a CZ scenario.

[0077] In the CZ start screen of FIG. 9(b), the CZ scenario is suggested by an arrangement of colors (e.g., blue, yellow, and red, respectively) corresponding to the AT winning expectation (expectation of transition to the AT state) of, for example, "low," "medium," and "high." In the configuration of this example, different colors are stored in association with the AT winning expectation of "low," "medium," and "high," and the suggested scenario is executed using the associated colors. Note that the attached drawing is a black-and-white drawing, and in the drawing, colors are expressed by the presence or absence of hatching and the type. No hatching indicates blue, dot hatching indicates yellow, and diagonal hatching indicates red.

[0078] If the scenario shown in FIG. 9(b) is suggested, the player will be able to understand the probability of winning the AT (probability of transitioning to the AT state) in each game under the CZ. This will encourage the player to expect a rare minor win (internal win) in a game with a high probability of winning the AT, which is expected to increase the interest of the game. There are various possible methods for suggesting (displaying) the scenario. Instead of color, the scenario may be suggested by a pattern, or the brightness of the display may be suggested. Furthermore, the scenario may be suggested by sound, or it may be suggested by a performance video, etc.

[0079] (C2) Normal navigation probability In the slot machine 1 of this example, the navigation probability (one example of an advantage) applied to the AT state is determined according to the internal state in normal times (general normal state) when an AT win occurs. In normal times, an advantage lottery is executed to determine the navigation probability. Then, the navigation probability determined by the advantage lottery is set for the game in the normal state, and the internal state in normal times is set. Then, when an AT win is won, the navigation probability set as the internal state in normal times, i.e., the navigation probability set in the game when the AT win is won, is applied to the AT state triggered by the AT win. In addition, in the slot machine 1 of this example, a display effect is executed that suggests or notifies which navigation probability is set as the internal state in normal times (advantage suggesting means).

[0080] Under normal circumstances, at the start of each cycle (32 games per cycle in this example), an advantage lottery is held to determine the navigation probability. In other words, an advantage lottery is held for each cycle, and the navigation probability is set, for example, as shown in the cycle image in FIG. 10. The winning probability and contents of each navigation probability in the figure are as shown in FIG. 11. The winning probability of Navi Probability A, which has a suggested probability of 1 / 5, which is the occurrence probability of navigation (push order notification), is 55%. The winning probability of Navi Probability B, which has a suggested probability of 1 / 4, is 25%. The winning probability of Navi Probability C, which has a suggested probability of 1 / 3, is 12.5%. The winning probability of Navi Probability D, which has a suggested probability of 1 / 2, is 6.25%. The winning probability of the most advantageous Navi Probability E, which has a suggested probability of 1 / 1, is 1.25%.

[0081] In this example, if a player wins a CZ during a period, the number of games in that period is extended by the number of games required for that CZ. For example, if the number of games in the CZ is 10, one period is treated as 32+10=42 games. During the CZ, the game period may not progress, such as by stopping the count of the number of games played.

[0082] In addition, the transition to the AT state or CZ may occur after a premonition period, which is a period during which a certain number of premonition games (for example, 17 games) are consumed, and a situation may occur in which one cycle ends and a new cycle begins while the number of premonition games is consumed. For example, there is the situation in Figure 12 where a new cycle begins before the end of the premonition period after winning the AT, or the situation in Figure 13 where a new cycle begins before the end of the premonition period after winning the CZ lottery.

[0083] In the situation of Figure 12, for example, after an AT win occurs within a cycle in which Navi Probability D is set, a new cycle begins while the premonition game count is being consumed, and a new Navi Probability is set by the advantage lottery at the start. In this case, if the new Navi Probability is, for example, Navi Probability A, which is less favorable than Navi Probability D, and an AT state with Navi Probability A occurs in the new cycle, it will be disadvantageous to the player.

[0084] 13 is a situation where, for example, after winning the CZ in a cycle in which Navi Probability D is set, a new Navi Probability is set at the start of a new cycle while the number of premonition games is being consumed. For example, if the new Navi Probability is Navi Probability A, even if the CZ is won in a cycle in which Navi Probability D is set, there is a possibility that an AT win will occur in the CZ in a cycle in which Navi Probability A is set. If the AT state corresponding to this AT win is an AT state with Navi Probability A, it will be disadvantageous to the player.

