Game machine
By integrating a holding mechanism, suggestion system, volume control, and adaptive operation interface, the gaming machine addresses the limitations of conventional systems, offering enhanced control and player engagement.
Patent Information
- Application Number
- JP2023188944
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-02
- Publication Date
- 2025-05-16
- Estimated Expiration
- 2043-11-02
AI Technical Summary
Conventional gaming machines lack effective means to suggest and control game settings, leading to a suboptimal player experience.
The gaming machine incorporates a holding mechanism to set game values, a suggestion system to indicate these settings, a volume control for the suggestion effect, and an operation interface that adapts its functionality based on the player's actions.
This configuration allows for dynamic control of game advantage and enhances the player's experience through tailored setting suggestions and adjustable volume, improving overall engagement and satisfaction.
Smart Images

Figure 2025076956000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, gaming machines capable of providing a suggestive effect in which a setting value set in the gaming machine is suggested by outputting a specific sound are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-58445 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention is equipped with a storage means capable of storing a setting value selected from a plurality of setting values, and is capable of controlling the degree of advantage in a game according to the setting value, and is equipped with a setting suggestion means capable of executing a suggestive performance suggesting the setting value stored in the storage means, a volume setting means capable of setting a volume when the suggestive performance is executed, and an operation means capable of accepting an operation by a player, wherein the operation means is configured to function as an operation means related to the setting suggestion means in a first state, and is configured to function as an operation means related to the volume setting means in a second state different from the first state, the setting suggestion means is capable of executing the suggestive performance according to a volume set by the volume setting means based on the operation of the operation means in the first state, and is controllable so as not to execute the suggestive performance based on the operation of the operation means in the second state, and the volume setting means is capable of setting the volume when the suggestive performance is executed based on the operation of the operation means in the second state. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of a medalless gaming machine. [Diagram 3] A block diagram showing the control configuration of the medalless gaming machine. [Figure 4] 13 is a flowchart showing a playing method of the medalless gaming machine. [Diagram 5] 13 is a diagram showing an internal lottery table. [Figure 6] 1 is a diagram showing a payout table. [Figure 7] A state transition diagram showing the transition of game states. [Figure 8] FIG. 13 is a diagram showing a display mode of history information. [Figure 9] 13 is a diagram illustrating a determination pattern of a history lottery. FIG. [Figure 10]13 is a diagram showing a payout table in a medal-less gaming machine according to another embodiment. [Figure 11] FIG. 11 is a state transition diagram showing the transition of game states in a medal-less gaming machine according to another embodiment. [Figure 12] This is a diagram showing the AT lottery table. (a) is AT lottery table A (weak rare role) that is referenced when a weak rare role is won, and (b) is AT lottery table B (strong rare role) that is referenced when a strong rare role is won. [Figure 13] A diagram showing character appearance tables. (a) is character appearance table A, which is referenced every 10G, and (b) is character appearance table B, which is referenced every 1000G. [Figure 14] This is a diagram showing an image of a character appearing. (a) is the background image, and (b) shows the appearance of the character. [Figure 15] This is a diagram showing the point lottery table. (a) is point lottery table A (bell B) to be referred to when the push order bell role B is won, and (b) is point lottery table B (rare role) to be referred to when the rare role is won. [Figure 16] 1 is a diagram showing pseudo bonus lottery tables. (a) is pseudo bonus lottery table A (weak rare role) that is referenced when a weak rare role is won, and (b) is pseudo bonus lottery table B (strong rare role) that is referenced when a strong rare role is won. [Figure 17] 11 shows the patterns of erasure in the erasure performance. (a) shows a crack, (b) shows a vertical crack, (c) shows a horizontal crack, (d) shows an X-shaped crack, and (e) shows shatter. [Figure 18] A diagram showing the elimination mode lottery table. (a) is the elimination mode lottery table A (+30 or less) to be referred to when the surplus is +30 or less, (b) is the elimination mode lottery table B (+31 or more and +99 or less) to be referred to when the surplus is +31 or more and 99 or less, and (c) is the elimination mode lottery table C (+100 or more) to be referred to when the surplus is +100 or more. [Figure 19]These are diagrams showing the appearance of the erasure effect. (a) is a diagram showing the appearance when the number of winning coins reaches 500 in the fifth game in the normal game state, (b) is a diagram showing the case where the push order bell is won in the sixth game, (c) is a diagram showing the vertical split erasure effect executed after (b), and (d) is a diagram showing the display of the 500 coins breakthrough being erased after (c). [Figure 20] 13A shows the performance when the push order bell role A3 or B3 is won, and FIG. 13B shows the performance when the push order bell role A5 or B5 is won. [Figure 21] 13 is a diagram showing the presentation of the race part. (a) is a diagram showing the state before the start of the race in the first game (first game) of the race part. (b) is a diagram showing a win in the race (AT continues) in the game before the end of the race part (tenth game), and (c) is a diagram showing the start screen of the preparation part, which is the next game state, in the final game (eleventh game) of the race part. (d) is a diagram showing a loss in the race (AT not continuing) in the game before the end of the race part (tenth game), and (e) is a diagram showing a result screen showing the end result of the race part in the final game (eleventh game) of the race part. [Figure 22] 1 is a diagram showing the bonus lottery tables. (a) shows the bonus lottery table A (weak rare role) to be referenced when a weak rare role is won, and (b) shows the bonus lottery table B (strong rare role) to be referenced when a strong rare role is won. [Figure 23] This is a chart showing the character appearance table (results). [Figure 24] 13A and 13B are diagrams showing the presentation at the time of the result, in which (a) shows the result screen showing the result of the final game, and (b) shows the display screen when a MAX BET operation is performed for the game following the final game. [Diagram 25] 1 is a diagram showing a state transition lottery table. (a) is a state transition lottery table (replay role, 1-coin role) referred to when a replay role or 1-coin role is won, (b) is a state transition lottery table (weak rare role) referred to when a weak rare role is won, and (c) is a state transition lottery table (strong rare role) referred to when a strong rare role is won. [Figure 26] This is a diagram showing the point lottery table. (a) is the point lottery table (Bell B) to be referenced when the push order bell role B is won, and (b) is the point lottery table (Strong rare role) to be referenced when a strong rare role is won. [Figure 27] This is a diagram showing the performance during push order navigation. (a) shows the performance when the push order bell role A5 is won, (b) shows the performance when the push order bell role B5 is won, and (c) shows the performance when the push order bell role B6 is won. [Figure 28] (a) shows the flow from the 1st pseudo-bonus game to the 10th preparation part, (b) shows the flow from the 31st preparation part to the 10th preparation part of the next game (continuation), and (c) shows the flow from the 31st preparation part to the 10th game of the normal game state (non-continuation). [Figure 29] 11A and 11B are diagrams for explaining a setting suggestion effect by sound output based on a touch panel operation according to an application mode of another embodiment, in which (a) is a diagram showing a state in which the top screen is touched in the first state, and (b) is a diagram showing a state in which the setting suggestion effect is executed with sound output at a volume of 5 set by the volume setting means. [Diagram 30] Fig. 11 is a diagram showing a change in volume in the second state. (a) is a diagram showing a state where a setting operation for setting the volume to 3 is performed on the volume setting screen. (b) is a diagram showing that the volume has been set to 3 in response to the operation of (a). (c) is a diagram showing that a touch operation is performed on the top screen in the first state, and (d) is a diagram showing that in response to the operation of (c), a setting suggestion effect is executed with sound output at volume 3 set by the volume setting means. [Diagram 31] 13A is a diagram showing a state in which a touch operation is performed on the volume adjustment screen in the second state, and FIG. 13B is a diagram showing that the setting suggestion effect is not executed even when the operation in FIG. [Diagram 32] FIG. 13A is a diagram showing a state where the second operation area is touched on the top screen in the first state, and FIG. 13B is a diagram showing a state where the screen transitions to a volume adjustment screen in response to the operation in FIG. [Diagram 33]FIG. 13 shows a state in which the second operation area is touched on the top screen in the first state, and FIG. 13 shows a state in which the setting suggestion display is not executed even when the operation in (a) is accepted. [Diagram 34] (a) is a diagram showing the state where the third operation area of the volume adjustment screen is touched, and (b) is a diagram showing the state where the second state transitions to the first state and the volume adjustment screen transitions to the top screen in response to the operation of (a). [Diagram 35] (a)→(b) is a diagram showing the transition from the first state to the second state, (b)→(c) is a diagram showing the transition from the second state to the first state, (d) is a diagram showing the first operation area of the top screen being touched in the first state, and (e) is a diagram showing the setting suggestion display being executed in response to the operation of (d). [Diagram 36] (a)→(b) is a diagram showing the transition from the first state to the second state, (c) shows that the start lever has been operated after that, (d) shows that a touch operation has been performed on the top screen in the first state, and (e) shows that the setting suggestion display is not executed even when the operation of (d) is accepted. [Figure 37] (a)→(b) is a diagram showing a state where the first state has been changed to the second state, and (b)→(c) is a diagram showing a state where the second state has been changed to the first state. (d) shows that the start lever has been operated after that, (e) shows that a touch operation has been performed on the top screen in the first state, and (f) shows that the setting suggestion effect is not executed even if the operation of (e) is accepted. [Figure 38] A figure showing an example of a special suggestion effect that appears without requiring any operation. [Figure 39] (a)→(b) is a diagram showing the transition from the first state to the second state, (b)→(c) is a diagram showing the transition from the second state to the first state, and (d) is a diagram showing the appearance of a special suggestion effect without any special operation. [Diagram 40] The left side is a diagram showing a presentation screen in normal gaming mode, and the right side is a diagram showing presentation sounds in normal gaming mode. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. The gaming machine of this embodiment does not use actual medals (gaming media), but instead manages medals as data (so-called credit medals), and medals are lent out and played using electronic information, so it is a device that allows players to play without touching the gaming medals. In this way, the gaming machine is a gaming machine (referred to as a medal-less gaming machine in the embodiment) that uses a pseudo gaming medium in the data format. Such a gaming machine is also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example of applying the invention to a No. 6 slot machine having an AT (ART) state as a medal-less gaming machine, but the invention is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play. In addition, medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming store (management device, dedicated unit) and that have been won in previous games are called "owned medals."
[0008] The overall configuration of the medal-less gaming machine (hereinafter referred to as gaming machine 1) will be described. A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and symbols displayed on the reels 41 can be seen through this display window 6. Below the display window 6, a step is formed that protrudes forward, and around this step, operation means such as the bet button 2a, MAX bet button 2b, effect button (including cross key) 2g, count button 2c, settlement button 2d, start lever 3, stop button 5, and notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f are provided. The game medal number display device 7 may be provided on the upper surface side or front side of the step. Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5. A display 8 that functions as a display means and a notification means is provided at the top of the front door 1a. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited thereto and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided. The display 8 can also function as a touch panel (operation means) capable of receiving touch operations. That is, the display device 8 is configured to function as an operating means, and the touch panel 8 (operating means) is configured to function as a display means. The sub-screen can also function as a display 8, and can also function as a touch panel (operation means) capable of receiving touch operations.
[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning of each role or the effects displayed on the display 8.
[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls aspects of the game, such as the presentation, under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of the reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is in a stopped state, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. A game medal number clear button 14 and a probability setting device 16 are provided inside the cabinet 1b, and a dedicated unit 19, which is an inter-machine device, is located adjacent to the outside of each gaming machine 1 in correspondence with the gaming machine (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal count display device 7, a game medal count clear button 14, a probability setting device 16, and a power supply unit 15. In addition, the dashed line portion in FIG. 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, detects and controls the operations of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) at predetermined timing to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of the internal lottery process and a winning determination command indicating the result of the winning determination. The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the performance button 2g, the display 8, the speaker 9, the lamp 11, etc. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned parts in response to commands (control information) from the main controller 10.
[0012] The operation of the main parts will now be described. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the game medal number displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as a RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number lent out or paid out, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when game medals are inserted, the main control unit 10 subtracts the number of inserted medals from the “number of game medals” “stored and displayed” in the game medal number display device 7 . The game medals are dispensed by operating a dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. An upper limit (for example, 16,300) is set for the number of game medals (amount of game value) that can be stored and displayed in the game medal count display device 7, and if the total number of game medals paid out due to winning exceeds the upper limit, a "play not possible" control is executed so that play is not possible. In the "unplayable" state, operations of the start lever 3, the bet button 2a, the MAX bet button 2b, and the settlement button 2d are not accepted.
[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in the RAM), and when pressed, the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in the RAM). In response to a pressing operation of the BET button 2 a or the MAX BET button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0014] The start lever 3 is an operating means that is operated by a player when starting a game after inserting a gaming medal. The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c). The effect button 2g is an operating means that can be operated when the player wishes to change the effect or the like displayed on the display 8 by operating the button.
[0015] The count button 2c is an operating means that is operated when the player performs a counting process on the game medals that he / she has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is not available). The count button 2c counts different amounts depending on how it is pressed. For example, when the count button 2c is "short pressed" (e.g., pressed for less than 500 milliseconds), the main control unit 10 outputs count data that can identify that "1" game medal has been counted, that is, the counted amount "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted amount "1" from the game medal count stored and displayed in the game medal count display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that the maximum number of game medals "50" has been counted, that is, the maximum number of game medals "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the number of game medals (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display device 7 displays a game medal count of "50 or less," the maximum number of game medals that can be counted is "50," thereby counting all game medals. In this case, the main control unit 10 outputs count data capable of identifying the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held continuously while the game medal count display device 7 displays a game medal count of "over 50", the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data capable of specifying the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be a lump-sum output of counting data that allows the total counting amount to be identified when the continued long press ends, or counting data that allows the counting amount (maximum 50) to be identified may be output individually each time a long press is detected. The dedicated unit 19 manages, for example, the total number of medals counted until the return button is operated as the number of medals held. In addition to the normal count button 2c, separate count buttons may be provided, such as a button that can count 100 sheets with a short press, or a count button that stops at 500 sheets even if pressed for a long time.
[0016] In this manner, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the "unplayable" state occurs, as a countermeasure, the "unplayable" state can be lifted by operating the counting button 2c to reduce the number of game medals below the upper limit.
[0017] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal number clear button 14 is operated, the main control unit 10 updates the game medal number stored and displayed in the game medal number display device 7 to "0." Therefore, the “unplayable” state can also be released by a store clerk operating the game medal count clear button 14.
[0018] The settlement button 2d is an operation means that is operated when returning the set bet number to the game medal number display device . For example, when the settlement button 2d is pressed and the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiple bets) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, when he / she confirms that the number of bets has been set by checking that the number of bets lamp 2f is lit, he / she may press the settlement button 2d. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and the bet number can then be returned together with the number of game medals by subsequently pressing the counting button 2c.
[0019] It should be noted that the function of the settlement button 2d can also be given to other operating means such as the bet button 2a or the count button 2c. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the return operation described above) is performed. In addition, when the counting button 2c is operated, the settlement button 2d can be operated (the above-mentioned return operation) before the counting operation. This allows the player to return the bet medals to the game medal count without fail by simply performing the counting operation, and then output (count) the game medal count to the dedicated unit 19.
[0020] The bet number lamp 2f is a notification means for notifying the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls to light one lamp (for example, the "1 BET" lamp shown in FIG. 1) when the bet number is set to "1", to light two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) when the bet number is set to "2", and to light three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it performs control to turn off the bet number lamp 2f. In addition, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. That is, the bet number lamp 2f is turned on when the bet number is set, and is turned off when a gaming medal is inserted.
[0021] The probability setting device 16 can change the probability (winning probability) of transitioning to a specific gaming state (AT state) into multiple stages (for example, six stages), and can change the degree of advantage for the player into multiple stages. The main control unit 10 stores one of the set values in the storage means as a storage means based on the probability setting operation in the probability setting device 16 selected by the clerk of the game arcade, and controls the winning probability of the AT state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability. That is, the gaming machine 1 is configured to be capable of holding a setting value selected from a plurality of setting values as a holding means, and to be capable of controlling the degree of advantage of the game in accordance with the setting value.
[0022] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the gaming machine 1, and is connected to the gaming machine 1 via a connection terminal board so as to be capable of data communication. When a dispensing operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the gaming machine 1 dispensing data capable of specifying the number of gaming medals to be lent. In the gaming machine 1, the main control unit 10 specifies the number of game medals to be lent based on the inputted lending data, and adds the specified number of lent medals to the number of game medals stored and displayed in the game medal number display device 7.
[0023] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the gaming machine 1 outputs to the dedicated unit 19 count data that can specify the counted number of gaming medals based on the operation of the count button 2c. The dedicated unit 19 receives the count data output from the gaming machine 1 and manages the counted number of gaming medals specified based on the count data as the number of held medals. The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner in the game center to exchange the number of medals held for a prize, or can be inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal count display device 7 are linked, so that if the number of game medals stored and displayed in the game medal count display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all game medals have been counted. This prevents the player from failing to return any remaining game medals.
[0024] The dedicated unit 19 can be connected to computers such as hall computers or management devices via a relay device or directly, and is capable of outputting game information such as out and safe, sales information, etc. to the computer. This makes it possible, for example, for the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate the error balls from this gaming information.
[0025] In addition, the dedicated unit 19 can be connected directly or via a relay device to a call device (not shown) equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and occurrence information of AT state, etc. received from the gaming machine 1 to the call device.
[0026] A game (also called a medal-less game) in the gaming machine 1 will be described with reference to the flowchart of FIG. A game start process is executed (S1). In the game start process, first, the gaming machine 1 inputs the rental data output from the dedicated unit 19. Specifically, when a player performs an operation to lend game medals in the dedicated unit 19, lending data capable of specifying the number of medals to be lent is output from the dedicated unit 19, and the gaming machine 1 inputs this lending data. When the lending data is input to the gaming machine 1, the main control unit 10 specifies the number of lending based on the lending data, and causes the number of gaming medals corresponding to the number of lending to be stored and displayed in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the bet number (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and the operation of the start lever 3 is valid.
[0027] A lottery process is executed (S2). When the start lever 3 is tilted in a state in which a game is ready to start, the game starts, and the main control unit 10 executes an internal lottery process for determining a winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 performs control to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (bet) has been used.
[0028] A reel spin process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, the reels 41a to 41c reach a steady rotation speed at a constant speed, and the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0029] A reel stopping process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process is displayed.
[0030] The prize-winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that the reel stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 judges the combination of symbols that have stopped on the pay line (winning line) to be a predetermined combination of symbols, and determines that a winning combination has occurred. Incidentally, "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was used to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for each of the three reels 41a to 41c are performed once each for a total of three times. In addition, in this embodiment, the winning result is determined based on the combination of symbols that stop on the middle line out of a total of five lines: the upper, middle, and lower lines, the line that slopes downward to the right, and the line that slopes upward to the right. Of these, only the middle line is considered to be the valid line. The number of winning lines for determining a win is not limited to one line, but can be changed as appropriate depending on the relationship between the arrangement of the symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.
[0031] A payout process is executed (S6). When it is determined that a specific minor winning combination has been achieved, a process is executed to pay out a corresponding number of game medals (hereinafter, simply referred to as paying out medals). For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed on the game medal number display device 7.
[0032] A game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2 c , the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7 . More specifically, when the count button 2c is pressed for a short time, the count amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed for a long time, the maximum count amount "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is continuously pressed, the maximum count amount "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted amount is output to the dedicated unit 19. The dedicated unit 19 stores the total number of the counted amounts based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed in the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, an IC card is inserted into the card unit instead of inserting cash at S1. As a result, a game start process (S1) can be executed in response to a lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0033] The gaming machine 1 according to the present invention has the following characteristic configurations in addition to the configurations described above. Each of the configuration items may be installed independently or in combination.
[0034] (Winning combination and corresponding symbols) Next, each winning combination and the symbol combination corresponding to each winning combination will be described. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. Small roles include, for example, bell role, watermelon role, cherry role, chance role, and 1-coin role. Also, there are weak cherry roles and strong cherry roles. In the following description, the cherry role, the watermelon role, and the chance role are collectively referred to as "rare roles." In addition, with regard to the rare roles, the weak cherry role and the watermelon role, which have a relatively high probability of winning, are set as "weak rare roles", while the strong cherry role and the chance role, which have a relatively low probability of winning, are set as "strong rare roles".
[0035] The bell role includes a push order bell role. The push order bell role is a winning role in which a combination of symbols is completed by following the order of pressing the stop button 5, and in this embodiment, ten push order bell roles A1 to A6, B3 to B6 are provided. In the following description, the push order bell roles A1 to A6, B3 to B6 are collectively referred to simply as push order bell roles. The push order bell roles A1 to A6 are designed so that when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order), the corresponding combination of symbols ("Bell Bell Bell") is displayed in a static manner, but if the stop button 5 is operated in one of the other five possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a static manner. Specifically, the correct pressing order for the push order bell role A1 is set to "5a → 5b → 5c" (left → center → right: 1st press left), the correct pressing order for the push order bell role A2 is set to "5a → 5c → 5b" (left → right → center: 1st press left), the correct pressing order for the push order bell role A3 is set to "5b → 5a → 5c" (center → left → right: 1st press center), the correct pressing order for the push order bell role A4 is set to "5b → 5c → 5a" (center → right → left: 1st press center), the correct pressing order for the push order bell role A5 is set to "5c → 5a → 5b" (right → left → center: 1st press right), and the correct pressing order for the push order bell role A6 is set to "5c → 5b → 5a" (right → center → left: 1st press right).
[0036] Other combinations of symbols that may appear due to an incorrect button press sequence include button sequence bell spills and missing numbers. If the stop buttons 5a to 5c are operated in an incorrect push order, and the combination of symbols corresponding to the push order bell spill cannot be stopped, a spill occurs and a missing symbol (such as "Replay Cherry Bell") is displayed. When a combination of symbols corresponding to the push order bell spill number is landed, one medal is awarded, and when a combination of symbols corresponding to a losing number is landed, no medal is awarded.
[0037] The push order bell roles B3 to B6 are such that when the stop buttons 5a to 5c are operated in one of four possible push orders (the correct push order), the corresponding combination of symbols is displayed in a static manner, and when the stop button 5 is operated in one of the other three possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a static manner. Specifically, the correct pressing order for the push order bell role B3 is set to "5b → 5a → 5c" (center → left → right: 1st press of center), the correct pressing order for the push order bell role B4 is set to "5b → 5c → 5a" (center → right → left: 1st press of center), the correct pressing order for the push order bell role B5 is set to "5c → 5a → 5b" (right → left → center: 1st press of right), and the correct pressing order for the push order bell role B6 is set to "5c → 5b → 5a" (right → center → left: 1st press of right).
[0038] In addition, the bell role may be provided with a common bell role that has a combination of symbols corresponding to the push order bell role. For example, the common bell role may be such that the corresponding combination of symbols ("bell, replay, bell") stops regardless of the push order of the stop buttons 5a to 5c.
[0039] In addition, the gaming machine 1 according to this embodiment is capable of generating an AT (assist time) as a gaming state related to the push order bell role. The AT is a state in which, in a game in which the push order bell role has been won through the internal lottery process, the sub-control unit 20 controls the display 8, etc. to notify the player of the correct order in which to press the stop buttons 5a to 5c and patterns that serve as a guide for pressing the buttons at the correct timing. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stopping operation for deriving a combination of symbols in a game in which the push order bell role is the lottery result of the internal lottery process. Therefore, the occurrence of the AT allows the player to easily win medals, and during the AT, the balls are dispensed faster than during non-AT. The AT state, which will be described later, is a gaming state in which the AT is continuously executed.
[0040] For example, when the push order bell role 1 is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 from left to right, the sounds "left," "middle," and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order 12a (left), 12b (middle), and 12c (right) to notify the order in which to press the stop buttons 5. In addition, the navigation of the button press order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called "push order navigation." In non-AT, even if the winning result of the internal lottery process is the push order bell role, the push order of the stop button 5 is not announced. Therefore, unless the operation order of the stop button 5 operated by the player coincidentally matches the push order corresponding to the winning push order bell role, the combination of symbols corresponding to the winning push order bell role cannot be stopped and displayed. Therefore, the playability of the gaming machine 1 is such that the player can increase the number of balls dispensed by playing in a manner that allows the player to be controlled by the AT for a long period of time.
[0041] In the AT state described below, the frequency of occurrence of the push order navigation is controlled to change depending on the game state in which the player is playing. For example, in the normal AT state, if the push order bell roles B3 to B6 are won, the push order navigation is controlled not to be executed as a general rule, whereas in the higher AT state, if the push order bell roles B3 to B6 are won, the push order navigation is controlled to be executed with a predetermined probability (e.g., 100%, 70%, 0%) depending on the current net increase state (described later). This controls the number of medals that a player can win during an AT state to be greater (to have a greater net increase) in a higher AT state than in a normal AT state.
[0042] The cherry role is a minor role in which the corresponding symbol combination is "Cherry ANY ANY", and there are two types: a weak cherry role in which the "cherry" symbol stops on the top or bottom row of the left reel 41a, and a strong cherry role in which the "cherry" symbol stops on the middle row of the left reel 41a. The watermelon role is a minor role where the corresponding symbol combination is "watermelon, watermelon, watermelon". The 1-coin role is a minor role that causes the corresponding symbol combination to be "Bell Bell Replay". Therefore, when the 1-coin role is won, the same symbol combination as the "Push Order Bell Spill" mentioned above will stop.
[0043] For the replay role, a combination of symbols will line up regardless of the order in which you press the buttons, and the combination of symbols "Replay Replay Replay" will stop and be displayed on the winning line. The chance combination is a small combination of "bell, watermelon, watermelon" (chance eye). In addition, a rare symbol requires a stopping operation (a so-called eye-pressing operation) aimed at a symbol that corresponds to a winning combination on a specific reel, and even if a winning symbol is won and pull-in stop control is performed, the corresponding symbol combination does not necessarily stop.
[0044] The bonus combination is a combination of the corresponding symbols "BAR·BAR·BAR", and when won, the game state is shifted to the bonus state. The right to win a bonus role can be carried over as long as the corresponding symbol combination does not stop (a bonus role is won) in the game in which the bonus role was won or in subsequent games. Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is called the "bonus winning state"). In normal games, the bonus winning state is executed for most of the time. On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is stopped and displayed (the bonus role is won), the player transitions to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state"). In addition, in the bonus state, the winning combination is selected so that there is almost no increase or decrease in the number of medals (so-called zero bonus).
[0045] In addition, the bonus combination is won in duplicate at a predetermined rate when the replay combination is won. When a bonus combination overlaps with a replay combination and is won, the main control unit 10 performs reel control with the lowest priority for the combination of symbols corresponding to the bonus combination. Therefore, in a game in which a bonus role is won by overlapping bonus roles, the combination of symbols corresponding to the bonus role cannot basically be stopped, but the combination of symbols corresponding to the replay role will be stopped, and the bonus winning state will continue (be carried over) to subsequent games. However, this is not limiting, and the bonus role may be won by itself.
[0046] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (a medal is paid out) as shown in Fig. 6. That is, the main control unit 10 includes a game value awarding means for awarding a game value (a medal) according to the stopping mode of the symbols. For example, when the corresponding symbol combinations A1 to A6 are displayed in the push order bell roles, 10 medals are paid out, and when the corresponding symbol combinations B3 to B6 are displayed in the push order bell roles, 13 medals are paid out. In addition, the probability of winning the push order bell role is set to increase the number of medals held by the player during the AT state.
[0047] When the symbol combination corresponding to the watermelon role is landed, six medals are paid out, and when the symbol combination corresponding to each of the winning roles of the weak cherry role, strong cherry role, chance role and 1-coin role is landed, one medal is paid out respectively. Furthermore, by displaying a combination of symbols corresponding to a replay role, the player can play the next game again without inserting a medal. Furthermore, when a combination of symbols corresponding to a bonus role is stopped, no medals are paid out.
[0048] The number of medals paid out when a combination of symbols corresponding to each winning role is stopped and displayed may be other than the above numbers. In addition, the combination of symbols corresponding to each winning role may be other than those described above, and may be composed of symbols that require a pressing operation, or may be composed of symbols that do not require a pressing operation. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.
[0049] (Probability of winning each role) Next, the winning probability of each winning combination will be described with reference to FIG. FIG. 5 shows an internal lottery table used to draw each role in the bonus winning state. The internal lottery table indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 to be 65536, and the number of winning values (wins) among them. As shown in FIG. 5, for example, when the setting value in the probability setting device 16 is setting 1, the probability of winning each role is set as follows: the replay role is set with a probability of 8982 / 65536, the 1-coin role is set with a probability of 14400 / 65536, the weak cherry role is set with a probability of 650 / 65536, the strong cherry role is set with a probability of 164 / 65536, the watermelon role is set with a probability of 919 / 65536, the chance role is set with a probability of 491 / 65536, the push order bell role A1-A2 is set with a probability of 2885 / 65536, the push order bell role A3-A6 is set with a probability of 6492 / 65536, and the push order bell role B3-B6 is set with a probability of 2048 / 65536. In this way, when the bonus is won, the probability of winning each role is set in the following order: Bell role > 1 coin role > Replay role > Watermelon role > Weak Cherry role > Chance role > Strong Cherry role. Although detailed explanation is omitted, the winning probability of each role in settings 2 to 6 is also set to a value as shown in the figure.
[0050] The winning probability of each role shown in Figure 5 is the value in the bonus winning state, but the winning probability is the same even in the state where the bonus role is not won (bonus non-winning state). However, in the bonus non-winning state, the bonus role will be won at the same time as the replay role.
[0051] The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, the winning probability is determined by the winning role in which the winning probability varies depending on the set value (for example, a weak cherry role) and the winning role in which the winning probability does not vary depending on the set value, but it is not limited to this and may be common to all set values. In addition, for roles other than the weak cherry role, the higher the setting, the higher the probability of winning may be set, or the lower the probability of winning may be set. Also, although the winning probability of each role in a 3-bet game is shown, it may be the winning probability of each role in a game other than a 3-bet game. In addition, although no losing combination is provided for the winning combination, a losing combination may be provided.
[0052] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a zone control means capable of controlling the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and begins when the next game is started after the favorable zone has ended, and ends when the favorable zone transition conditions are met. Moreover, in the initial state (at the time of reset) of the main control unit 10, control is performed in the normal section.
[0053] In this embodiment, the condition for transitioning to the advantageous zone is met when a predetermined role (for example, a role other than a 1-coin role) is won in the internal lottery process, and after the third reel is stopped in the winning game, the transition from the normal zone to the advantageous zone occurs. In addition, the conditions for transition to the advantageous zone may be met when a rare role is won, or the transition may be caused by, for example, the stopped display of a combination of symbols corresponding to a specified winning role or the stopped display of a combination of symbols not corresponding to a specified winning role (for example, a missing number or a push order bell spill). In addition, the player may be transitioned to an advantageous zone on the condition that the player has entered a game state (e.g., an AT state) that is advantageous to the player as the number of medals increases, and the advantageous zone may be continued if the advantageous game state continues.
[0054] The advantageous zone is a play zone in which push order navigation related to the push order bell role can be executed, and is a play zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when a predetermined advantageous zone end condition is satisfied after the advantageous zone transition condition is satisfied in the normal zone. The condition for ending the advantageous period may be, for example, when the gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In this embodiment, the advantageous period basically continues when the AT state ends, but the conditions for ending the advantageous period may be met when the AT state ends, or it may be determined whether or not to end the advantageous period depending on the difference in number of coins when the AT state ends. In addition, a favorable zone lamp may be provided that can indicate that a favorable zone is being entered by lighting it, and the lighting may be controlled by the main control unit 10. In addition, if a favorable zone lamp is provided, it may be set to light up during the favorable zone and during a game state in which the number of medals increases (for example, an AT state).
[0055] Furthermore, the gaming machine 1 is provided with a limiter function (hereinafter also referred to as the advantageous zone limiter) for limiting the number of medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the advantageous zone limiter is activated. For example, the advantageous zone limiter satisfies the condition that "the number of coins won during one advantageous zone (the difference in the number of coins (the number of medals inserted - the number of medals paid out)) reaches the upper limit (for example, +2400 coins)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. In addition, the condition for the upper limit number of coins may be "the number of coins won during one advantageous period (net increase in number of coins (so-called MY)) has reached the upper limit number of coins (for example, 2400 coins)."
[0056] The above-mentioned advantageous zone end condition may be satisfied when the condition "the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit game number (for example, 4000 games)" is satisfied. In other words, the advantageous zone limiter may be activated when the number of games in one advantageous zone reaches the upper limit game number. In addition, the conditions for ending the advantageous zone are not limited to the above and may include, for example, "at least one push order bell has been announced" or "a combination of symbols corresponding to a bonus role has been displayed in a stopped state," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and the player may transition to the normal zone.
[0057] When the advantageous period ends, the right to win a bonus among the information related to the game is carried over, but other information is initialized. For example, the values of each counter described later and various information managed during each game state (for example, probability state, net increase state, number of consecutive wins of small roles, history of winning roles, set stock (described later)) are initialized when the advantageous period ends. However, without being limited to this, some or all of the information that is initialized at the end of the favorable zone may not be initialized.
[0058] In addition, the gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of medals (net increase) that the player actually acquires from the time the gaming machine 1 is turned on to the time it is turned off, as a function for limiting the number of medals that the player acquires. Specifically, when the net increase in number of coins (MY) from when the gaming machine 1 is turned on to when it is turned off reaches a predetermined number (a completion value of +19,000 coins), the game becomes inoperable and the game is stopped, making it impossible to play any further games. Therefore, the number of medals that a player can win while the gaming center is open is limited. Furthermore, even if the difference in the number of medals during one advantageous zone during business hours of the amusement arcade is an extremely small value and a player is able to win a very large number of medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, so that even if the difference in the number of medals is an extremely small value, it is possible to prevent the amusement arcade from suffering an extremely large disadvantage.
[0059] (Game-related counters) During the favorable zone, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the memory unit. -Advantageous Zone Game Count Counter (hereinafter referred to as Counter A): Counting value of the number of games played during the advantageous zone ·Advantageous Zone Difference Counter (hereinafter referred to as Counter B)…Counting value of the number of winnings (difference) during the advantageous zone
[0060] Counter B is a counter related to the favorable zone limiter. When the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting the number of games played during the advantageous zone (Counter A) and the number of medals won during the advantageous zone (Counter B), and when the value indicated by Counter B reaches a specific value (+2400 medals), it forcibly ends the advantageous zone. In addition, counter A may be used as a counter related to the advantageous zone limiter, and for example, when the value indicated by counter A reaches a specific value (4000 games), the advantageous zone may be forcibly ended. The values of counter A and counter B are initialized (cleared to zero) when the favorable zone ends.
[0061] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (entered as the number of bets) by the player in one advantageous period and the number of medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of medals consumed and the number of medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of medals consumed in playing the game becomes greater than the total number of medals paid out as a result of the game.
[0062] This makes it possible to count the number of medals consumed (the number of medals lost by the player) during an advantageous zone, even if the player has not actually won any medals and has only consumed medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values (medals) consumed in the advantageous zone is greater than the number of game values (medals) awarded in the advantageous zone.
[0063] In addition to the above configuration, the gaming machine 1 according to this embodiment has the following gaming states and characteristic game characteristics based on these gaming states. Each game state is controlled (hereinafter also referred to as transition) to each game state by the main control unit 10 operating as a game state control means.
[0064] (Details of each game state) Next, each gaming state of the gaming machine 1 according to this embodiment and transitions between each gaming state will be described with reference to FIG. In addition, the main control unit 10 can independently control the transition between the normal zone and the advantageous zone, and the transition between game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is established (or after the end of the medal payout). However, this is not limited to this, and transition may occur from the next game after the transition condition is established.