[0085] In the slot machine 1 of this example, technical measures are taken to prevent the above-mentioned disadvantages to the player from occurring. That is, if a new cycle starts before the number of premonition games is exhausted, a navigation probability equal to or more favorable than the navigation probability set in the game (decisive game) in which the AT state or CZ was won is determined by the advantage lottery at the start of the new cycle.

[0086] For example, if an AT state or CZ is won in a cycle in which navi probability D is set as described above, and a new cycle begins before the end of the premonition period, the winning probability of each navi probability is set in the advantage lottery at the start of the new cycle as shown in FIG. 14. In this figure, the winning probability of navi probabilities A to C is zero, and only navi probabilities D and E have the potential to be won. If the winning probability of each navi probability is set in this manner, either navi probability D or E will be won. Navi probability D is equal to the original navi probability D that was set in the game in which the AT state or CZ was won. Navi probability E is more advantageous than the original navi probability D. Note that FIG. 12 and FIG. 13 are examples in which navi probability D is determined by the advantage lottery at the start of a new cycle.

[0087] It is also possible to suggest which navigation probability corresponds within one cycle. This suggestion can be made in any way, and the suggestion can be made by increasing the appearance frequency of the character corresponding to the navigation probability or by changing the background of the display during normal times. Although the details will be described later, in this example, the suggestion is made according to the consumption of points.

[0088] (C3) Transition to higher AT state In the game of the slot machine 1 of this example, if a rare small role (2 points in this example), which is an example of a special small role, is achieved during the AT state, or if a predetermined winning role (for example, 15 points) is consecutively won, a higher AT lottery (an example of a predetermined lottery) is executed. Then, depending on the winning of the higher AT lottery, a transition to a higher AT state that lasts, for example, 20 games is determined.

[0089] When a transition to a higher AT state is decided, the state immediately transitions to the higher AT state. The most favorable navigation probability E is applied to the higher AT state. The navigation probability to be applied to the higher AT state may also be determined by lottery. In this case, the new navigation probability may be determined to be equal to the navigation probability when the higher AT lottery is won, or a more favorable navigation probability than that navigation probability. If the navigation probability E is the most favorable when the higher AT lottery is won, the same navigation probability E is maintained in the higher AT state.

[0090] During the occurrence of the higher AT state, the count of the number of games consumed in the normal AT state is stopped. For example, if the number of games in the normal AT state (the number of special games) is 20, 20 games are added as the number of continuing games in the higher AT state, and the number of continuing games in the AT state or the higher AT state becomes 40 games. Furthermore, if the number of continuing games in the normal AT state is extended, the number of continuing games in the AT state or the higher AT state becomes 40 games or more. When the AT state ends, it transitions to a high probability state, and for games in this high probability state (normal state), a navigation probability equal to or more favorable than the navigation probability applied to the AT state is set. This makes it easier for the AT state to occur continuously after the AT state ends.

[0091] In addition, during the AT state, when a rare minor combination is achieved, an AT lottery is executed, and if the AT lottery is won, the navigation probability applied to the AT state is improved to a more favorable navigation probability, and thereafter, the AT state game proceeds with the more favorable navigation probability. Then, after the end of the AT state in which the navigation probability has been improved in response to the winning of the AT lottery, the improved navigation probability is set for the game in the high probability state that has been transitioned from the AT state.

[0092] In addition, while the rare small role is a condition for formation, the 15-point role is a condition for winning. Therefore, the higher the navigation probability, the higher the winning probability of the 15-point role, and the higher AT state can be expected to be won. In addition, the target number of consecutive winnings of the 15-point role is set to be less than the number of special games in which the AT state continues. In this example, since the number of special games in which the AT state continues is set to 20 to 100 games, the target number of consecutive winnings is set to 5 times, which is less than the number of special games. In this example, the winning probability of the higher AT lottery executed in response to the consecutive winning of the 15-point role is 100%. Therefore, when the consecutive winning of the 15-point role reaches the target number of times, which is 5 times, the state can always be shifted to the higher AT state. Instead of the configuration of this example, the higher AT lottery when the consecutive winning of the 15-point role is won may be omitted, and the state may be shifted to the higher AT state immediately in response to the consecutive winning.

[0093] With reference to FIG. 15, the flow up to the determination of the transition to the higher AT state will be described. Pattern 1 in FIG. 15 is a pattern in which a 15-point role is established in each of the nth to n+4th games, a navigation (push order notification) occurs, and 15-point roles are consecutively awarded. In this pattern, a higher AT lottery is executed in response to five consecutive 15-point roles, which is won, and a transition to the higher AT state is determined. Pattern 2 is a pattern in which a 15-point role is established in each of the nth to n+3th games, a navigation occurs, and a 15-point role is awarded, but in the n+4th game, although a 15-point role is established, a navigation does not occur and a 15-point role is not awarded, so a higher AT lottery is not executed and no winning occurs. Pattern 3 is a pattern in which a 15-point role is established in each of the n to n+2 games, a navigation occurs, and a 15-point role is awarded, then in the n+3 game where a 15-point role is established, a navigation does not occur, but the push order is correct, so a 15-point role is awarded, and then in the n+4 game where a 15-point role is established, a navigation occurs, a 15-point role is awarded, a higher AT lottery is executed, and a transition to a higher AT state is determined. In addition, if a navigation does not occur in the game where a 15-point role is established, it is good to perform a display production that suggests the establishment of a 15-point role and asks for the correct push order.

[0094] As shown in FIG. 16, a rare small win may occur during consecutive wins of 15-point roles. In this case, if the consecutive wins of 15-point roles are interrupted, players hoping for a higher AT state may become dissatisfied. Therefore, if a rare small win occurs during consecutive wins of 15-point roles, it is better to make the consecutive wins continue as shown in the figure.

[0095] The pattern in FIG. 16 is a pattern in which a navigation occurs in the game where a 15-point role is formed from the nth to n+2th games, a 15-point role is won, a rare small role is formed in the n+3rd game, and then a navigation occurs in the game where a 15-point role is formed from the n+4th to n+5th games, and a 15-point role is won. In this case, the consecutive wins of the 15-point role are carried over through the game where a rare small role is formed in the n+3rd game, and a higher AT state is won. In addition, when a rare small role is formed, a higher AT lottery is also executed. Therefore, when a rare small role is formed, in addition to consecutive wins of the 15-point role, a win in the higher AT lottery can be expected.

[0096] In addition, if the AT state ends while the consecutive winning of 15-point roles continues, the player may feel that the consecutive winning of 15-point roles just before the end was a waste, which may cause dissatisfaction. Therefore, in the slot machine 1 of this example, if the consecutive winning continues in the last game, the AT state is extended and continued from the next game onwards until the consecutive winning is interrupted.

[0097] Such a case will be described by taking the pattern in FIG. 17 as an example. Pattern 5 in the figure is a pattern in which consecutive winning continues until the n+2th game just before the end, and the AT state is extended to the n+3rd and n+4th games. In this pattern, the AT state is extended to the n+3rd and n+4th games, and the consecutive winning continues, so the higher AT lottery is executed and the transition to the higher AT state is decided. Pattern 6 is a pattern in which consecutive winning continues until the n+2th game just before the end, and the AT state is extended to the n+3rd and n+4th games, just like pattern 5. However, in this pattern 6, the consecutive winning is interrupted at the n+4th game, so the AT state ends without the higher AT lottery being executed. It is also good to extend and continue the AT state even if a rare small role is established in the game in which the AT state is extended.

[0098] The flow of processing in the final game of the AT state will be described with reference to the flow diagram of FIG. 18. In the final game of the AT state, first, it is determined whether or not a rare small win has been achieved (S101). If a rare small win has been achieved (S101: YES), it is determined whether or not a consecutive win counter, which indicates the number of consecutive wins of a 15-point win, is 1 or more (S112), and if it is 1 or more (S112: YES), the AT state continues (S113). On the other hand, if a rare small win is achieved (S101: YES) but the consecutive win counter is not 1 or more (S112: NO), the AT state ends (S123).