[0065] As shown in FIG. 7, the game of the gaming machine 1 according to this embodiment is executed in a plurality of game states such as a normal game state and an AT state. The main control unit 10 is capable of controlling a transition from one game state to another game state based on the establishment of a predetermined transition condition. The normal game state is controlled to non-AT, and the AT state is controlled to AT. In the normal game state, the longer the player stays in the normal game state, the longer the period during which it is difficult for the player to increase their medals, which is disadvantageous for the player. On the other hand, in the AT state, the player is more likely to increase their medals by continuing to play, which is an advantageous game state for the player. Therefore, the player will play the game with the aim of transitioning from a normal game state controlled by a non-AT to an AT state controlled by an AT, and staying in the AT state for a long time. In addition, the normal game state may be controlled to execute a part of the AT, that is, the push order navigation at a predetermined probability (for example, 40%) when the push order bell role is won.
[0066] (Normal gameplay state) The normal game state is entered when the gaming machine 1 is reset, when the set value is changed (including re-entering the set value), or when the advantageous zone ends. It may also enter after the AT state ends. In the normal gaming state in which the gaming machine 1 (main control unit 10) remains after being reset, the gaming machine 1 is controlled to a normal zone (non-advantageous zone). During the normal game mode, a normal game mode image is displayed in the main screen portion of the display 8 to notify the player that the normal game mode is being played.
[0067] In the normal game mode, a lottery for transitioning to the AT mode is held at various triggers. For example, in this embodiment, a lottery for transition to the AT state is performed based on the history of lottery results (winning combinations) of the internal lottery process over a plurality of games (hereinafter, referred to as a history lottery). Specifically, in the history lottery, the lottery conditions are met when the combination of winning roles over multiple games forms a specific pattern, and a lottery is held in that game to transition to the AT state based on a predetermined winning probability. That is, the main control unit 10 functions as a determination means capable of making a determination regarding the control of a specific gaming state (AT state) based on the result of a predetermined lottery that is performed every time a game is executed. Details of the history lottery during the normal gaming state will be described later.
[0068] In addition, in the normal game mode, when a rare symbol is won, a lottery is held to transition to the AT mode. For example, the main control unit 10 performs a lottery to transition to the AT state in a game during normal gameplay with a predetermined probability (e.g., 10%) if a weak rare role is won, and a predetermined probability (e.g., 30%) if a strong rare role is won. In addition, the probability setting device 16 may be set so that the higher the setting value, the higher the probability of transitioning to the AT state.
[0069] In addition, the transition conditions for transitioning from the normal game state to the AT state may be other than those based on the transition lottery described above. For example, the transition to the AT state may be made when the number of games executed during the normal gaming state (only while in the advantageous zone) or the number of games executed during the normal gaming state (including while in the non-advantageous zone) reaches a predetermined number. In addition, a predetermined number of points may be awarded according to the result of a lottery for a combination during a normal game state, and when the sum of the points reaches a predetermined number, a lottery may be held when the sum of the points reaches a predetermined number, and when the lottery is won, the state may be transitioned to the AT state. Also, during the normal game state, a lottery for transition to the AT state may be held for each game with a predetermined winning probability (for example, 0.01%). If the lottery is won, the game may transition to the AT state with multiple set stocks (described later) awarded.
[0070] In addition, in this embodiment, the game state is transitioned directly from the normal game state to the AT state, but it is also possible to provide a CZ state (a so-called chance zone) in which it is easier to transition to the AT state than the normal game state, and transition from the normal game state to the AT state via the CZ state. In addition, in the normal game state, the transition probability may be changed by providing a normal probability state in which the transition probability to the AT state is relatively low and a high probability state in which the transition probability is relatively high. The transition of the probability state may be controlled so that, for example, a transition (promotion) from the normal probability state to the high probability state occurs at a predetermined probability when a rare role is won, and, for example, a transition (demotion) from the high probability state to the normal probability state occurs at a predetermined probability when a replay role, a bell role, or a miss role is won.
[0071] When the lottery for transition to the AT state is won, the main control unit 10 controls the transition from the normal gaming state to the AT state in the next game following the winning (arrow a in FIG. 7). In addition, when the game is switched to the AT state, the game may be switched to after a predetermined number of premonition effects have been executed. The premonition effects may be any effect that allows the player to recognize that the content of the effects has changed and enhances the player's sense of expectation.
[0072] (AT state) The AT state (specific game state) is controlled by the AT, so it is a game state in which it is extremely easy to win medals as push order navigation for the push order bell role is performed. The AT state includes a normal AT state and a higher AT state that is more advantageous to the player than the normal AT state, and each state allows for different gameplay content to be realized. The allocation of the transition destination between the normal AT state and the higher AT state at the first hit (when transitioning from the normal game state) is determined based on a predetermined allocation rate, for example, when the AT state transition lottery is won. For example, the allocation can be made based on the number of advantageous zone games or the number of advantageous zone difference at the first hit. In addition, the higher the setting value set in the probability setting device 16, the higher the probability of transitioning to the higher AT state. However, without being limited to this, in principle, it is possible to control the transition to the normal AT state, and transition to a higher AT state only when a specific condition is met (for example, when the transition lottery to the AT state is won with a predetermined winning probability (for example, 0.01%)).
[0073] (Normal AT state) In the normal AT state (first specific gaming state), a specified number of games (e.g., 100 games) is awarded as the number of remaining games at the time of the first win (when transitioning from the normal gaming state), and the number of remaining games is subtracted as the game is played, continuing until the number of remaining games becomes "0" (the so-called set continuation type). In the normal AT state, if the push order bell roles A1 to A6 are won, the push order navigation is executed with a 100% probability, and if the push order bell roles B3 to B6 are won, the push order navigation is controlled so that it is not executed, resulting in an AT state with a net increase of approximately 3 coins per game. In addition, if the push order bell roles A1 to A6 are won, the push order navigation may be set not to be executed with a predetermined probability (for example, 10%), and if the push order bell roles B3 to B6 are won, the push order navigation may be executed with a predetermined probability (for example, 10%).
[0074] In the normal AT state, a lottery is held to determine the amount of points awarded depending on the type of winning combination. For example, the more points are awarded, the lower the winning probability of the winning combination is in the internal lottery process. Then, in the final game of the normal AT state, the total value of the points added in each game is calculated, and a continuation lottery is held to continue the new AT state of the next set based on the total value. For example, the higher the total value of the points, the easier it is to win the continuation lottery.
[0075] In the normal AT state, in addition to the above-mentioned lotteries, a continuation lottery based on history lottery is also held to determine the continuation of the AT state. In the history lottery executed in the normal AT state, similarly to the history lottery executed in the normal game state, the lottery conditions are met when the combination of winning history of hands is a specific pattern, and in that game, a lottery for continuing the AT state is executed based on a predetermined winning probability. Details of the history lottery during the normal AT state will be described later.
[0076] In the normal AT state, if the lottery for continuing the AT state is won, the main control unit 10 grants the right to execute the AT state (set stock) and controls the start of the next set of the normal AT state after the number of games in the normal AT state currently being executed has been consumed. One or more set stocks are awarded, and one will disappear if the next set of normal AT state continues. On the other hand, if the AT state continuation lottery is not won in the final game of the normal AT state, the condition for terminating the AT state is met, and the main control unit 10 controls the transition to the normal game state from the next game (arrow e in Figure 7).
[0077] Furthermore, when the normal AT state continues for a predetermined period of time, the main control unit 10 controls the game to transition to a higher-level gaming state that is more advantageous than the normal AT state (arrow b in FIG. 7). For example, if the normal AT state continues for a predetermined number of consecutive sets (e.g., 8 sets), the state will transition to a higher AT state from the next set. In addition, without being limited to this, the state may transition to a higher AT state when the number of medals acquired by the player during the normal AT state (net increase in number of medals) reaches a predetermined number, or when the number of medals paid out reaches a predetermined number.
[0078] Also, in the normal AT state, when the condition for transition to the specialized zone is met, the main control unit 10 controls to transition to the specialized zone (arrow c in FIG. 7). For example, if a rare combination is won during the normal AT state, a lottery for moving to the specialized zone is held. For example, if the set value is 1, the right to move to the specialized zone is granted with a 5% probability of winning, and the higher the set value set in the probability setting device 16, the higher the probability of winning. If the player wins the lottery for shifting to the specialized zone, the player may shift to the specialized zone in the next game, or may shift to the specialized zone after a predetermined number of games have been played. When the player moves from the normal AT state to the specialized zone, the subtraction of the remaining number of games is suspended, and when the player returns from the specialized zone to the normal AT state, the subtraction of the remaining number of games is resumed. Therefore, the subtraction of the remaining number of games is not performed during games in the specialized zone.
[0079] During the normal AT state, an additional lottery can be held to add the number of remaining games. For example, if a rare combination is won and an additional lottery is held, a predetermined number of games is added to the number of remaining games, thereby extending the duration of the AT state. The probability of winning the additional lottery may be changed according to a value set in the probability setting device 16, and the number of games added may be changed according to the winning combination.
[0080] (Higher AT state) In the higher AT state (second specific game state, third specific game state), a specified number of games (e.g., 100 games) is granted as the number of remaining games at the time of the first hit (when transitioning from the normal game state) or when transitioning from the normal AT state, and the number of remaining games is subtracted as the game is played, and the state continues until the number of remaining games becomes "0" (the so-called set continuation type). In the higher AT state, when the push order bell roles A1 to A6 are won, push order navigation is executed with a 100% probability, and when the push order bell roles B3 to B6 are won, push order navigation is executed according to the current net increase state, and the net increase in the number of coins per game is variable. As the net increase state, for example, a net increase state where the net increase in the number of coins per game is about 3 (3-coin net increase state (first second specific game state)), a net increase state where the net increase in the number of coins per game is about 5 (5-coin net increase state), and a net increase state where the net increase in the number of coins per game is about 7 (7-coin net increase state (second second specific game state)), are provided, and these net increase states are controlled to change during the higher AT state. In addition, when it is controlled to a 3-coin net increase state, if the push order bell roles B3 to B6 are won, the push order navigation is controlled not to be executed; when it is controlled to a 5-coin net increase state, if the push order bell roles B3 to B6 are won, the push order navigation is executed with a probability of, for example, 70%; and when it is controlled to a 7-coin net increase state, if the push order bell roles B3 to B6 are won, the push order navigation is executed with a probability of 100%. In this way, during the higher AT state, the higher the net increase in the number of net increases, the higher the execution rate of the push order navigation corresponding to the push order bell roles B3 to B6 is controlled. The execution rate of the push order navigation can be changed as appropriate. In other words, during the higher AT state, the average amount of game value that can be acquired per game execution is controlled to be higher than during the normal AT state. In addition, during the higher AT state, the current net gain state is not notified to the player. However, this is not limited to this, and the notification may be made at a predetermined opportunity.
[0081] During the higher AT state, a set stock lottery is held. For example, when a predetermined rare combination is won, a lottery for granting set stocks is held based on a predetermined probability of winning. For example, the winning probability is set based on the relationship of weak cherry combination < chance combination < strong cherry combination. If you win the set stock lottery, you will be awarded one or more set stocks.
[0082] In addition, in the final game of the higher AT state, a lottery for the continuation of the AT state is held. The continuation lottery is, for example, based on a predetermined winning probability, a lottery is held to determine whether or not to continue the new AT state of the next set. In this case, it is preferable to set the winning probability to be higher than the normal AT state (for example, 80% winning probability). If you win the continuation lottery, you will be awarded one or more set stocks.
[0083] In the final game of a higher-level AT state, if a set stock is held, control is performed to start the next set of higher-level AT state. On the other hand, if no set stock is held in the final game of the higher AT state, the condition for terminating the AT state is met, and the main control unit 10 controls the transition to the normal game state from the next game (arrow e in Figure 7).
[0084] Also, in the higher AT state, unlike the normal AT state, history lottery is not conducted. This prevents the continuation of a higher AT state due to a win in the history lottery, in addition to the continuation lottery described above, thereby preventing excessive benefits from being awarded to the player. In addition, it is possible to limit the execution of only some of the historical lotteries in the higher AT state. For example, it is possible to limit only the lottery for the bell role (3 consecutive push order bell roles, 4 consecutive push order bell roles, 5 consecutive push order bell roles) described later. This makes it possible to prevent the occurrence of 3 to 5 consecutive push order bells, which are the conditions for the history lottery, in a higher-level AT state where the push order navigation is executed frequently, thereby preventing the higher-level AT state from continuing excessively. In addition, in the higher AT state, for example, only the lottery inside and outside the history column (described later) may be executed, and the execution of the lottery inside the history column (described later) may be restricted. This reduces the number of judgment patterns that serve as the selection conditions for the history selection, thereby preventing the higher AT state from continuing excessively. In addition, the execution of the history lottery may be restricted depending on the current net increase state. For example, the execution of the history lottery may be restricted only when the net increase state is a 7-coin net increase state. In addition, in the higher AT state, a transition to a specialized zone may be made, and for example, a lottery for transition to the specialized zone may be held based on winning a specified role.
[0085] (Specialized Zone) The specialized zone (third specific game state) continues for a predetermined number of games (e.g., 20 games), and when the predetermined number of games has been played, the main control unit 10 controls the transition to the normal AT state from the next game (arrow d in Figure 7). During the specialized zone, a lottery for adding a bonus is held in each game to award a predetermined bonus. In other words, the specialized zone is a gaming state specialized for adding a bonus, and is an advantageous gaming state for the player. For example, in addition to rare roles, all roles other than replay roles can trigger a bonus lottery, increasing the possibility of a large number of games being awarded (bonused) as a specified bonus. If you win the bonus lottery, the duration of the AT state will be extended according to the bonus awarded. In addition, points may be awarded (added) as a bonus, in which case points may be awarded with a higher probability than during the normal AT state.
[0086] In addition, during the special zone, some of the history lotteries are not executed. For example, the lottery for the bell role described later (3 consecutive push order bell roles, 4 consecutive push order bell roles, 5 consecutive push order bell roles) is not executed. On the other hand, a lottery for rare roles (multiple wins of rare roles in the history column), which will be described later, is held. This prevents a history lottery from being conducted when the condition of 3 to 5 consecutive push order bell roles is met, thereby preventing excessive benefits from being awarded to the player, and by conducting a history lottery when a rare role is won, the expectation of the AT state continuing (acquiring a set stock) remains, providing a balanced gameplay. However, without being limited to this, all history lotteries may not be conducted during the specialized zone.
[0087] (History lottery) Next, the history lottery will be described in detail with reference to FIGS. As described above, the gaming machine 1 in this embodiment performs a history lottery regarding the control of the AT state based on the history of lottery results (winning combinations) of the internal lottery process over a plurality of games. First, the history of winning combinations to be referred to in the history lottery will be described. The sub-controller 20 manages the history of winning combinations over multiple games. Specifically, the history of winning combinations across multiple games is stored in a predetermined storage area of the storage unit. For example, the type of winning role for the current game is stored in a specific address (XXXXH) in the memory area, the type of winning role for the game prior to this one is stored in the next address (XXXX+1H) after the above address, the type of winning role for the game prior to this one is stored in the next address (XXXX+2H) after the above address, and so on, with the types of winning roles for previous games being stored in successive addresses in the same manner. The number of past games to be stored as history can be set to any value. The timing for clearing (initializing) the above-mentioned storage area may be, for example, when the advantageous period ends, or at some other trigger.
[0088] When the sub-control unit 20 receives a winning target command for the current game from the main control unit 10, it shifts the types of winning roles stored in each memory area to a higher memory area (higher address) and stores the newly received type of winning role in the memory area for the current game. Then, when it is determined that one game has ended, the sub-controller 20 controls the display 8 to display information (history information) corresponding to the history of winning combinations.
[0089] (Historical information) The history information is information that can identify a winning combination, and is, for example, made up of some symbol images that constitute a combination of symbols corresponding to a winning combination. As shown in FIG. 8, the history information is displayed in a predetermined history information display area of the display area of the display device 8. In the example shown in Figure 8, in normal game mode, the lower right area of the display 8 is used as a history information display area 81, and this history information display area 81 is divided into a predetermined number (for example, four) of areas (81a to 81d) which are arranged side by side, and history information Z0 to Z3 corresponding to each game is assigned to and displayed in each of the divided areas (display columns). For example, historical information Z0 of the current game is displayed in historical information display area 81a, historical information Z1 of the game from one game ago is displayed in historical information display area 81b, historical information Z2 of two games ago is displayed in historical information display area 81c, and historical information Z3 of three games ago is displayed in historical information display area 81d. In this way, historical information Z0 to Z3 corresponding to each game is assigned to each area of the divided historical information display area 81 and displayed. Although the history information display area 81 has four display columns Z0 to Z3, the number is not limited to this, and may be three or less or five or more.
[0090] For example, the example shown in Figure 8(a) shows an example in which a weak cherry role was won in the current game, a 1-coin role was won in the game one game ago, a watermelon role was won in the game two games ago, and a push order bell role was won in the game three games ago, and pattern images corresponding to the roles are displayed as history information Z0 to Z3. In addition, when the winning combination is a 1-coin combination, no display or a mark such as "x" can be used as the history information. With regard to such historical information Z0 to Z3, new historical information Z0 is generated every time a game is played, so that the historical information displayed in the historical information display area 81 is shifted to the right every time a game ends.
[0091] Specifically, in the situation shown in FIG. 8(a), when a new game is executed and, for example, a replay role is won, as shown in FIG. 8(b), the areas displaying the historical information Z0 to Z2 up to the previous game are each shifted one position to the right, and a pattern image corresponding to the replay role is displayed as new historical information Z0 in the historical information display area 81a. That is, when the game ends, in the history information display area 81, the oldest history information Z3 is erased, the history information Z0 to Z2 up to the previous game are shifted to the right, and the history information Z0 corresponding to the latest (present) game is newly added.
[0092] In addition, when a history lottery is conducted, the sub-control unit 20 displays lottery execution information that makes it possible to identify that fact. For example, the example shown in FIG. 8(c) is a case where lottery execution information 82 that enables identification that a history lottery has been held is displayed on the display 8. In this example, because weak cherries were won in two consecutive games, the previous game and the current game, the lottery conditions for the history lottery described below (multiple wins of rare roles in the history column) were met, and the fact that a history lottery was held is identified by an image surrounding history information Z0 and history information Z1.
[0093] In addition, in the normal AT state, a continuation lottery for the AT state is conducted by history lottery, and during the normal AT state, the history information that is the subject of the continuation lottery is displayed in the history information display area 81, just like in the normal game play state. On the other hand, in the higher AT state and the specialized zone (third specific gaming state), some or all of the history lotteries are not conducted, so the display of the history information is restricted. Specifically, control is performed so that history information corresponding to a specific lottery result (specific history information) among the lottery results of the internal lottery process is not displayed. For example, the example shown in FIG. 8(d) shows an example in which the push order bell role was won in the current game, the game before that, and the game before that, and the replay role was won in the game before that, three games. In this case, although a pattern image corresponding to the replay role is displayed in the history information Z3, the pattern image (specific history information) corresponding to the push order bell role (specific lottery result) is not displayed in the history information Z0 to Z2, and instead marks such as "·" and "-" are displayed as the history information. That is, the sub-control unit 20 can perform control so as not to display specific history information as history information corresponding to a specific lottery result in the history display area in the third specific game state. This prevents the player from having doubts that a history lottery will be conducted by displaying a symbol image corresponding to the target role (push order bell role) of the history lottery. In addition, without being limited to this, symbol images corresponding to roles that are not the subject of history lottery (for example, replay roles) may also be displayed as history information such as marks.
[0094] (History lottery judgment pattern) Next, the determination pattern of the history lottery will be described. In the history lottery, the lottery conditions are met when the combination of winning hands over a plurality of games forms a specific pattern, and in that game, a lottery is held based on the lottery contents for each pattern. Hereinafter, each determination pattern will be specifically described with reference to FIG. The determination pattern information as shown in FIG. 9 is stored in advance in the storage unit.
[0095] History lottery during normal game mode In the normal gaming state, for example, a history lottery is performed based on the determination pattern shown in FIG. 9(a). (1) "Three consecutive push order bells" The lottery conditions will be met if the push order bell role is won consecutively in the last three games, including this game. In this case, the history information Z0 to Z2 in the history information display area 81 is in a state where a symbol image corresponding to the push order bell role is displayed. If the lottery conditions are met, a lottery will be held in this game to transition to the AT state with a 30% probability of winning. In addition, when a common bell role is provided, it may include not only the push order bell role but also the winning of the common bell role.
[0096] (2) "4 consecutive push order bells" The lottery conditions will be met if the push order bell role is won consecutively in the last four games, including this game. In this case, the history information Z0 to Z3 in the history information display area 81 is in a state where a symbol image corresponding to the push order bell role is displayed. If the lottery conditions are met, a lottery for transition to the AT state is held in the current game with a 100% probability of winning. In other words, transition to the AT state is confirmed. In addition, when a common bell role is provided, it may include not only the push order bell role but also the winning of the common bell role. In this way, the more consecutive push order bell roles are won, the higher the probability of entering the AT state becomes, so that attention can be drawn to the winning role during gameplay, thereby increasing the player's sense of anticipation.
[0097] In this way, the history lottery based on the determination patterns (1) and (2) is a "history column lottery" in which the lottery is conducted based only on the history displayed in the display column of the history information display area 81. In other words, the main control unit 10 functions as a first judgment means capable of making judgments regarding the control of a specific game state based on history corresponding to the history information displayed in the history display area, but not based on history that is not the subject of history information being displayed in the history display area.
[0098] (3) "After winning the Weak Cherry role, within 10 games, three consecutive Push Order Bell roles (however, the Weak Cherry role is won in the game corresponding to the history margin)" After winning the Weak Cherry role, the lottery conditions will be met if the Push Order Bell role is won consecutively in the last three games, including this game, within a period of 10 games. However, the winning history of the weak cherry role is a history that is not the subject of display in the history information display area 81. In other words, after a symbol image corresponding to a weak cherry role is displayed in the history information Z0 due to a win of the weak cherry role, the symbol image is shifted sequentially to the right as the game is executed, and the history information is erased from the display column of the history information display area 81, and the symbol image corresponding to the push order bell role is displayed in the history information Z0 to Z2 (see Figure 9(a)). Specifically, if the push order bell role is won three times in a row within the period from two games to ten games after the weak cherry role is won, the lottery conditions will be met. If the lottery conditions are met, a lottery will be held in this game to transition to the AT state with a 70% probability of winning. In addition, if the Push Order Bell symbol is won three times in a row from one game after the Weak Cherry symbol is won, the selection condition is not met, and the selection condition of the aforementioned judgment pattern (1) is met, and a selection in the history column is conducted.
[0099] (4) "After winning a strong cherry, win a cherry within 5 games (however, the winning of a strong cherry is the game corresponding to the history margin)" After winning a strong cherry role, if a cherry role (weak cherry role or strong cherry role) is won within 5 games, the lottery conditions will be met. However, the winning history of the previous strong cherry role is a history that is not the subject of history information display in the history information display area 81. In other words, after a strong cherry role is won and a pattern image corresponding to the strong cherry role is displayed in the history information Z0, the pattern image is sequentially shifted to the right as the game is executed, and the history information is erased from the display column of the history information display area 81, and a pattern image corresponding to a weak cherry role or a strong cherry role is displayed in the history information Z0 (see Figure 9(a)). Specifically, if a cherry role (weak cherry role or strong cherry role) is won 4 or 5 games after the strong cherry role is won, the lottery condition will be met. In this way, a lottery for transitioning to the AT state is performed based on the history corresponding to the first lottery result (cherry role) displayed in the display column of the history information display area 81 and the history corresponding to the first lottery result (cherry role) not displayed in the display column of the history information display area 81. If the lottery conditions are met, a lottery will be held in this game to transition to the AT state with a 100% probability of winning, and transition to the specialized zone will also be confirmed. In addition, if a cherry role (weak cherry role or strong cherry role) is won within 1 to 3 games after the strong cherry role is won, the lottery condition will not be met, and the lottery condition for the other judgment pattern (1) "multiple wins of rare roles in the history column" described below will be met, and a lottery will be held in the history column.
[0100] In this way, the history lottery based on judgment patterns (3) and (4) is a "history column inside / outside lottery" that draws a lottery based on the history displayed in the display column of the history information display area 81 and the history not displayed in the display column of the history information display area 81. In other words, the main control unit 10 functions as a second judgment means capable of making a judgment regarding the control of a specific game state based on history corresponding to the history information displayed in the history display area and history that is not the subject of history information being displayed in the history display area (history that is no longer the subject of history information being displayed in the history display area because the history information has been erased by the execution of the game).
[0101] · History lottery during normal AT state In the normal AT state, for example, a history lottery is performed based on the judgment pattern shown in FIG. 9(b). (1) "Three consecutive push order bells" The trigger for the establishment of the lottery condition and the display mode of the history information in the history information display area 81 are the same as in the determination pattern (1) during the normal gaming state described above. If the lottery conditions are met, a lottery will be held to continue the game to the AT state with a 10% probability of winning. (2) "4 consecutive push order bells" The trigger for the establishment of the lottery condition and the display mode of the history information in the history information display area 81 are similar to the determination pattern (2) in the normal gaming state described above. If the lottery conditions are met, a lottery will be held to continue the game to the AT state with a 50% probability of winning.
[0102] (3) "Five consecutive push order bells" The lottery conditions will be met if the push order bell role is won consecutively in the last five games, including this game. In this case, the historical information Z0 to Z3 in the historical information display area 81 displays a pattern image corresponding to the push order bell role, and the pattern image corresponding to the push order bell role that was won four games ago is not displayed in the display column of the historical information display area 81. If the lottery conditions are met, a lottery for the continuation of the AT state is held in the current game with a 100% probability of winning. In other words, the continuation of the AT state is confirmed. In addition, when a common bell role is provided, it may include not only the push order bell role but also the winning of the common bell role.
[0103] If any of the determination patterns (1) to (3) is established, the following control may be performed. If the AT state continuation lottery is won due to the establishment of judgment pattern (1), the push order bell role is won in the next game, and if judgment pattern (2) is established, the AT state may be confirmed to continue. In other words, if the continuation lottery is won with "3 consecutive push order bell roles", set stocks may be awarded unconditionally with "4 consecutive push order bell roles". In addition, if the establishment of judgment pattern (1) triggers the winning of the lottery for continuing the AT state, even if a rare role is won in the next game instead of the push order bell role, it is possible to determine that judgment pattern (2) has been established and to confirm the continuation of the AT state. Furthermore, in this case, if the push order bell role is won in the game following the rare role win, it may be deemed that the judgment pattern (3) has been established, and a special benefit may be awarded. On the other hand, if the continuation lottery for the AT state triggered by the establishment of judgment pattern (1) is not won, if a rare role is won in the next game, it is possible to consider that the consecutive wins of the push order bell role have been interrupted without regarding judgment pattern (2) as having been established.
[0104] (4) "After winning the watermelon role, within 7 games, you win the cherry role (however, the watermelon role will be won in the game corresponding to the history margin)." After winning the watermelon role, if a cherry role (weak cherry role or strong cherry role) is won within 7 games, the lottery conditions will be met. However, the winning history of the watermelon role is a history that is not the subject of history information display in the history information display area 81. In other words, after the watermelon role is won and a symbol image corresponding to the watermelon role is displayed in the history information Z0, the symbol image is sequentially shifted to the right as the game is executed, and the history information is erased from the display column of the history information display area 81, and the history information Z0 now displays a symbol image corresponding to a weak cherry role or a strong cherry role (see Figure 9(b)). Specifically, if a cherry role (weak cherry role or strong cherry role) is won in the period from 4 games to 7 games after the watermelon role is won, the lottery condition will be met. If the lottery conditions are met, a lottery will be held in this game to move to a specialized zone with a 50% chance of winning. In addition, if a cherry role (weak cherry role or strong cherry role) is won within 1 to 3 games after the watermelon role is won, the lottery condition will not be met, and the lottery condition for the other determination pattern (1) "multiple wins of rare roles in the history column" described below will be met, and a lottery will be held in the history column.
[0105] In this way, the history lottery based on judgment patterns (3) and (4) is a "history column inside / outside lottery" that draws a lottery based on the history displayed in the display column of the history information display area 81 and the history not displayed in the display column of the history information display area 81.
[0106] (5) "One win for the watermelon role and one win for the cherry role" The lottery conditions are met if the watermelon and cherry (weak cherry or strong cherry) roles are won once each in the last four games, including this game. In this case, in the history information Z0 of the history information display area 81, a symbol image corresponding to the watermelon or cherry role is displayed, and in the history information Z1 to Z3, one symbol image corresponding to the watermelon or cherry role is displayed. If the lottery condition is met, a lottery for transition to the specialized zone is held in the current game with a 100% probability of winning. In other words, transition to the specialized zone is confirmed. In this way, the history lottery based on the determination pattern (5) is a "history column lottery" in which the lottery is conducted based only on the history displayed in the display column of the history information display area 81.
[0107] Other judgment patterns In addition to or instead of the above-mentioned judgment patterns, a history lottery may be performed based on the following judgment patterns. (1) "Multiple rare wins in the history column" The lottery conditions are met if rare roles are won multiple times in the last four games, including this game. For example, the lottery conditions are met if any of the following roles, weak cherry role, strong cherry role, watermelon role, and chance role, is won a total of two times in the most recent four games including the current game. In addition, the lottery condition may be satisfied when a total of three or four winnings are received. If the lottery conditions are met, for example, in the normal game state, a transition to the AT state is confirmed, in the normal AT state, a continuation of the AT state is confirmed, and in the specialized zone, a large number of games are awarded (added on). The lottery conditions may be satisfied in all of the following cases: when the lottery is won a total of two times, when the lottery is won a total of three times, and when the lottery is won a total of four times. In this case, when the lottery is won a total of three times or a total of four times, a special benefit may be given (for example, a set stock) in addition to the special benefit given when the lottery is won a total of two times.
[0108] In addition, if the same winning combination is won multiple times in succession, a special benefit that is advantageous to the player may be given. In this case, a more advantageous bonus may be awarded to a combination with a lower probability of winning in the internal lottery process. For example, a more advantageous bonus may be awarded to a combination with a strong cherry winning twice in a row than to a combination with a weak cherry winning twice in a row. Also, the more consecutive wins there are, the more advantageous the bonus may be given to the player. For example, a more advantageous bonus may be given to a player who wins three consecutive weak cherry combinations than to a player who wins two consecutive weak cherry combinations, and a more advantageous bonus may be given to a player who wins four consecutive weak cherry combinations than to a player who wins three consecutive weak cherry combinations.
[0109] (2) "Modifications of the lottery inside and outside the history column" The lottery conditions are met if a specific combination is won a predetermined number of times during a predetermined period of five or more games including the current game. For example, if the Bell role is won seven times in the last 10 games, including this game, the lottery conditions will be met. Also, for example, if the weak cherry role is won seven times in the most recent 77 games, including the current game, the lottery conditions are met. If the lottery conditions are met, a lottery regarding control of the AT state may be held with a predetermined probability of winning, or a predetermined benefit (such as the awarding of a set stock) may be awarded.
[0110] In addition, if the Cherry role is won in this game, the lottery conditions will be met if the Push Order Bell role has been won consecutively four games prior to that (for example, four consecutive games). In other words, this is the case where the cherry role is won in the game immediately after the symbol image corresponding to the consecutive push order bell role is erased from the column of the history information display area 81. If the lottery conditions are met, a lottery regarding control of the AT state may be held with a predetermined probability of winning, or a predetermined benefit (such as the awarding of a set stock) may be awarded.
[0111] (3) "History margin lottery" A history lottery (history margin lottery) may be performed based only on the history that is not displayed in the display column of the history information display area 81. In other words, the lottery will be drawn based on the game history prior to the most recent four games, including the current game. For example, the lottery conditions are met if the weak cherry role has been won 10 times in the last 100 games prior to the last four games, including the current game. In addition, the history lottery may be performed based on a judgment pattern that does not satisfy the lottery conditions in the lottery within the history column and the lottery within and outside the history column. For example, the lottery conditions may be satisfied by "3 consecutive replays". If the lottery conditions are met, a lottery regarding control of the AT state may be held with a predetermined probability of winning, or a predetermined benefit (such as the awarding of a set stock) may be awarded. In addition, at a specified opportunity, a lottery may be held regarding control of the AT state based on the winning history, for example, from 100 games or 200 games ago.
[0112] Furthermore, the above-described history lottery may be modified as follows. In the above-described embodiment, a winning history corresponding to a winning target command indicating the lottery result of the internal lottery process was used as the history, but in addition to or instead of this, a winning history corresponding to a winning determination command indicating the result of the winning determination can also be used. In the above embodiment, the number of consecutive games of the push order bell role is set to 3 to 5 games as a judgment pattern of the history lottery, but it is not limited to this, and the lottery condition may be established for 2 games or 6 games or more. In this case, the more consecutive games, the more advantageous benefits may be given. In addition, in the above-described embodiment, when the lottery conditions for the lottery inside and outside the history column are met, the history outside the display column is hidden, but the history outside the display column may also be displayed in a display area other than the history information display area 81. Also, a notification may be given that a history lottery is being performed based on the history outside the display column of the history information display area 81. For example, when a history lottery for "5 consecutive push order bell roles" is performed, a message such as "Bell roles including those outside the history" or a message such as "5 consecutive bell roles" may be displayed.
[0113] As described above, the gaming machine 1 in this embodiment is capable of performing a lottery within the history column based only on the history displayed within the display column of the history information display area 81, and a lottery within and outside the history column based on both the history displayed within the display column of the history information display area 81 and the history not displayed within the display column of the history information display area 81. This allows history lotteries to be performed using a variety of determination patterns, making it possible to increase interest. In addition, in the lottery inside and outside the history column, a lottery regarding control of the AT state is conducted based on history that is not displayed in the display column of the history information display area 81, which creates an element of surprise and makes it possible to increase interest. Furthermore, for example, if a lottery for controlling the AT state is conducted based only on the history displayed in the display column of the history information display area 81, there is a risk that the player may feel as if they have wasted their chances (a lack of luck), such as, "If only I had won the rare role one game earlier, the lottery conditions for the history lottery would have been met." However, because even history that is not already displayed in the display column of the history information display area 81 can be used as a subject for the lottery for controlling the AT state, this type of situation can be mitigated.
[0114] In addition, in the lottery inside and outside the history column, a lottery regarding control of the AT state is conducted based on the history corresponding to the first lottery result (cherry role) displayed in the display column of the history information display area 81 and the history corresponding to the first lottery result (cherry role) not displayed in the display column of the history information display area 81, but a lottery regarding control of the AT state is not conducted based on the history corresponding to the second lottery result (watermelon role) displayed in the display column of the history information display area 81 and the history corresponding to the second lottery result (watermelon role) not displayed in the display column of the history information display area 81, so that attention can be drawn to the winning role and interest can be improved.
[0115] (Press order recommendation) In the gaming machine 1 of the present embodiment, the recommended pressing order is "press left 1ST" in which the stop button 5a is the first stop operation. Therefore, if the player presses the stop button 5b as the first stop operation (a specific order) which is a press order other than the left 1ST, or presses the stop button 5c as the first stop operation (a specific order) which is a press order other than the left 1ST, specific information can be output. The "output of specific information" refers to, for example, a display such as "Push left recommended" on the display 8, output of a prohibition sound from the speaker 9, a change in the lighting state of the lamp 11, etc. Note that the output state is not limited to these, as long as it is a state that calls attention to the pressing order.
[0116] As mentioned above, in the normal game state, normal AT state (first specific game state) and higher AT state (3-card net increase state), in games where the lottery result is a special lottery result (push order bell role B3 to B6), the push order navigation is controlled so that it is not executed. Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular manner, the player will accidentally hit the winning combination (the push order bell combination B3 to B6) corresponding to the irregular presses more frequently, and 13 medals will be paid out, which will affect the gaming performance, such as the payout rate, expected by the gaming machine 1. Therefore, in the gaming machine 1 of this embodiment, in the case of a game in which push order navigation is not being performed, a warning such as "pushing left is recommended" is displayed on the display 8, thereby making it possible to avoid active irregular button presses and to prevent the unexpected payout of 13 medals.
[0117] Specifically, when an irregular button press is performed during normal game play, the sub-controller 20 always displays a message such as "Left button press is recommended" on the display 8. In addition, if irregular button presses are performed in a game in which push order navigation is not executed during the normal AT state or higher AT state (3-card net increase state), the display 8 will display a message such as "Left push is recommended." In other words, in games where push order navigation is not executed, i.e., when a specified role (for example, a 1-coin role, a replay role, or a rare role) is won, if irregular pushes are made, the display 8 will display a message such as "Pushing left is recommended."