[0099] If the rare small combination is not established and the 15-point combination is not won (S101: NO → S102: NO), the AT state ends (S114). On the other hand, if the 15-point combination is won (S101: NO → S102: YES), the consecutive winning counter is incremented by 1 (S103), and it is determined whether the consecutive winning counter is 5 or not (S104). If the consecutive winning counter is 5 (S104: YES), a higher-level AT lottery is executed and the winning is made with a 100% probability, and the transition to the higher-level AT state is determined (S105).

[0100] On the other hand, if the consecutive winning counter is less than 5 in the above step S104, the AT state is extended and continues (S104: NO → S115). If the AT state is extended, the new game becomes the final game of the AT state, and the above processing is executed repeatedly.

[0101] (C4) Game presentation using points In the game of the slot machine 1 of this example, a lottery for winning points is held for each game, and the player can spend the points he or she has won to enjoy advantageous effects. As shown in Fig. 19, the effect display unit 12 displays the number of points won according to the game and the total number of points won.

[0102] The accumulated points can be consumed at any timing of the player's choice. By consuming the points, a predetermined display effect is executed at a predetermined timing. The predetermined timing includes, for example, when a predetermined preview effect occurs, when a rare small win is achieved, when the CZ starts, when the AT state ends, the next game after the points are consumed, etc. The predetermined display effects include, for example, indications of the navigation probability, indications of whether or not a high probability state is in effect, indications of the expected winning probability of various lotteries according to the establishment of a rare small win, CZ scenarios, indications of setting values, indications of the type of high probability state, etc.

[0103] For example, regarding the suggestion of the CZ scenario, it is good to notify the player at the timing of the start of the CZ that the suggestion can be received by consuming points. Similarly, it is good to notify the player that the suggestion can be received by consuming points when a rare small win is achieved. On the other hand, if the suggestion indicates that the expectation is low even though the player has consumed points in response to the notification, it is highly likely to disappoint the player. In order to avoid disappointment, it is good to notify the player that the suggestion can be received by consuming points only when the expectation exceeds a predetermined level.

[0104] When suggesting a state related to a game such as a navigation probability or a high probability state, the suggestion may be made sure to be made in the next game after points are consumed, or the probability of the suggestion occurring may be increased until a predetermined liquid crystal effect is produced. Note that the timing and contents of the display effect may be of any design as long as they are advantageous to the player.

[0105] When consuming points, for example, a suggestion type selection screen (FIG. 20(a)) can be displayed by operating the effect button 143 or the information display unit 140 while the reel 21 is stopped. The suggestion type selection screen displays the timing at which the display effect will be performed, the content of the display effect, and the number of points to be consumed. The player can select and confirm the desired content by operating the effect button 143 or the information display unit 140.

[0106] When the content of the display effect is decided by the player, a point consumption confirmation screen is displayed to confirm whether or not to consume points for that content (FIG. 20(b)), and if the player agrees, a point consumption completion screen is displayed indicating that points have been consumed (FIG. 20(c)). After that, a predetermined display effect is executed at a timing corresponding to the decided display content.

[0107] In this example, points can be acquired by a lottery for each game, but the number of points that can be acquired may be designed in any way. It may be configured so that one point can be acquired for each game. Furthermore, it may be configured so that two or more points can be acquired for each game so that more points can be acquired after the opening of the arcade until a predetermined number of games are played.

[0108] In addition, some players may wish to avoid leaving the above-mentioned points when they finish playing. For such players, it may be possible to allow them to consume all of their accumulated points. In this case, it is advisable to provide a display that always suggests the state of the game.

[0109] The slot machine 1 of this example configured as above is a gaming machine that can generate a normal state with a low expectation of winning and an AT state, which is an example of a special state with a higher expectation of winning than the normal state. In the slot machine 1, an AT lottery (special state lottery) is executed during a game in the normal state, and it is determined whether or not to transition to the AT state.

[0110] In the slot machine 1 of this example, multiple types of navigation probabilities A to E are provided as navigation probabilities, which are an example of the degree of advantage applied to the AT state, and one of the navigation probabilities is set for a game in a normal state. In this slot machine 1, the navigation probability set for a game that has been determined by AT lottery to transition to the AT state is applied to that AT state.

[0111] In the game of the slot machine 1 of this example, the degree of advantage when transitioning to the AT state differs depending on which of the navigation probabilities A to E is set for the game in the normal state. According to this slot machine 1, it is possible to attract the player's interest in the navigation probability set for the game in the normal state, and to reduce the boredom that the player may feel in the normal state.

[0112] In the slot machine 1 of this example, when it is decided by the AT lottery to transition to the AT state, the slot machine 1 transitions to the AT state after a premonition period including a predetermined number of games (17 games in this example). By providing a premonition period, it is possible to reduce the sense of boredom that a player may feel under normal conditions. Meanwhile, in this slot machine 1, the navigation probability (an example of an advantage) applied to the AT state is determined by an advantage lottery every time a predetermined number of games (32 games in this example) are executed. When an advantage lottery is executed before the premonition period has elapsed, a navigation probability is determined that is equal to or more advantageous than the navigation probability set for the game in which the AT lottery was won and transition to the AT state was decided.

[0113] In addition, the slot machine 1 of this example can generate, as normal states, a general normal state in which the AT winning expectation is low, which is an example of the expectation of transition to an AT state (special state), and a CZ, which is an example of a special normal state in which the AT winning expectation is high. In the slot machine 1, when a CZ lottery (special normal lottery) executed in a game in the general normal state is won, the game transitions to the CZ after a premonition period. The AT state (special state) to which a transition is determined by an AT lottery (special state lottery) in a game under the CZ is applied with the navigation probability (advantage) set for the game in which a transition to the CZ is determined.

[0114] In the slot machine 1, the navigation probability (advantage) is determined by the advantage lottery that is executed every time a predetermined number of games (32 games in this example) are executed as described above, and is set for the game in the normal state. On the other hand, if the advantage lottery is executed before the premonition period has elapsed, this advantage lottery determines a navigation probability that is equal to or more advantageous than the navigation probability set for the game in which the transition to the CZ has been determined.

[0115] In the slot machine 1 of this example, by providing a premonition period when a transition to the AT state (special state) or CZ (special normal state) is decided, the boredom that the player may feel in the normal state can be reduced, while the advantage of the AT state does not deteriorate by going through the premonition period. Therefore, according to this slot machine 1, the player's expectation and tension for the AT state and CZ can be maintained without causing anxiety that the premonition period may induce some disadvantage.

[0116] In the game of the slot machine 1 of this example, the navigation probability (advantage) applied to the AT state is set for the game over a predetermined period after the AT state transitions to the normal state. Therefore, when the AT lottery is won during a predetermined period after the AT state ends, the navigation probability of the previous AT state is continuously applied to the newly occurring AT state. In this slot machine 1, after the end of an AT state with a high advantage, the player can expect an AT state with a high advantage to continue, and the player's sense of expectation and tension for winning the AT lottery can be maintained.

[0117] In the slot machine 1 of this example, when a CZ lottery (special normal lottery) in the general normal state determines that a transition to a CZ, which is an example of a special normal state, is to be made, the transition to a CZ spanning a predetermined number of games (10 games in this example). For each game in the CZ, an AT winning expectation, which is an example of the expectation of transition to the AT state, is set. In this slot machine 1, by spending points granted in accordance with the execution of a game, it is possible to receive an indication of the AT winning expectation (the expectation of transition to the AT state) in each game of the CZ.

[0118] In this way, in the slot machine 1 of this example, the player can receive a suggestion of the probability of winning the AT by spending points. Therefore, this slot machine 1 can motivate the player to continue playing in order to acquire points. Furthermore, this slot machine 1 allows the player to understand the probability of winning the AT (the probability of transitioning to the AT state) and play during the CZ. During the occurrence of the CZ, the player can understand in which game he or she should expect a small combination with a high probability of winning the AT, and can maintain the sense of expectation and tension for the AT state. The slot machine 1 of this example can reduce the sense of boredom that the player may feel under normal conditions.