[0118] On the other hand, as mentioned above, in the higher AT state (7-piece net increase state), in games where the lottery result is a special lottery result (push order bell role B3 to B6), the push order navigation is controlled to be executed. Therefore, when the push order navigation is not being executed, such as during the normal AT state or higher AT state (3-coin net increase state), problems such as 13 medals being paid out due to irregular button presses cannot occur. However, in a game in which push order navigation is not executed during a higher AT state (7-coin net gain state), if irregular pushes are made and the display 8 does not display a message such as "left push is recommended," the player may be able to detect the current net gain state (7-coin net gain state) since the output pattern differs from that during the normal AT state and the higher AT state (3-coin net gain state). Therefore, in the gaming machine 1 of this embodiment, during the higher AT state (7-card net increase state), similar to the normal AT state and the higher AT state (3-card net increase state), if an irregular press is performed in a game in which push order navigation is not executed, the display 8 will display "Left press is recommended" or the like. In other words, in a game in which push order navigation is not executed, i.e., in a game in which a specified role (for example, a 1-coin role, a replay role, or a rare role) is won, if irregular button presses are performed, the display 8 will display a message such as "Left push is recommended."
[0119] In this way, regardless of whether the state is the normal AT state, the higher AT state (3-coin net increase state), or the higher AT state (7-coin net increase state), if an irregular press is performed in a game in which the lottery result is not a special lottery result (push order bell role B3 to B6) but a predetermined lottery result (for example, 1-coin role, replay role, rare role, etc.), specific information (such as ``left press is recommended'') can be output to the display 8. This makes it difficult to distinguish between the output pattern during a higher AT state (7-coin net increase state) and the output pattern during a normal AT state and a higher AT state (3-coin net increase state), thereby preventing the player from realizing the current net increase state.
[0120] In addition, a penalty may be imposed when irregular pressing is performed in the normal game state, the normal AT state, or the higher AT state (3-coin net increase state). As a penalty for irregular presses, for example, during an AT state, a penalty can be imposed such as not executing the AT state continuation lottery or additional lottery for a predetermined number of games after an irregular press is performed. On the other hand, if an irregular button press is performed during a higher AT state (a state in which 7 coins are net increased), no penalty may be imposed.
[0121] As described above, in the present invention, the gaming machine 1 has a normal gaming state and a specific gaming state (AT state) advantageous to the player, and is equipped with a judgment means (main control unit 10) capable of executing a judgment regarding control of the specific gaming state based on the result of a predetermined lottery performed each time a game is executed, and is equipped with a memory unit for storing history corresponding to the lottery result, and a display means (display 8) having a history display area in which history information corresponding to the history can be displayed, and the judgment means is configured to include a first judgment means (main control unit 10) capable of executing a judgment regarding control of the specific gaming state based on history corresponding to the history information displayed in the history display area, but not based on history that is not the target for which history information is displayed in the history display area, and a second judgment means (main control unit 10) capable of executing a judgment regarding control of the specific gaming state based on history corresponding to the history information displayed in the history display area and history that is not the target for which history information is displayed in the history display area.
[0122] A gaming machine of the present invention having such a configuration is capable of making judgments based only on the history displayed in the history display area (lottery within the history column), and judgments based on the history displayed in the history display area and history that is no longer displayed in the history display area (lottery inside and outside the history column).Therefore, it is possible to add an element of surprise to the judgment (lottery) regarding the control of a specific gaming state by history lottery, thereby increasing interest. Furthermore, for example, if a judgment (lottery) regarding the control of a specific game state is made based solely on the history displayed in the history display area, there is a risk that the player may feel as if they have wasted their chances (a lack of luck), such as, "If only I had won the rare role one game earlier, the lottery conditions for the history lottery would have been met." However, because even history that is not already displayed in the history display area can be used as a subject for judgment (lottery) regarding the control of a specific game state, this type of situation can be mitigated.
[0123] In response to this, for example, a patent document (JP Patent Publication No. 2016-54837) discloses a gaming machine that has a history column that displays the winning history for a specified number of games, and that draws for the AT based on the winning history displayed in the history column. However, in this gaming machine, the lottery is generally based on the winning history, so there is no element of surprise and it has not been possible to sufficiently increase interest. In this way, according to the gaming machine 1 of the present embodiment, it is possible to solve all or part of the problems that need to be improved in conventional gaming machines.
[0124] (Other embodiments) Next, a gaming machine 1 according to another embodiment will be described. The gaming machine 1 of another embodiment (hereinafter also referred to as "this embodiment") has the configuration shown in Figs. 1 to 5 in common with the gaming machine 1 of the above-described embodiment (hereinafter also referred to as "basic embodiment"). Therefore, the description of the basic embodiment will be used to refer to Figs. 1 to 5 and the description thereof will be omitted. In the following, the explanation of the gaming machine of this embodiment will be omitted for the parts common to the basic embodiment, and the explanation will be mainly focused on the parts different from the basic embodiment.
[0125] FIG. 10 is a payout table of the gaming machine 1 in this embodiment. As shown in the figure, the payout amount for the push order bell roles A1 to A6 (collectively referred to as push order bell role A) is 9 coins, and the payout amount for the push order bell roles B3 to B6 (collectively referred to as push order bell role B) is 15 coins.
[0126] In the gaming machine 1 of this embodiment, similarly to the basic embodiment, the recommended pressing order is "press left 1ST" with the stop button 5a as the first stop operation (see "recommended pressing order notification" above). Therefore, if an irregular button press is performed by a player, control is executed to impose a penalty. For example, in the normal game state, if the player performs irregular button presses, the ceiling number of games is not added. Also, in the preparation and race parts, if the push order navigation is not executed, it is assumed that the player will play by pressing the left 1ST button, so if irregular buttons are pressed during the preparation part, the point lottery will not be executed, and if irregular buttons are pressed during the race part, the bonus lottery will not be executed. When an irregular push is made, for example, the display 8 may display "left push recommended," a prohibition sound may be output from the speaker 9, and the lighting state of the lamp 11 may change. This allows control so that a first left push is encouraged and no penalty is imposed (the player is not put at a disadvantage). Note that the output state is not limited to these, so long as it is a state that calls attention to the push order. In addition, even if irregular button presses are performed, the above-mentioned penalties (not adding to the ceiling number of games, not executing the point lottery, not executing the bonus lottery) do not have to be imposed.
[0127] In the gaming machine 1 of this embodiment, there is no normal AT state and no higher AT state. In other words, the gaming machine 1 of the basic embodiment has a normal AT state and a higher AT state, and in the normal AT state, when the push order bell role B is won, the push order navigation is controlled not to be executed as a rule, and in the higher AT state, when the push order bell role B is won, the push order navigation is controlled to be executed with a predetermined probability according to the current net increase state, but the gaming machine 1 of this embodiment does not execute such control. However, even in this embodiment, a normal AT state and a higher AT state may be provided, and in the normal AT state, if the push order bell role B is won, the push order navigation may be controlled not to be executed as a general rule, and in the higher AT state, if the push order bell role B is won, the push order navigation may be executed with a predetermined probability depending on the current net increase state.
[0128] In this embodiment of the gaming machine 1, if the push order bell role B is won during the preparation part, push order navigation is executed with a predetermined probability, and if the push order bell role A is won, 100% push order navigation (navigation rate: 100%) is executed (partial AT). In the gaming machine 1 of this embodiment, the probability setting device 16 (setting means) is capable of setting one of a plurality of setting values including a first setting value (e.g., setting 1) and a second setting value (e.g., setting 6). For example, in an AT lottery, the second set value has a higher probability of winning than the first set value, allowing the player to play the game more advantageously (FIG. 12).
[0129] (Details of each game state) As shown in FIG. 11, a game on the gaming machine 1 according to this embodiment is executed in a plurality of game states. The main control unit 10, as a control means, controls one of the multiple game states. Basically, it is controlled in a non-AT state (advantageous zone). The normal game state is controlled to a non-AT state. The AT is controlled by the AT state. The preparation part is partially controlled by the AT, and the pseudo bonus is controlled by the AT.
[0130] The longer a player stays in the normal game state, the longer the period during which it is difficult for the player to increase their medals, which is disadvantageous to the player. On the other hand, the AT state is an advantageous game state for the player, as it is easier for the player to increase their medals by continuing to play. Therefore, the player will play the game by transitioning from the normal game state to the preparation part, playing the preparation part multiple times (continuing), and aiming to transition to the pseudo bonus via the preparation part or the race part. In addition, the normal game state may be partially controlled as an AT, that is, a push order navigation may be executed at a predetermined navigation rate when the push order bell role is won.
[0131] In the normal game mode, if the player wins the AT lottery based on a rare role or reaches the ceiling number of games, the game will move to the preparation part (partial AT) (arrow a in Figure 11). The preparation part consists of 40 games, and if you win the pseudo bonus lottery, you will move on to the pseudo bonus (AT) (arrow b in Figure 11). The pseudo bonus consists of 21 games, and if the push order bell is selected in the internal lottery process, push order navigation will be executed with a navigation rate of 100% (AT). The pseudo bonus ends when 21 games are played, and then the game moves to the preparation part (arrow c in FIG. 11). In the preparation part that is entered after the pseudo bonus ends, the game starts from the beginning of the 40 games. The preparation part ends when 40 games have been played, and then the race part (non-AT) begins (arrow d in Figure 11). In the final game of the preparation part, a continuation lottery (AT continuation lottery) is held to see whether the AT will continue after the race part (the continuation of the preparation part). The race part consists of 11 games and ends when those 11 games have been played. In the race part, if the continuation lottery in the preparation part is won (if continuation is confirmed), the process transitions to the preparation part after the end of the race part (arrow e in FIG. 11).
[0132] In the race part, when a rare symbol is drawn, a bonus lottery is held, and if the bonus lottery is won, a bonus is awarded. The "bonus" refers to the "preparation part" (i.e. the continuation of the preparation part) when the continuation of the AT has not been confirmed (when the player does not win the lottery for the continuation of the preparation part), and refers to a "pseudo bonus" when the continuation of the AT has been confirmed. In other words, if the bonus lottery is won, the game may move to a preparation part (arrow e in FIG. 11) or to a pseudo bonus part (arrow f in FIG. 11). If a rare combination is not won in the race part (if the bonus lottery is not executed), the game will transition to the normal game state after the race part ends (arrow g in FIG. 11). During each game state, the display 8 displays information indicating that the game state is in progress. In addition, the AT according to this embodiment is a game number management type that uses a game number addition method in which the AT ends when the number of games added per game reaches the upper limit (fixed number of games). Therefore, during the preparation part and pseudo bonus, the "current number of games / fixed number of games" is displayed on the display 8 (lower left of Figs. 19 and 21, upper right of Fig. 27). Details of each stage and various lotteries will be described later.
[0133] (Normal gameplay state) In the normal game state according to this embodiment, a ceiling game number of 777G is set, and when the ceiling game number is exhausted, the game transitions to the AT (preparation part) (arrow a in FIG. 11). The ceiling number of games is not limited to the above and can be set to any number of games. During normal game mode, when a rare role is won, a lottery for transition to the AT state (AT lottery) is executed. Figure 12(a) shows AT lottery table A (weak rare role) which is referred to when a weak rare role is won, and Figure 12(b) shows AT lottery table B (strong rare role) which is referred to when a strong rare role is won. As shown in these figures, the higher the setting, the easier it is to win the AT lottery, and it is easier to win the AT lottery if you win a strong rare role than if you win a weak rare role. If the AT lottery is won, the game will move to the preparation part (partial AT) after the next game or a premonition performance (arrow a in Figure 11).
[0134] In addition, in the normal game state, push order navigation may be executed with a low probability (for example, 1 / 400 when push order bell role A is won), and when push order navigation is executed in the normal game state, an AT lottery (for example, a lottery with a 1 / 4 chance of winning) may be executed. In the normal game state, the transition probability may be changed by providing a low probability state in which the transition probability to the AT state is relatively low and a high probability state in which the transition probability is relatively high. The transition of the probability state may be controlled so that, for example, a transition (promotion) from the low probability state to the high probability state occurs at a predetermined probability when a rare role is won, and a transition (demotion) from the high probability state to the low probability state occurs when a predetermined condition is met, such as when a predetermined number of games are played during the high probability state. The probability of winning the AT lottery may be made different even for the same rare role depending on whether the role is in a low probability state or a high probability state.
[0135] An AT lottery may be held with a predetermined probability of winning (for example, 10%) when a weak rare role is won, and a predetermined probability of winning (for example, 30%) when a strong rare role is won. The transition conditions for transitioning from the normal gaming state to the AT state may be other than those based on the AT lottery described above. During the normal game state, an AT lottery may be held for each game with a predetermined winning probability (for example, 0.01%). If the AT lottery is won, the game may transition to the AT state with multiple set stocks awarded. It is also possible to provide a CZ (a so-called chance zone) that makes it easier to transition to the AT state than the normal gaming state, and to transition from the normal gaming state to the AT state via the CZ state.
[0136] In the normal game state, a character appearance effect is executed in which a predetermined character (characters A to E) is displayed on the display 8 every time a predetermined number of games are played. Specifically, in the normal game state, a character appearance lottery A is executed every 10G (a first cycle of 10G, 20G, ...), and the character determined in the lottery is displayed on the display 8, and a character appearance lottery B is executed every 1000G (a second cycle of 1000G, 2000G, ...), and the character determined in the lottery is displayed on the display 8. Note that in addition to displaying characters, sound output and lamp display can also be performed. In other words, the sub-control unit 20, as a second determination means, determines by lottery the character (special information) to be output in the normal game state (second situation) from among a plurality of characters (special information) including character E (first special information), and the output means (display 8, speaker 9, lamp 11, etc.) outputs the special information determined by the second determination means in the normal game state (second situation).
[0137] FIG. 13(a) shows character appearance table A which is referred to when character appearance lottery A is executed, and FIG. 13(b) shows character appearance table B which is referred to when character appearance lottery B is executed. As shown in these, both Character Appearance Lottery A and Character Appearance Lottery B determine the character that will appear from characters A to E by lottery, and the probability of winning each character is as follows: Character A < Character B = Character C < Character D < Character E. Character appearance lottery A is conducted with a winning probability (appearance probability) that is common to all setting values, whereas character appearance lottery B has different appearance probabilities for setting values (low setting) 1 to 3 and setting values (high setting) 4 to 6. In the character appearance lottery B, characters A to D are more likely to win at high settings, and character E is more likely to win at low settings, so the setting value can be suggested based on the appearance of the characters. The occurrence probability is not limited to the above, but any occurrence probability can be set.
[0138] The character appearance lottery is carried out by counting the number of games played in the normal game state, and when the counting result is a multiple of 10G or 1000G, but even in game states other than the normal game state (preparation part, race part, pseudo bonus), the counting result of the number of games played in the normal game state is stored in the memory unit, and when the game returns to the normal game state, counting is continued from where it left off. However, the counting results stored in the memory unit can be reset by turning off the power to the device. By turning the power off, the counting results are not accumulated, so the period until character appearance lottery B is executed can be relatively longer than when the power is not turned off. In this way, the degree of character appearance can be made more complex in relation to Character Appearance Lottery A, making it possible to make setting changes based on character appearances more ambiguous.
[0139] FIG. 14 is a diagram showing an image of a character appearance. FIG. 14(a) shows an image displayed on the display 8 in the ninth game in the normal gaming state, and FIG. 14(b) shows an image displayed on the display 8 in the tenth game in the normal gaming state. As shown in these figures, in the normal game state, the display 8 displays a main character, trees, and the like as a background image. For this reason, in the ninth game, only the background image (the main character and the tree) showing the normal game state is displayed on the display 8, but in the tenth game, character A is displayed on the display 8. In other words, in the 10th game, character A appears based on the results of character appearance lottery A.
[0140] The character appearance performance is assumed to be complete in one game, but it can also be made to continue appearing for two or more games, or until the next character appears. Moreover, regardless of the number of games, one of the character appearance tables may always be referenced. In addition, a character may be made to appear by referring to the character appearance table when other conditions are met, such as winning a predetermined role (such as a rare role), rather than at a predetermined cycle (first or second cycle). Furthermore, the character may appear not only in the normal game state, but also in other game states. Furthermore, the character appearance effect may be implemented not only as an image effect, but also as an alternative or in addition to other effects (audio effects, lamp effects, etc.). Also, characters may be displayed on the sub-screen or lower panel display so as not to interfere with the presentation of the main screen (display 8). Also, control may be executed to display the same characters as in the normal game state in any or all of the preparation part, the race part, and the pseudo bonus (a game state advantageous to the player). This makes it difficult for surrounding players etc. to understand under what circumstances a character will appear, further enhancing the effect of the character appearance (the effect of making the setting suggestion vague).
[0141] (Preparation part) The preparation part is a game state controlled by a partial AT that lasts for 40G. Therefore, the preparation part is a gaming state that is advantageous to the player. "Partial AT" refers to an AT state in which, when the push order bell is won, push order navigation is not executed with a 100% navigation rate (also called full navigation), but rather only partially. For example, when push order bell role B is won, a navigation lottery is held to execute push order navigation with a 40% navigation rate and not execute push order navigation with a 60% navigation rate. The above navigation rate is an example, and other navigation rates may be used. Also, for example, when the push order bell roles B3 to B6 are won, the execution / non-execution of the push order navigation may be controlled alternately. In addition, if you win the push order bell role B, you can execute all navigation, or you can choose not to execute the push order navigation 100%. When the push order bell role A1 to A6 is won, all navigation will be executed.