[0119] The slot machine 1 of this example can generate a higher AT state (higher special state) with improved winning expectation as the AT state. In this slot machine 1, when a predetermined winning combination (15 points in this example) is consecutively won for a target number of times (five times in this example) in the AT state, a higher AT lottery with a 100% winning probability is executed, and the player can transition to the higher AT state. The AT state ends when the special number of games (20 to 100 games in this example) is consumed, but if the consecutive winning of the predetermined winning combination continues, the AT state continues without ending even if the special number of games is consumed.

[0120] The slot machine 1 has a gameplay that stimulates the player's sense of expectation and tension for the higher AT state during the normal AT state. In particular, in this slot machine 1, if a predetermined winning combination (15 points in this example) is consecutively won during the AT state, the AT state continues even after the number of special games is consumed. Therefore, the player can maintain the expectation and tension for the transition to the higher AT state without feeling dissatisfied that the AT state has ended even though the predetermined winning combination has been consecutively won.

[0121] In the slot machine 1 of this example, an advantage lottery is executed every time a predetermined number of games (32 games in this example) that constitute one cycle are executed, and the navigation probability (advantage) determined by this advantage lottery is set. In the normal state where the navigation probability is set high, the player hopes for the establishment of a small role with a high AT winning expectation (transition expectation) before a predetermined number of games have passed, and in the normal state where the navigation probability is set low, the player plays the game in anticipation of a new navigation probability after a predetermined number of games have passed. In this way, if an advantage lottery is executed every cycle, the player's expectation and tension for winning the AT can be maintained without feeling bored even in a situation where the expectation of winning the AT is low.

[0122] The slot machine 1 of this example is equipped with an advantage suggestion means for suggesting to the player the navigation probability (advantage) set for the game in the normal state. In the configuration of this example, the navigation probability set for the game in the normal state is suggested by a display effect by the effect display unit 12. This allows the player to understand the navigation probability, and allows the player to play based on the understood navigation probability. Even in a situation where the expectation of winning the AT is low, the player can maintain a sense of expectation and tension for winning the AT without feeling bored.

[0123] The slot machine 1 of this example can generate a low probability state (first general normal state) in which the transition expectancy (expectation of winning the AT) to the AT state (special state) is low as a normal state, and a high probability state (second general normal state) in which the transition expectancy is higher than that of the low probability state. The game for a predetermined period after transition from the AT state to the normal state is in the high probability state. Then, in the game in the high probability state, a drop lottery (general normal state lottery) is executed to determine whether to transition to the low probability state.

[0124] In playing with the slot machine 1, after the AT state ends, a high probability state with a high AT winning expectation is set, and if the AT is won during the high probability state, the navigation probability of the AT state immediately before the high probability state is maintained. With this configuration, in an AT state that is won again after the end of an AT state where the navigation probability was set high, the navigation probability will not be unfavorable, and the risk of the player feeling dissatisfied or bored can be avoided. The player can maintain the expectation and tension of winning the AT in the high probability state after the end of the AT state.

[0125] In the slot machine 1, when a lottery during AT (an example of a lottery for improving the degree of advantage) is won in a game in the AT state, the navigation probability (an example of the degree of advantage) applied to the AT state is improved to a more advantageous navigation probability. After the AT state ends, for games in a high probability state over a predetermined period (e.g., 20 games) when the state transitions to the normal state, the improved more advantageous navigation probability is set according to the lottery during AT.

[0126] In this way, the slot machine 1 of this example is provided with a case where the navigation probability is improved in the AT state (the lottery during the AT is won). In this case, that is, when the lottery during the AT is won, the improved navigation probability is set for the game in the high probability state after the end of the AT state. While the improved navigation probability is set, the player will play in the hope of winning the AT, and will be able to maintain the sense of expectation and tension for winning the AT without feeling bored until the AT is won.

[0127] In playing the slot machine 1, after the AT state has transitioned to the normal state (high probability state), the navigation probability (one example of an advantage) is set again when transitioning to the low probability state in response to a win in the drop-out lottery. If the navigation probability is set again when transitioning from the high probability state to the low probability state after the end of the AT state, the player can play in the hope that the navigation probability is set high, even when the high probability state has ended. The player can maintain the expectation of winning the AT without feeling bored until a new AT win occurs.