[0142] In the preparation part, the navigation mode (navigation performance) of Push Order Bell Role A and Push Order Bell Role B is controlled identically. "Identical" means that the size, shape, position, color, etc. of the background image and the correct button press sequence are the same or nearly the same (similar). This makes it possible to not emphasize the execution of the push order navigation for the push order bell role B, and to not highlight the fact that the push order navigation is not executed when the push order bell role B is won. If the navigation modes of push order bell role A and push order bell role B are not the same, there may be cases where only push order bell role B does not execute push order navigation, so even if a player wins such push order bell role B, he or she may think that he or she has won a push order bell that is not advantageous to him or her. In this embodiment, the navigation mode (navigation performance) of Push Order Bell Role A and Push Order Bell Role B is the same, so even if you win Push Order Bell Role B, you cannot clearly tell whether you have won Push Order Bell Role A or Push Order Bell Role B, so you will not think that you have won the unfavorable Push Order Bell. In addition, it is possible to make the fact that the navigation rate of the push order bell role B in the preparation part (some ATs) is low compared to the navigation rate of the push order bell role B in the pseudo bonus (100%) less noticeable.
[0143] In the preparation part, the main control unit 10, as a counting means, counts information relating to the number of medals acquired (number of game values), and the sub-control unit 20 executes a "xx-piece breakthrough effect" each time a unit number of medals are acquired based on the counting result of the counting means. "xx" indicates any number. Control of the counting means may be executed by the sub-control unit 20. The effect is preferably executed after the end of the game (after all reels have stopped), but it may also be executed after the start of the game (after all reels have started to spin) or after the first or second reel has stopped. For example, under the control of the sub-controller 20, when the counting result by the counting means reaches 500 (specific result), "500+" (specific information) is displayed on the display 8. Note that the "specific information" is a different concept from the "specific information" in the basic embodiment, and is also a different concept from the first specific information and second specific information described later. In other words, the number of coins acquired that triggers the execution of the "xx coin breakthrough effect" (the difference in coins that trigger the execution of the "xx coin breakthrough effect") is set to a multiple of the unit number of coins acquired (the difference in coins that trigger the execution of the "xx coin breakthrough effect"). In this embodiment, an example is described in which the number of medals acquired as a trigger for execution is 500, and the "500 medals breakthrough effect" is executed ("500 medals breakthrough" is displayed) every time 500 medals are acquired, but this is not limited to this and any number of medals may be acquired (for example, 400 medals). The "500 coin breakthrough effect" is executed only in the preparation part, and is not executed in other game states such as the race part or pseudo bonus, but may be executed in other game states as well. When 500 medals are acquired during another game state, the game is subsequently controlled to a preparation part, and when a payout occurs during the preparation part, a "500 medal breakthrough effect" is executed.
[0144] In the preparation part, a lottery (AT continuation lottery) is held in the final game to see whether the AT will continue (transitioning back to the preparation part (AT) after the race part ends). The AT continuation lottery is carried out using the points saved (accumulated) in the preparation part as the winning probability (i.e. continuation rate). Points are awarded and accumulated each time the push order bell role B or rare role is won. The awarded points and accumulated points are stored in a memory unit in a referable manner. Specifically, if the player wins the push order bell role B or a rare role, a points lottery (during the preparation part) is held and points corresponding to the lottery results are awarded.
[0145] Figure 15(a) shows point selection table A (bell B) to be referred to when the push order bell role B is won, and Figure 15(b) shows point selection table B (rare role) to be referred to when the rare role is won. As shown in these figures, if the push order bell role B is won, the points to be awarded are determined by lottery from among 5, 10, 20, or 30 points, and if the rare role is won, the points to be awarded are determined by lottery from among 10, 30, 50, or 100 points. In both lotteries, the lower the setting, the easier it is to win low points and the harder it is to win high points, and the higher the setting, the easier it is to win high points and the harder it is to win low points. For example, if you win Push Order Bell Role B, in setting 1, there is a 244 / 256 chance of winning 5 points and a 2 / 256 chance of winning 30 points, but in setting 6, there is a 214 / 256 chance of winning 5 points and a 12 / 256 chance of winning 30 points. Also, if you win a rare role, in setting 1, there is a 231 / 256 chance of winning 10 points and a 1 / 256 chance of winning 100 points, but in setting 6, there is a 206 / 256 chance of winning 10 points and a 6 / 256 chance of winning 100 points.
[0146] The cumulative total of points awarded through the point lottery is referred to as the AT continuation rate. For example, if 10 points are awarded in the point lottery when the push order bell role B is won, and then 50 points are awarded in the point lottery when a rare role is won, and you reach the final game, the total points will be 60 points (=10+50), so the AT continuation lottery will be executed with a 60% probability of winning. Therefore, if the cumulative points are 100 or more, the probability of winning the AT continuation lottery will be 100%, so the AT continuation will be confirmed.
[0147] If the total points exceed 100 at the end of the preparation part, the excess points will be carried over to the next preparation part. For example, if the total number of accumulated points is 150, the game state will progress in the following order: preparation part → race part → AT continuation (preparation part), and the total number of accumulated points in the continued preparation part will be managed at an initial value of 50 points. In addition, if the cumulative points are 250 points (if two AT continuations are confirmed), the game state will progress in the following order: preparation part → race part → first AT continuation (first preparation part) → race part → second AT continuation (second preparation part), and the cumulative points in the second preparation part will be managed at an initial value of 50 points.
[0148] The carried-over points may be converted into the number of games in the next preparation part (for example, 1 point = 1 game) and added to the total. Also, a pseudo-bonus lottery may be executed in which the carried-over points are the winning probability of the pseudo-bonus, and if the pseudo-bonus lottery is won, the pseudo-bonus may be started after the end of the race part. For example, if the total points are 160, a pseudo-bonus lottery is executed in which the winning probability is the excess 60%, and if the pseudo-bonus lottery is won, the pseudo-bonus is started after the end of the race part, and if the pseudo-bonus lottery is not won, the preparation part is started after the end of the race part. Also, when the preparation part ends and the race part starts, the stored points may be erased. Also, instead of carrying over points, a set stock of the preparation part may be given. In this case, the continuation of the AT may be confirmed as a "benefit" during the race part as described below.
[0149] In the preparation part, if a rare role is won, a pseudo bonus lottery (AT lottery) is executed. Specifically, if a weak rare role is won, a pseudo bonus lottery is executed by referring to pseudo bonus lottery table A (weak rare role) shown in Figure 16(a), and if a strong rare role is won, a pseudo bonus lottery is executed by referring to pseudo bonus lottery table B (strong rare role) shown in Figure 16(b). If the pseudo bonus lottery is won, the player will move on to the pseudo bonus mode (arrow b in Figure 11). If the player does not win the pseudo bonus lottery and the 40G game ends, the game moves to the race part (arrow d in Figure 11). In other words, if a rare role is won, both the pseudo bonus lottery and the point lottery will be executed (double lottery). In addition, if a rare role is won, each lottery is executed in the order of pseudo bonus lottery → point lottery, and if a pseudo bonus is won, the point lottery may not be executed, or the point lottery may be executed only if a pseudo bonus is won.
[0150] (Change in performance when breaking through XX cards) In the "xx-coin breakthrough effect" in the preparation part, a change mode lottery is held in the game following the game in which the effect was executed, and a "change mode" that changes the "xx-coin breakthrough effect" to the change mode determined by the change mode lottery is executed in the next game. As an example of the change effect, the "deletion effect" for deleting the "500 pieces exceeded" display will be described below. In this case, a "deletion mode lottery" is executed as the "change mode lottery", and the deletion mode is determined by executing the lottery. Figure 17 shows the patterns of erasure in the erasure performance. (a) shows a crack, (b) a vertical crack, (c) a horizontal crack, (d) an X-shaped crack, and (e) shatters. In the elimination pattern lottery, the elimination pattern to be used in the elimination performance is determined by lottery from among a (crack), b (vertical crack), c (horizontal crack), d (X-crack), and e (shattered) (see Figure 18). That is, the sub-controller 20, as a determining means, determines the change manner (erasure manner) of the "500 pieces exceeded" (specific information) displayed on the display 8.
[0151] If the "Crack" is won, as shown in FIG. 17(a), in the game following the game in which "500 Coins Break" was displayed, a "Crack" pattern will be displayed in the display area, and during the next game, an erasure effect will be executed to erase the "500 Coins Break" display. If the "vertical split" is won, as shown in Figure 17(b), in the game following the game in which "500 coins exceeded" is displayed, the display area will be shown cut vertically, and during the next game, an erasure effect will be executed to erase the "500 coins exceeded" display. When "horizontal split" is won, as shown in Fig. 17(c), in the game following the game in which "500 coins break" is displayed, the display area is displayed cut horizontally, and during the next game, a clearing effect is executed to erase the "500 coins break" display. The timing for clearing the effect is preferably after the game ends (after all reels have stopped), but it may be after the game starts (after all reels have started to spin) or after the first or second reel has stopped. If the "X Break" is won, as shown in FIG. 17(d), in the game following the game in which "500 Coins Break" is displayed, the display area is shown to be cut in the X direction, and during the next game, an erasure effect is executed to erase the "500 Coins Break" display. If the player wins "Shattered," as shown in FIG. 17(e), in the game following the game in which "Breakthrough 500" is displayed, the display area will be shown shattered into pieces, and during the next game, an erasure effect will be executed to erase the "Breakthrough 500" display. In the above description, the erase mode lottery is executed in the game following the game in which "Breakthrough XX Coins" is displayed, and the operation of erasing the "Breakthrough XX Coins" display in the erase mode determined by the lottery is executed during the next game. However, the present invention is not limited to this. For example, the erase mode lottery may be executed in the game in which "Breakthrough XX Coins" is displayed, in which case the erase mode lottery is executed based on the difference in the number of coins at the start or end of the "Breakthrough XX Coins" display, and the operation of erasing the "Breakthrough XX Coins" display in the erase mode determined by the lottery is executed during the next game.
[0152] FIG. 18 is an elimination mode lottery table to be referred to during the elimination performance. Figure 18(a) shows elimination mode lottery table A (+30 or less) to be referenced when the surplus (hereinafter simply referred to as the "surplus") of the actual number of coins won (difference in number of coins) at the time when the execution trigger acquisition number (execution trigger acquisition difference number) is reached (the start point of the game when the "xx coin breakthrough effect" is erased) relative to the execution trigger acquisition number (execution trigger difference number) is "+30 or less", Figure 18(b) shows elimination mode lottery table B (+31 or more and +99 or less) to be referenced when the "surplus" is "+31 or more and +99 or less", and Figure 18(c) shows elimination mode lottery table C (+100 or more) to be referenced when the "surplus" is "+100 or more".
[0153] For example, if the payout of a game during the preparation part increases the number of coins won to +512, and the message "500 Coins Exceeded" is displayed, then since the "excess" needed to bring the number of coins won to 500 (512) is "+12", a lottery is carried out by referring to the erasure mode lottery table A (Figure 18(a)), and the "500 Coins Exceeded" message is erased in the erasure mode determined by the lottery. In addition, if the number of coins won during the pseudo bonus reaches 500 and the preparation part starts after the pseudo bonus ends, the "500 Coins Exceeded" display will be displayed in the first game, and if the number of coins won in the next game is 602, the "surplus" of the number of coins won: 602 over 500 is "+102 coins", so a lottery is run by referring to the erasure mode lottery table B (Figure 18(c)), and the "500 Coins Exceeded" display will be erased in the erasure mode determined by the lottery.
[0154] As shown in FIG. 18, each erasing mode is determined based on a set value. For example, if the "surplus" is +30 or less, then with a setting of 1, only a "crack" will be selected (determined), but with a setting of 6, there is a 242 / 256 chance of a "crack", a 7 / 256 chance of a "vertical split", a 4 / 256 chance of a "horizontal split", a 2 / 256 chance of an "X-split", and a 1 / 256 chance of a "shattered" pattern. In addition, if the "surplus" is between +31 and +99, inclusive, with a setting of 1, only a "crack" will be selected (determined) as the elimination pattern, but with a setting of 6, there is a 228 / 256 chance of a "crack", a 14 / 256 chance of a "vertical split", an 8 / 256 chance of a "horizontal split", a 4 / 256 chance of an "X-split", and a 2 / 256 chance of "shattered". Also, if the "surplus" is +100 or more, with a setting of 1, only a "crack" will be selected (determined) as the type of elimination, but with a setting of 6, there is a 200 / 256 chance of a "crack", a 28 / 256 chance of a "vertical split", a 16 / 256 chance of a "horizontal split", an 8 / 256 chance of an "X-split", and a 4 / 256 chance of "shatter".
[0155] In other words, the determination means is capable of determining the change manner (erasure manner) of the "xx coins exceeded" (specific information) displayed on the display 8 based on specified information related to the game, and on the display 8, the "xx coins exceeded" (specific information) being displayed is changed (erased) based on the change manner (erasure manner) determined by the "determination means". The "predetermined information regarding the game" includes the setting value set by the probability setting device 16 (setting means) and the counting result by the counting means (information regarding the number of coins won). The "predetermined information regarding the game" may also include the number of times a specific small winning combination has been won. It is also possible not to refer to the table for some of the "surplus" by setting the applicable range of the "surplus" in the elimination mode lottery table B (FIG. 18(b)) to +31 or more and +50 or less. In other words, in this case, if the "surplus" is between +31 and 99, the elimination effect will not be executed. This adds variation to the timing of the clearing effect, and provides a special game mode for players who prioritize the effect, such as playing so that the "surplus" does not exceed +50 coins.
[0156] The erasing pattern of the elimination effect differs depending on the set value, and the greater the "surplus," the more the elimination effect is executed in a pattern that suggests the setting, which can increase interest by creating a "xx-coin breakthrough effect." For example, since "Shatter" can only be performed with settings 5 or 6, if the "Shatter" clearing effect occurs frequently, it is highly likely that settings 5 or 6 are set. In addition, the frequency of the "shattered" elimination effect has the relationship that the "surplus" is +30 or less < +31 or more +99 or less < +100 or more, so the more "surplus" there is, the more likely it is that Setting 5 or Setting 6 is set.
[0157] In addition, instead of changing the elimination mode lottery table according to the "surplus", the table to be referenced may be changed according to the winning combination in the next game of the "xx-piece breakthrough effect". For example, the table in Figure 18(a) is referred to when a miss or a small role other than a rare role is won, the table in Figure 18(b) is referred to when a weak rare role is won, and the table in Figure 18(c) is referred to when a strong rare role is won. Also, the table to be referenced may be changed depending on the number of coins acquired. For example, the table in Figure 18(a) may be referred to when the number of coins acquired reaches (surpasses) 2,000, the table in Figure 18(b) may be referred to when the number of coins acquired reaches (surpasses) 2,001 or more and 4,500 or less, and the table in Figure 18(c) may be referred to when the number of coins acquired reaches (surpasses) 5,000. Also, the table to be referred to may be changed depending on the combination of the surplus, the winning combination, and the number of coins acquired.
[0158] The "erase effect" is assumed to be executed whenever the next game after the "xx-coin breakthrough effect" ends is the preparation part (if the "xx-coin breakthrough effect" is executed in the final game of the preparation part, the "erase effect" will not be executed), but the "erase effect" may be executed only when a specific condition is met, such as a predetermined minor role (such as a push order bell) or push order navigation being executed. In this case, if the specific condition is not met within a specified period (such as until the end of three games or the preparation part), and the specific condition is met after the specified period has elapsed, the erasure effect may be executed in a predetermined erasure pattern (for example, a "crack"). In other words, while "Breakthrough XX coins" (specific information) is displayed, if a specific condition, such as winning the push order bell, is met, the display 8 (display means) is able to change (erase) the specific information based on the change mode (erase mode) determined by the determination means, and while "Breakthrough XX coins" (specific information) is displayed, if a special condition is met (three games have passed) before a specific condition is met (before the push order bell is won), the display 8 (display means) is able to change (erase) the specific information based on a predetermined change mode (erase mode).
[0159] The image of the 500-coin breakthrough effect and the erasure effect will be described with reference to FIG. FIG. 19(a) shows the display screen of the display device 8 when the "500 coin breakthrough effect" is executed based on the fact that the number of coins won reaches 500 in the fifth game of the preparation part. FIG. 19(b) shows how the push order bell role A was won in the sixth game of the preparation part, and the push order navigation for the push order bell role A was executed. FIG. 19(c) is a diagram showing the state after FIG. 19(b) in the sixth game of the preparation part. Specifically, this is a diagram showing the state after push order bell role A has won, and shows that the display area for "500 Coins Exceeded" is split vertically based on the fact that b (vertical split) was won in the erase pattern lottery performed in the sixth game of the preparation part. FIG. 19(d) is a diagram showing the state after FIG. 19(c) in the sixth game of the preparation part. Specifically, the display area of "500 pieces exceeded" is vertically split and then erased, and as a result, only the background image (the main character and the tree) is displayed. The background image during the preparation part may be the same as the background image during the normal game state, or it may be different.
[0160] The above-mentioned "500 coins breakthrough effect" is one example of the "xx coins breakthrough effect". When the number of coins won reaches 1000, "1000 coins breakthrough" is displayed, and when the number of coins won reaches 1500, "1500 coins breakthrough" is displayed, and so on. In this way, the "xx number breakthrough effect" is executed every time the "surplus" reaches a multiple of +500 coins. In addition, the erasing modes are not limited to those described above. For example, erasing after an explosion, erasing without displaying vertical cracks, and erasing after maintaining the display of "xx coins exceeded" until the next game or several games after the winning game are also included in the erasing modes. Moreover, the erasure mode is an example of a change mode, and other change modes may also be applied. For example, the effect may be such that the "xx coins exceeded" display changes in a predetermined manner.
[0161] Figure 20(a) is a diagram showing the navigation mode (navigation performance) when the push order bell role A3 or B3 is won in a game during the preparation part, and Figure 20(b) is a diagram showing the navigation mode (navigation performance) when the push order bell role A5 or B5 is won. The payout for the push order bell roles A3 and A5 is 9 coins when they win, and the payout for the push order bell roles B3 and B5 is 15 coins when they win (Figure 10), but as shown in Figure 20, both of them execute the navigation performance in a similar manner (similar background and push order navigation). In other words, both navigation effects execute the button press order navigation in the same or nearly the same (similar) manner, using the same background image and the size, shape, position, color, etc. of the correct button press order. This makes it difficult to tell from the navigation performance whether the player has won Push Order Bell Role A or Push Order Bell Role B.