[0128] The slot machine 1 of this example can execute an effect that indicates the AT winning expectancy (transition expectancy) to the AT state in each game during the CZ by using the corresponding color. If the AT winning expectancy during the CZ for each game, which is a unit game, is displayed by color at the start of the CZ, the player can more intuitively grasp the AT winning expectancy. By playing in hopes of achieving a small combination with a high AT winning expectancy, the player can maintain the sense of expectation and tension of winning the AT.

[0129] In the slot machine 1 of this example, when the consecutive winning of a 15-point role, which is an example of a predetermined winning role, occurs five times in the AT state, a higher AT lottery with a 100% probability of winning is executed, and the player can move to the higher AT state depending on the winning. In this slot machine 1, a rare small role (an example of a special small role) is established when the special game number (20 to 100 games in this example), which is the number of games to continue in the AT state, is played, while if the consecutive winning of a 15-point role continues until just before the special game number is played, the AT state continues to the next game without ending. In other words, in the slot machine 1 of this example, if the predetermined winning role (15-point role) is consecutively won until just before the final game of the AT state, and a so-called rare small role is established in the final game, the AT state continues.

[0130] With this type of game specification, it is possible to prevent situations that are disadvantageous to the player, such as the end of the AT state when a rare minor combination that is advantageous to the player ends the state in which a predetermined winning combination is consecutively won. If such a situation can be avoided, it is possible to prevent dissatisfaction of the player and to maintain the player's sense of expectation and tension for the higher AT lottery.

[0131] Instead of or in addition to the configuration of this example, the following configurations may be adopted. Also, the following configurations may be adopted in appropriate combination. In this example, a slot machine that does not use medals is assumed as the gaming machine, but it may be a slot machine that pays out medals. Considering a payout type slot machine, the number of points held and the number of points saved may be called held medals and saved medals. In the slot machine 1 of this example, the number of bets (prescribed number) is fixed to 3 points, but it may be a slot machine in which the player can select the number of bets in the normal state within the range of 1 to 3 points, for example.

[0132] In this example, a 2-point combination is set as a rare minor combination, but in addition to the 2-point combination, a 1-point combination or a 15-point combination may be included, or a part of the replay combination may be treated as a rare minor combination. In that case, it is better to make the winning symbol different from the normal winning symbol. Each numerical value exemplified in this example may be designed in any manner, and multiple numerical values ​​may be the same.

[0133] The cycle for setting the navigation probability, which is an example of the degree of advantage, is set to 32 games, but the cycle can be one game or more and does not have to be a fixed number. Similarly, the number of premonition games in case of winning the CZ lottery or AT lottery can be any number of games as long as it is one game or more and does not have to be a fixed number of games.

[0134] In this example, when the higher AT lottery is won and the state transitions to the higher AT state, a more favorable navigation probability than the navigation probability applied to the original AT state is determined. Alternatively, a navigation probability that is one step more favorable than the navigation probability applied to the original AT state may be applied to the higher AT state.

[0135] In this example, a premonition game is set when the CZ lottery is won or when the AT lottery is won. The premonition period, which is the execution period of the premonition game, may be eliminated, and the game in which the CZ lottery or AT lottery is won may immediately transition to the CZ or AT state, or the next game after the winning may transition to the CZ or AT state.

[0136] In this example, the AT state is configured to continue if 15-point combinations are consecutively won in the final game of the AT state. In addition, in the AT state, the right to continue the AT state can be acquired, and if the right is acquired, the AT state can be continued regardless of whether 15-point combinations are consecutively won.

[0137] The slot machine 1 of this example is configured to suggest which navigation probability is set by display effects. As long as the navigation probability can be suggested to the player, any suggestion can be made without relying on display effects, and may be made by sound or the like. Similarly, although the example shows a configuration in which the scenario in the CZ is suggested by color, the character's lines, sound effects, and the expected degree as a guideline may be displayed by probability.