[0162] (Race part) The race part is a non-AT game state that lasts for 11G. In the race part, if the AT continues due to a bonus or the like, it will transition to the preparation part after the end of 11G (arrow e in Figure 11), if a pseudo bonus is awarded due to a bonus or the like, it will transition to the pseudo bonus after the end of 11G (arrow f in Figure 11), and if no bonus is awarded (such as the AT not continuing), it will transition to the normal game state after the end of 11G (arrow g in Figure 11). In this way, in the race part, there is a possibility that advantageous benefits may be awarded to the player. In the race part, the friendly character (protagonist) and enemy character race, and a performance is performed showing the results of the race. If the AT continues, a performance is performed in which the race is won, and if the AT does not continue, a performance is performed in which the race is lost.
[0163] FIG. 21 is a diagram showing the effects in the race part. FIG. 21(a) is a screen of the start game (first game) of the race part. This figure shows the state before the start of the race part (first game) between the main character (ally character) and the enemy character starts the race. 21(b) to (c) are diagrams showing screen transitions when an ally character wins the race (AT continues). Specifically, in games 2 to 9, the game displays the main character racing against an enemy character (not shown), and in the 10th game (the game immediately before the end of the race part), it displays that the main character has won the race, meaning that the AT is continuing, and in the 11th game (the final game), a start screen is displayed indicating that the next game state, the preparation part, is about to begin. 21(d) to (e) are diagrams showing screen transitions when an ally character loses a race (AT not continuing). Specifically, in games 2 to 9, the main character and the enemy character are shown racing (not shown), and in the 10th game (the game immediately before the end of the race part), it is displayed that the main character lost the race, i.e., the AT is not continuing, and in the 11th game (the final game), it is displayed that the race part has ended and a result screen showing the game results (for example, the number of sets and the number of coins won). Note that it is also possible to display (notify) that the AT has ended, rather than that the race part has ended.
[0164] In the race part, when a rare symbol is drawn, a prize lottery is held, and if the symbol is won (a "hit"), a "prize" is awarded. A "benefit" refers to the granting of a "preparation part (AT continuation)" when AT continuation has not been confirmed (when the transition to the preparation part or pseudo bonus has not been confirmed after the end of the race part), and to the granting of a "pseudo bonus" when AT continuation has been confirmed (when the transition to the preparation part or pseudo bonus has been confirmed after the end of the race part). In addition, if the AT continuation is confirmed and the bonus lottery is won multiple times, a "pseudo bonus" will be awarded each time, but the number of "pseudo bonuses" awarded may be limited (such as a maximum of 1 or less, or 3 or less, etc.).
[0165] FIG. 22 is a bonus lottery table to be referred to when the bonus lottery is executed. FIG. 22(a) shows bonus lottery table A (weak rare role) which is referred to when a weak rare role is won, and FIG. 22(b) shows bonus lottery table B (strong rare role) which is referred to when a strong rare role is won. As shown in these figures, it is easier to win a special prize when a strong rare role is won than when a weak rare role is won, and it is easier to win a special prize when the setting is high than when it is low. In addition, since the 11th game (final game) is part of the race part, the bonus lottery is performed by referring to the bonus lottery table. For example, Figure 21 (e) is the result screen displayed in the final game of the race part (in this embodiment, the screen displayed when the AT does not continue). If the bonus lottery in the final game is won, after the result screen is displayed, a predetermined continuation notification will be executed and the AT (preparation part) will continue.
[0166] In the race part, a character appearance effect is executed, causing a character to appear on the result screen according to a set value. In the character appearance performance, the character to appear is decided by lottery (character appearance lottery). The character appearance lottery is performed during the result game of the race part, but may also be performed during the preparation part. FIG. 23 is a character appearance table (result) that is referenced during the character appearance lottery. As shown in the figure, characters A to E each suggest a different setting. For example, an odd number suggestion is performed by making character B appear, and an even number suggestion is performed by making character C appear. In addition to character display, sound and lamp display can also be performed. In other words, the sub-control unit 20, as a first determination means, determines a character (specific information) to be output in the result (first situation) from among a plurality of characters (specific information) including character E (first specific information) based on a setting value set by the probability setting device 16 (setting means), and the output means (display 8, speaker 9, lamp 11, etc.) outputs the specific information determined by the first determination means in the result (first situation). As shown in the figure and in Figures 13 and 14, the characters displayed on the result screen are the same as those displayed during normal gameplay, but differ from normal gameplay in that the settings are suggested by the characters displayed. "Identical" means that the size, shape, position, color, etc. of the character are the same or nearly the same (similar).
[0167] For example, character E is a character that suggests (informs) the highest setting, but since character E is a character that appears frequently during normal gameplay (a character that appears regardless of the setting during normal gameplay), even if character E appears, it can be difficult for nearby customers to recognize that the setting is the highest. In other words, the first determination means related to the result can determine character E (first specific information) with a higher probability when the second setting value (e.g., setting 6) is set by the setting means than when the first setting value (e.g., setting 1) is set by the setting means, and the second determination means related to the normal game state can determine character E (first special information) with the same probability when the first setting value is set by the setting means and when the second setting value is set (see Figures 13(a) and 23). The first determination means related to the result does not determine character E (first specific information) when a first setting value (e.g., setting 1) is set by the setting means, and the second determination means related to the normal game state can determine character E (first special information) when a first setting value is set by the setting means. In other words, if character E were treated as a character exclusively for suggesting settings (as a character that appears only in the results), the moment character E appears, nearby customers would easily recognize that the setting is the highest. However, in the present invention, since character E appears frequently during normal gameplay, it is possible to make it difficult for customers to recognize that the setting is the highest simply by the appearance of character E.
[0168] In addition, a character that is unlikely to appear during normal gameplay (for example, character A) may be treated as a character that indicates a high setting. In addition, a character that does not appear during normal game play may be made to appear as a character that does not suggest a setting, or as a character that suggests a setting. In addition, the character that appears during the normal game state and the character that appears in the result screen may be the same, or may be in a form that makes it difficult to distinguish the difference. In other words, it is sufficient for both characters to be the same or nearly the same (similar), for example, in terms of differences in size, shape, position, color, etc. In other words, the character E (first specific information) displayed at the time of the result display may be at least partially the same information as the character E (first special information) displayed during the normal game play state. Also, the character may be displayed only when the operation means (such as a performance button) is operated at the time of the result. Additionally, characters may be displayed on the sub-screen or lower panel display.
[0169] FIG. 24(a) is the result screen, and FIG. 24(b) is the screen that is displayed when a MAX bet operation is performed after the result game. That is, character A and the background image (FIG. 24(a)) are displayed on the result screen, and then depending on the bet operation, the background image changes to the background image during normal game play (FIG. 14(a)). In other words, by making the background image of the results of the race part the same as the background image of the normal game state (including the above-mentioned "aspects in which it is difficult to recognize that they are not the same"), when a character appears, it is difficult for surrounding players to tell from the background image whether or not it is "suggesting a setting."
[0170] (pseudo bonus) The pseudo bonus is an AT that lasts for 21G. Since the AT is a full navigation, it is the game state in which you can get the most balls. For this reason, the pseudo bonus is a gaming state that is advantageous to the player. After completing 21G, the pseudo bonus moves on to the preparation part (arrow c in Figure 11). There are four types of pseudo-bonuses in relation to the point lottery described below: "low probability," "high probability," "very high probability," and "certain." Each state is controlled based on the result of a state transition lottery that is executed based on the winning of a predetermined role.
[0171] FIG. 25 is a table to be referred to when a state transition lottery is executed. Figure 25(a) is state transition lottery table A (replay role, 1-coin role) which is referred to when a replay role or 1-coin role is won, Figure 25(b) is state transition lottery table B (weak rare role) which is referred to when a weak rare role is won, and Figure 25(c) is state transition lottery table C (strong rare role) which is referred to when a strong rare role is won. The state transition lottery determines the state you transition to based on the state you are currently in. Specifically, when the current state of existence is low probability, when state transition lottery A (replay role, 1-coin role) is executed, there is a possibility of winning a low probability or high probability as the destination state (Figure 25(a)), when state transition lottery B (weak rare role) is executed, there is a possibility of winning a high probability or very high probability as the destination state (Figure 25(b)), and when state transition lottery C (strong rare role) is executed, there is a possibility of winning a high probability or very high probability as the destination state (Figure 25(c)). Similarly, if the current state of residence is high probability, there is a possibility that the transition state will be low probability or high probability, and if the current state of residence is very high probability, there is a possibility that the transition state will be low probability, high probability, or very high probability (Figure 25). For example, in the starting game (the first game of the pseudo bonus), a state transition lottery is executed based on winning a replay role or a 1-coin role, and as a result, if a high probability role is won, the next game will transition to a high probability state, but if a low probability role is won, the current low probability state will be maintained in the next game.
[0172] The starting game is controlled to a "low probability" state. Therefore, unless the state transition lottery results in a win to a state more favorable than the current state (for example, high probability or ultra-high probability), the game will continue to remain in the current state. The high probability and ultra-high probability end in 1G, and if the state transition lottery is not executed, the game will transition to low probability (even if the low probability is won by executing the state transition lottery, the game will transition to low probability). The determination continues until the point lottery described below is won and points are awarded, or until the pseudo bonus ends, and if points are added, control is executed to transition to low probability. It should be noted that the above-mentioned high probability, ultra-high probability, and confirmed stay periods are merely examples, and other stay periods may also be applied. If you win the push order bell role B, a special effect can be executed (for example, the push order navigation can be displayed in a large size). This allows the player to be informed that he or she has won the combination with the maximum payout amount, giving the player a sense of elation.
[0173] The point lottery is executed by referring to the point lottery table shown in FIG. FIG. 26(a) shows point selection table A (bell B) to be referred to when the push order bell role B is won, and FIG. 26(b) shows point selection table B (strong rare role) to be referred to when the strong rare role is won. The points awarded through the point drawing in the pseudo bonus are accumulated and used for the AT continuation drawing that is executed in the preparation part that is controlled after the pseudo bonus ends.
[0174] A pseudo bonus can suggest a state of staying. For example, the state in which the user is currently staying may be suggested by displaying a background image in a corresponding state, or by changing (transitioning) the background image every time the state changes. Also, instead of changing the background image, a corresponding strip image may be displayed to indicate that the person is staying there. For example, by displaying band images such as high probability: green band, very high probability: red band, confirmed: gold band, etc., the state in which the player is staying can be indicated by the color of the displayed band image.
[0175] In the final game of the pseudo bonus, the state transition lottery may not be executed. This is because the state transition lottery determines the transition state of the next game, and the pseudo bonus ends with the final game (that is, there is no next game). Also, a state transition lottery may be executed in the final game, and in this case, the lottery result (transition destination state) may be carried over to the next pseudo bonus.
[0176] In the points lottery, there is a chance to win 100 or 200 points. The points awarded through the point lottery are added to the points managed in the preparation part. Therefore, if 100 points are awarded, one AT continuation is confirmed, and if 200 points are awarded, two AT continuations are confirmed. In the 1st to 20th games of the pseudo bonus, if points are awarded through a lottery based on winning a strong rare role, a normal navigation effect will be executed, and if points are awarded through a lottery based on winning the push order bell role B, a different navigation effect will be executed. "Normal navigation effects" refers to, for example, displaying the correct button press sequence in a normal size, or displaying the background image as a normal background image. "Unusual navigation effects" refers, for example, to displaying the correct button press sequence in a larger than normal size (extra large display), or displaying the background image in a different manner than normal background images (a different color, a different character design, extra large size, etc.). For example, if points are awarded through a lottery based on winning a strong rare role, the awarding of points may be indicated 100% by displaying a "V" or the like, and if points are awarded through a lottery based on winning push order bell role B, there is a 50% chance that a large image (character image) will be displayed in a different format than usual at the same time as the navigation. In this way, when the push order bell role B with the maximum payout number is won, a navigation effect different from the usual one is executed to notify the player that the maximum payout number has been awarded, giving the player a sense of elation. In addition, since the 21st game of the pseudo bonus displays the start screen of the preparation part, it looks like a preparation part, so even if points are awarded, no notification is given, but there may be cases where a notification is given. The benefit given by the pseudo bonus may be a preparatory part or a set stock for the pseudo bonus instead of or in addition to points.
[0177] FIG. 27 is a diagram showing the navigation mode when the push order bell is selected in the pseudo bonus. Figure 27(a) shows the navigation mode when the push order bell role A5 is won, Figure 27(b) shows the navigation mode when the push order bell role B5 is won, and Figure 27(c) shows the navigation mode when the push order bell role B6 is won. When the Push Order Bell roles B5 and B6, which have the highest payout number, are won, a huge Push Order Navigation image is displayed (Figures 27(b) and (c)). When the Push Order Bell role A, which has a lower payout number than the Push Order Bell roles B5 and B6, is won, the normal Push Order Navigation is executed. In addition, the winning sound and payout sound may be different between push order A and push order bell B only during pseudo bonus. In addition, when outputting an image or sound indicating that the push order is incorrect, it is possible to execute control such as outputting a larger image or sound or lengthening the output period for Push Order Bell Role B than for Push Order Bell Role A, thereby emphasizing a "sense of superiority" when Push Order Bell Role B is selected, or emphasizing a "sense of disappointment" when Push Order Bell Role A is selected. In addition, when the push order bell role A is performed, an image may be displayed together with the push order navigation, but it is preferable that this image be smaller than that of the push order bell role B. In addition, the size of the push order navigation itself may be related to the number of coins paid out. For example, the size of the navigation image should be Push Order Bell Role A < Push Order Bell Role B. Also, when changing the size of the push order navigation itself, it is not necessary to display the character image. Instead of controlling the size of the push order navigation, a huge image (character image) may be displayed in the background image.
[0178] FIG. 28 is a chart showing the relationship between game states and screens, etc. As shown in the figure, in the gaming machine 1 of this embodiment, the start screen will be set to AT or non-AT depending on the game state before the start of the preparation part. Specifically, as shown in Figures 28(a) and (b), at the end game of the game state before the start of the preparation part (pseudo bonus (AT) or race part (non-AT)), the start screen of the preparation part, which is the next game state, is displayed. In particular, when transitioning from the pseudo bonus to the preparation part, there is no crossing over into a non-AT state, providing seamless gameplay. Characters will be displayed on the result screen of the race part (the character appearance effect mentioned above).
[0179] (others) Although it has been described that the characters in the character appearance effects in the normal game state and the race part are the same or similar, and that the appearance probability of the characters is not limited to those shown in Figures 13 and 23, for example, in the result, the appearance probability of a character with a high appearance probability such as character E may be lowered, and the appearance probability of a character with a low appearance probability such as character A may be increased. Also, in the normal game state, the appearance probability of the two characters may be made different, for example, by making the appearance probability of character A higher than the appearance probability of character E, or the appearance probability of character E higher than the appearance probability of character A. In other words, the multiple characters as specific information include character A (second specific information) that can be determined by a first determination means related to the result when one of a first setting value (e.g., setting 1) and a second setting value (e.g., setting 6) is set by the setting means, and the multiple characters as special information include character A (second special information) which is at least partially identical to character A (second specific information), and the first determination means can determine character A (second specific information) with a higher probability than character E (first specific information) when the second setting value is set by the setting means, and the second determination means may determine character E (first special information) with a different probability than character A (second special information) when the second setting value is set by the setting means. This removes the sense of specialness of character E, and dilutes the sense that a high setting is guaranteed when character E appears.
[0180] "Characters appearing during the normal gameplay state" may also include "characters (not shown) that appear in specific effects that occur during the normal gameplay state (such as consecutive effects or effects indicating development into consecutive effects)." In other words, in this case, the "character appearing in the specific effects that occur during normal gameplay" and the "character on the result screen" may be "the same."
[0181] Depending on the manner in which the erasure is performed, other information such as points or the difference to the advantageous zone limit may be suggested. In some or all of the game states described above, some may be in AT or all in Navi mode. In the preparation part and pseudo bonus, the AT is controlled to be a game number management type, but either one or both of them may be a management type AT based on any of the following information: the number of coins won (including surplus coins), the number of coins paid out, or the number of times a specific small prize has been won. In addition, even if the race part is an AT, it may be a managed AT based on any of the following information: the number of games played, the number of coins won, the number of coins paid out, or the number of times a specific small prize has been won. If the race part is set to AT (full navigation), a lottery for not executing navigation (with a 1 / 200 chance of winning) may be held when the push order bell is won, and if the lottery is won, a bonus may be awarded. In the preparation part, when the points are confirmed to be added, the game may be in non-AT mode until the order in which the push order bells are pressed is correct.
[0182] As described above, the present invention comprises a counting means capable of counting information (number of coins won) relating to the number of game values in a specific game state (preparation part, race part, pseudo bonus) advantageous to the player, a display means capable of displaying specific information (breaking through XX coins) when the counting result by the counting means reaches a specific result, and a determination means capable of determining the change manner (e.g., erasure manner) of the specific information displayed on the display means, the determination means being capable of determining the change manner of the specific information displayed on the display means based on predetermined information relating to the game (information relating to a set value, number of coins won, specific minor winnings), and the display means is capable of changing (erasing) the specific information being displayed based on the change manner determined by the determination means.
[0183] This allows the change in the manner in which the information displayed when a predetermined number of game values is acquired to suggest information related to the game, thereby increasing interest.
[0184] In response to this, for example, a patent document (JP 2020-58445 A) discloses a gaming machine that gives players a sense of accomplishment and superiority by displaying a message when a predetermined number of gaming values have been acquired. However, this gaming machine simply displays information regarding winnings, and does not sufficiently enhance the interest of the user.
[0185] In addition, in the present invention, there is provided a setting means (probability setting device 16) capable of setting one of a plurality of setting values including a first setting value (e.g., setting 1) and a second setting value (e.g., setting 6) that allows the game to proceed more advantageously than the first setting value, a first determination means (character appearance lottery) capable of determining a specific information (character) to be output in a first situation (result, etc.) from a plurality of specific information (characters) including a first specific information (e.g., character E) based on the setting value set by the setting means, and a first determination means (character appearance lottery) capable of determining a specific information (character) to be output in a first situation (result, etc.) from a plurality of specific information (characters) including a first special information (e.g., character E). The game device is equipped with a second determination means (character appearance lottery) capable of determining, from among a number of special information (characters), a special information (character) to be output in a second situation (normal game state, etc.) different from the first situation, and an output means capable of outputting the specific information (character) determined by the first determination means in the first situation (results, etc.) and outputting the special information (character) determined by the second determination means in the second situation (normal game state), wherein the first specific information (character E) is at least partially identical to the first special information (character E). In other words, by executing effects that are common to setting suggestion effects in other than setting suggestion effects, it is possible to make it difficult to tell whether or not a setting suggestion effect has actually been executed, and therefore to prevent it from becoming an object of attention.