[0138] In this example, a transition from a high probability state to a low probability state is triggered by winning the drop lottery. However, the high probability state may continue for a predetermined period without adopting a drop lottery. In that case, for example, a high probability state with a relatively short predetermined period may be called a "short" high probability state, and a high probability state with a relatively long predetermined period may be called a "long" high probability state.

[0139] In the configuration of this example, the CZ is a non-AT state, but the CZ may be included in the AT state.Furthermore, the AT state may be included in the normal state, but in that case, it is better to extremely low the navigation probability. A part or all of the control executed by the performance control unit 25 described in this example may be executed by the main control unit 20.

[0140] Although specific examples of the present invention have been described in detail as examples, these specific examples merely disclose examples of the technology encompassed by the claims. Needless to say, the claims should not be interpreted as being limited by the configurations, numerical values, etc. of the specific examples. The claims encompass technologies that are obtained by variously modifying, changing, or appropriately combining the specific examples by utilizing publicly known technologies and the knowledge of those skilled in the art. [Explanation of symbols]

[0141] 1. Slot machines (amusement machines) 11 Pattern display window 12. Performance display unit (expectation indication means, advantage indication means) 133 Stop button 131 Start lever 140 Information display section 141 Bet Button 143 Production button 21 Reel (variable symbol display means) 211 Reel drive unit (variable symbol display means) 20 Main control unit (game start permission means, internal lottery means, flag control means, reel control means, winning determination means, profit awarding means, bonus generating means) 25 performance control unit (performance control means, advantage setting means, advantage application means, special state transition means, higher special state transition means, special normal state transition means, point granting means, expectation setting means, special state termination means, higher special state transition means, special state lottery means, advantage lottery means, general normal state lottery means, special normal state lottery means, advantage improvement lottery means) 3 Card Unit 30 Control section 31 Status indicator lamp 320 Bill insertion slot 33 Display section 34 Loan button 35 Replay button 36 Return button 370 Card slot 50C Gaming Card

Claims

1. A gaming machine capable of generating a normal state in which the expectation of winning in a game is low and a special state in which the expectation of winning is higher than that in the normal state, a special state lottery means for executing a special state lottery for determining whether or not to transition to the special state in the game in the normal state; a special state transition means for transitioning to the special state after a premonition period including a predetermined number of games has elapsed when the transition to the special state has been determined by the special state lottery means; an advantage setting means for setting one of a plurality of stages of advantage applied to the special state for a game in the normal state; and an advantage degree application means for applying an advantage degree set for a determined game, which is a game determined to transition to a special state by the special state lottery, to the special state; The advantage setting means executes an advantage lottery to determine the advantage each time a predetermined number of games are executed, and sets the advantage determined by the advantage lottery for the game in normal state, while in the advantage lottery executed before the premonition period has elapsed, it determines an advantage equal to or more advantageous than the advantage set for the determined game.

2. A gaming machine capable of generating, as game states, a normal state in which the expectation of winning in a game is low and a special state in which the expectation of winning is higher than that of the normal state, and further capable of generating, as the normal states, a general normal state in which the expectation of transition to the special state is low and a special normal state in which the expectation of transition to the special state is high; a special normal state lottery means for executing a special normal lottery for determining whether or not a game in the general normal state is to transition to the special normal state; a special normal state transition means for transitioning to the special normal state after a premonition period including a predetermined number of games has elapsed when a transition to the special normal state has been determined by the special normal state lottery means; a special state lottery means for executing a special state lottery for determining whether or not to transition to the special state in the game in the special normal state; an advantage setting means for setting one of a plurality of stages of advantage applied to the special state for a game in the normal state; and an advantage degree application means for applying an advantage degree set for a determined game, which is a game determined to transition to a special normal state by the special normal lottery, to a special state determined to transition by the special state lottery under the special normal state, The advantage setting means executes an advantage lottery to determine the advantage each time a predetermined number of games are executed, and sets the advantage determined by the advantage lottery for the game in normal state, while in the advantage lottery executed before the premonition period has elapsed, it determines an advantage that is the same as the advantage set for the determined game or that is more favorable than the advantage set by the advantage lottery.

Citation Information

Patent Citations

  • Game machine

    JP2023057501A