[0186] In addition, the first determination means (character appearance lottery in results, etc.) can determine the first specific information (character E) with a higher probability when the second setting value (e.g., setting 6) is set by the setting means than when the first setting value (e.g., setting 1) is set, and the second determination means (character appearance lottery in normal game play state) can determine the first special information (character E) with the same probability when the first setting value (e.g., setting 1) is set by the setting means and when the second setting value (e.g., setting 6) is set. In other words, by making the appearance rate of setting suggestion effects that suggest a high setting higher than that of setting suggestion effects that do not suggest a setting during normal gameplay, it becomes even more difficult to tell whether or not a setting suggestion effect has actually been executed.
[0187] In response to this, for example, a patent document (JP 2020-58445 A) discloses a gaming machine that suggests a setting value by executing a setting suggestion effect. With such gaming machines, when a high setting has been set by the administrator, the player is able to sense this, and the gaming machine executes a setting suggestion display that suggests a high setting, giving the player the impression that this is an "amusement parlor that uses high settings." In other words, the manager can appeal to players that the gaming facility is a good one that is willing to give back winnings to players. However, in the above gaming machine, the image displayed as the setting suggestion effect is an image that only appears in the setting suggestion effect on that gaming machine, so if that image is displayed on the gaming machine that a player is playing, there is a high possibility that nearby customers will easily realize that a high setting has been set. Furthermore, if nearby customers notice that the gaming machine that a player is playing on is set to a high setting, the customers will constantly be paying attention to it to see if it is an empty machine, which could lead to the player being worried about what others think and not being able to concentrate on playing the game. According to the gaming machine 1 of this embodiment, it is possible to solve all or part of such problems that need to be improved in conventional gaming machines.
[0188] (Applications of other embodiments) Next, a gaming machine 1 according to an application of another embodiment will be described. In the gaming machine 1 of this embodiment, the sub-control unit 20 controls, as a setting suggestion means, a suggestion effect (hereinafter referred to as a setting suggestion effect) that suggests a setting value by outputting a sound in the final game of the AT. The basic configuration, operation, etc. of the setting suggestion presentation are the same as those of the other embodiments described above. However, the gaming machine 1 of this embodiment differs from the previously described embodiments in that the setting suggestion presentation can be executed based on touch operations on the touch panel 8. Below, we will mainly explain the parts that are different from other embodiments, i.e., the parts that control the setting suggestion presentation based on touch operations, and we will omit detailed explanations of the rest, as we will refer to other embodiments. The "final game of the AT" is assumed to be the "final game of the race part" that is controlled after the end of the preparation part (AT). The race part is a series of play parts that are connected to the preparation part, which is the AT, and can be considered as an AT that is integrated with the preparation part. The setting suggestion effect may be executed strictly in the final game of the AT, or may be executed at any timing in any other game state. Although the "touch operation" is assumed to be a touch operation on the touch panel 8 which is the operating means, it is not limited to a touch operation on a touch panel and may be an operation on other operating devices (for example, a performance button, a start lever, a bet button, etc.).
[0189] 29 is a diagram showing that a setting suggestion effect is executed by sound output by a setting suggestion operation on a touch panel. "Grrr, Grrr" is a visual representation of sound information for convenience, and is setting suggestion information (also called setting suggestion voice) that suggests that a high setting value is set. The setting suggestion voice is intended to be made to appear in response to a touch operation after operating the MAX BET button 2b in an AT end game, but it can also be made to appear in response to a touch operation before operating the MAX BET button 2b. 29(a) is a diagram showing a state where the touch panel 8 (top screen: AT end screen) is touched (setting suggestion operation) by the player in the first state. Note that it is assumed that the volume 5 is set in advance by the volume setting means. Specifically, the setting suggestion effect can be executed by touching the first operation area 85 of the touch panel 8. Although the first operation area 85 is illustrated by a dashed line for convenience, all areas other than the "volume" area (second operation area 86) may be the first operation area 85. The "first state" is a state in which the top screen is displayed on the touch panel 8 and a setting suggestion effect can be executed. The "top screen" is the screen that is displayed on the touch panel 8 during the final game of the race part. Fig. 29(b) is a diagram showing a state where the setting suggestion effect is executed in response to the touch operation shown in Fig. 29(a). Specifically, it shows that the setting suggestion information indicating that a high setting value is set is output from the speaker 9 at a volume of 5 set by the volume setting means. A specific description of the volume setting means will be given later. In this way, the gaming machine 1 of this embodiment is equipped with a setting suggestion means capable of executing a setting suggestion effect that suggests a setting value stored in the storage means, a volume setting means capable of setting the volume when the setting suggestion effect is executed, and a touch panel (operation means) capable of accepting touch operations by the player, and the touch panel (operation means) is configured to function as an operation means (setting suggestion operation) related to the setting suggestion means in the first state in which the "top screen" is displayed. In addition, in the gaming machine 1 of this embodiment, as a setting suggestion means, when a touch operation is performed (the operation means is operated) in the first state in which the top screen is displayed, the setting suggestion presentation can be executed according to the volume set by the volume setting means.
[0190] Fig. 30(a) is a diagram showing a state in which a setting operation to set the volume to 3 has been performed on the volume setting screen in the second state. As shown in Fig. 30(a), the volume can be adjusted by touching the display area of the volume to be set (in this example, the "volume 3" portion). The volume can also be set using other methods (for example, by sliding a slider bar with your finger). The "second state" is a state in which a volume adjustment screen is displayed on the touch panel 8. A method for switching between the "first state" and the "second state" will be described later. Fig. 30(b) is a diagram showing that the volume is set (set to volume 3 in this example) in response to the operation shown in Fig. 30(a). In other words, by the operation shown in Fig. 30(a), the volume setting means changes the volume of the output sound in the setting suggestion performance to a desired volume (volume 3 in this example). FIG. 30(c) is a diagram showing a state in which a touch operation (setting suggesting operation) is subsequently performed on the touch panel 8 (top screen) in the first state. FIG. 30(d) is a diagram showing a state in which a setting suggestion effect is executed in response to the operation shown in FIG. 30(c). Also, Fig. 30(d) shows a case where the setting suggestion effect is executed by sound output at volume 3. In other words, Fig. 30(d) shows that the setting suggestion effect is executed by sound output based on the volume set by the volume setting means. In this way, the gaming machine 1 of this embodiment makes it possible to set the volume when the setting suggestion performance is executed based on the touch operation of the touch panel 8 (operation means) in the second state in which the volume adjustment screen is displayed as a volume setting means.
[0191] Figure 31(a) is a diagram showing a state in which a touch operation is performed in the second state when the volume adjustment screen is displayed on the touch panel 8, and Figure 31(b) is a diagram showing that the setting suggestion display is not executed even when the operation shown in Figure 31(a) is accepted. Note that, although FIG. 31(a) shows an example in which some areas are touched, the volume adjustment screen is controlled so that the setting suggestion effect is not executed regardless of which area is touched. In other words, even if you touch the volume button on the top screen, no setting suggestions will appear. In this way, the gaming machine 1 of this embodiment, as a setting suggestion means, controls so as not to execute a suggestion effect based on a touch operation on the touch panel 8 (operation means) in the second state in which the volume adjustment screen is displayed.
[0192] Fig. 32(a) is a diagram showing that the second operation area 86 of the touch panel 8 is touched in a first state in which the top screen is displayed, and Fig. 32(b) is a diagram showing that the top screen (first state) is switched to a volume adjustment screen (second state) in response to the operation shown in Fig. 32(a). The second operation area 86 is configured as an area narrower than the first operation area 85. In this way, switching from the top screen (first state) to the volume adjustment screen (second state) can be performed by touching the second operation area 86 of the touch panel 8. It should be noted that when the first operation area 85 is selected, the top screen can also be switched to the volume adjustment screen by operating the performance button 2g (directional pad) to select and execute the second operation area 86. In other words, in this embodiment of the gaming machine 1, the touch panel 8 (operation means) includes a first operation area and a second operation area narrower than the first operation area, and as a control means, executes control to switch to the second state based on the second operation area being operated in the first state.
[0193] As described above, the gaming machine 1 of this embodiment is capable of executing a suggestion effect as a setting suggestion means in the first state based on a touch operation of the first operation area 85 on the touch panel 8 (operation means). Figure 33(a) is a diagram showing the state in which the second operation area 86 is touched in the first state in which the top screen is displayed, and Figure 33(b) is a diagram showing that the setting suggestion display was not executed even when the operation shown in Figure 33(a) was accepted. That is, the gaming machine 1 of this embodiment, as the setting suggesting means, in the first state, controls so as not to execute a suggesting effect based on the touch operation of the second operation area 86 on the touch panel 8 (operation means).
[0194] Furthermore, the gaming machine 1 of this embodiment is capable of executing, as a control means, control for switching from the second state to the first state when a predetermined condition is met. FIG. 34(a) is a diagram showing how the third operation area 87 (the "Return to TOP" area) is touched in the second state in which the volume adjustment screen is displayed, and FIG. 34(b) is a diagram showing how a predetermined condition is determined to be met based on the acceptance of the operation shown in FIG. 34(a), and control is executed to switch from the second state (volume adjustment screen) to the first state (top screen). In addition, "satisfaction of a specified condition" is not limited to a touch operation on the "return to top" area, but may also be a touch operation on an area other than the "return to top" area or another operation (such as operating the performance button 2g).
[0195] 35(a)→(b) shows that the first state (top screen) has transitioned to the second state (volume adjustment screen) based on a touch operation on the second operation area 86 of the touch panel 8. In other words, it shows that the top screen has been switched to the volume adjustment screen. 35(b)→(c) shows that the second state (volume adjustment screen) has transitioned to the first state (top screen) based on a touch operation on the third operation area 87 of the touch panel 8. In other words, it shows that the volume adjustment screen has been switched to the top screen. Figure 35(d) shows the first operation area 85 of the touch panel 8 being touched in the first state (top screen), and Figure 35(e) shows that a setting suggestion display suggesting a high setting is executed in response to the operation shown in Figure 35(d). In this way, the gaming machine 1 of this embodiment, as a setting suggestion means, executes a suggestion presentation based on the first operation area 85 on the touch panel 8 (operation means) being touched when control is executed by the control means to switch from the first state to the second state and then control is executed to switch from the second state to the first state.
[0196] Here, the gaming machine 1 of this embodiment is controlled to a specific state when a specific condition is established in the first state and the second state. An example of "the satisfaction of a particular condition" is the detection of the operation of the start lever. That is, when an operation to start the game following the final game of the AT (that is, the start of a new game) is detected, the specific condition is met. A "specific state" refers to a state in which it is impossible to execute a setting suggestion effect. That is, the gaming machine 1 of this embodiment restricts the execution of the setting suggestion presentation when it detects a start lever operation in the first state and the second state.
[0197] Here, a specific example in which the setting suggestion effect is restricted based on the establishment of a specific condition will be described with reference to Figures 36 and 37. 36(a)→(b) shows that during the final game of the AT, the first state (top screen) transitioned to the second state (volume adjustment screen) based on a touch operation on the second operation area 86 of the touch panel 8. In other words, it shows that the top screen was switched to the volume adjustment screen. FIG. 36(c) shows that the specific state is controlled based on the start lever being operated in the second state (volume adjustment screen). In this way, when a game start operation for the game following the final game of the AT is executed (when a new game is started after the AT ends), the setting suggestion presentation is controlled to be disabled. 36(d) is a diagram showing that, on the top screen (first state), the first operation area 85 is touched. Note that switching from the volume adjustment screen to the top screen can be executed by touching the third operation area 87. FIG. 36(e) shows that the setting suggestion effect was not executed even when the operation of FIG. 36(d) was performed. In the figure, the case where the dashed line area of the top screen is touched is illustrated as an example, but the setting suggestion effect is not executed even if any area of the top screen is touched. Also, the setting suggestion effect is not executed even if the volume adjustment screen is touched. In this way, the gaming machine 1 of this embodiment, as a setting suggestion means, controls so that when the control means executes control to switch from the first state to the second state and then controls to a specific state, the setting suggestion presentation is not executed based on the touch operation of the touch panel 8 (operation means).
[0198] Figure 37(a)→(b) shows that during the final game of the AT, the transition to the second state (volume adjustment screen) occurs based on a touch operation on the second operation area 86 of the touch panel 8 in the first state (top screen). FIG. 37(c) shows that the state has transitioned to the first state (top screen) based on a touch operation being performed on the third operation area 87 of the touch panel 8 in the second state (volume adjustment screen). That is, FIG. 37(a)→(b)→(c) shows that after the top screen is switched to a volume adjustment screen, the volume adjustment screen is again switched to the top screen. FIG. 37(d) shows that the state is controlled to a specific state based on the start lever being operated during the first state (top screen). In this way, when a game start operation for the game following the final game of the AT is executed (when a new game is started after the AT ends), the setting suggestion presentation is controlled to be disabled. FIG. 37(e) is a diagram showing that the first operation area 85 has been touched on the top screen (first state). FIG. 37(f) shows that the setting suggestion effect was not executed even when the operation in FIG. 37(e) was performed. In the figure, the case where the dashed line area of the top screen is touched is illustrated as an example, but the setting suggestion effect is not executed even if any area of the top screen is touched. Also, the setting suggestion effect is not executed even if the volume adjustment screen is touched. In this way, the gaming machine 1 of this embodiment, as a setting suggestion means, controls so that when the control means executes control to switch from the first state to the second state, and then executes control to switch from the second state to the first state, and then executes control to switch to a specific state, the setting suggestion presentation is not executed based on the touch operation of the touch panel 8 (operation means).
[0199] FIG. 38 is a diagram showing a state in which a medal 88, which is an example of a special suggestion effect, is displayed on the touch panel 8. As shown in FIG. The medal 88 is setting suggestion information indicating that the setting value has been confirmed to be the highest setting. The special suggestion effect is displayed in the first state (top screen) without touching the touch panel 8, and the display of the special suggestion effect can suggest to the player that the machine is a high setting machine. In this way, the gaming machine 1 of this embodiment is capable of executing a special suggestion effect that is different from the setting suggestion effect by sound output as a setting suggestion means, and in the first state, the special suggestion effect can be executed without the need for touch operation of the touch panel 8 (operation means). Also, as shown in FIG. 38, the display area for the special suggestion effect and the second operation area 86 are arranged so as not to overlap. In other words, a predetermined area on the touch panel 8 functioning as a display means is the second operation area 86, and the special suggestion performance is displayed in an area different from the predetermined area on the display means. In addition, in the second state in which the volume adjustment screen is displayed, a special suggestion effect may be made to appear without a touch operation.
[0200] Figure 39(a)→(b) shows that during the final game of the AT, the transition to the second state (volume adjustment screen) occurs based on a touch operation on the second operation area 86 of the touch panel 8 in the first state (top screen). FIG. 39(c) shows that the state has transitioned to the first state (top screen) based on a touch operation being performed on the third operation area 87 of the touch panel 8 in the second state (volume adjustment screen). That is, FIG. 39(a)→(b)→(c) shows that after the top screen is switched to a volume adjustment screen, the volume adjustment screen is again switched back to the top screen. FIG. 39(d) shows that a medal bell 88 (special suggestion effect) is displayed in response to a transition to the first state (top screen). In this manner, in the gaming machine 1 of this embodiment, even when the control means executes control to switch from the first state to the second state and then executes control to switch from the second state to the first state, the special suggestion performance is executed without the need to operate the touch panel 8 (operation means).
[0201] FIG. 40 shows the game presentation that appears on the 10th game in normal game mode. Specifically, during the 10th game in normal game mode, in addition to the main character, characters, background image (tree), etc. being displayed, a game effect is executed by outputting the sound "Growl." This sound output is a presentation that is executed according to the progress of the game, and is a game presentation that is executed in the normal game state. In addition, this sound output ("Grrr") is partially the same as the setting suggestion effect ("Grrr, Grrr") that is executed in the final game of the AT. In addition, the setting suggestion effect may be "Gao" or "Gao, Gao, Gao," and the game effect in the normal game state may be "Gao, Gao" or "Gao, Gao, Gao." In this manner, in the gaming machine 1 of this embodiment, the presentation is executed in accordance with the progress of the game, and the game presentation executed in a state (normal game state) different from the first state and the setting suggestion presentation are at least partially identical to each other.
[0202] The operations and behaviors according to the above aspects can be applied not only to the display device 8 but also to sub-screens and sub-displays. In other words, depending on whether or not a predetermined condition is met and at a predetermined timing, a setting suggestion presentation can be executed or disabled in response to a touch operation on a predetermined area of the touch panel consisting of the sub-screen.
[0203] As described above, the gaming machine 1 of the present invention is a gaming machine that is equipped with a storage means capable of storing a setting value selected from a plurality of setting values and is capable of controlling the degree of advantage in a game in accordance with the setting value, and is equipped with a setting suggestion means capable of executing a suggestive performance suggesting the setting value stored in the storage means, a volume setting means capable of setting the volume at which the suggestive performance is executed, and a touch panel 8 (operation means) capable of receiving operations from a player, and the operation means is configured to function as an operation means related to the setting suggestion means in a first state, and is configured to function as an operation means related to the volume setting means in a second state different from the first state, and the setting suggestion means is capable of executing the suggestive performance in accordance with the volume set by the volume setting means based on the operation of the operation means in the first state, and is controllable so as not to execute the suggestive performance based on the operation of the operation means in the second state, and the volume setting means is capable of setting the volume at which the suggestive performance is executed based on the operation of the operation means in the second state. In addition, when the first operation area 85 is touched on the AT end screen (top screen), a setting suggestion voice appears, but when the second operation area 86 is touched, no setting suggestion voice appears. In addition, it is possible to switch to the volume adjustment screen from the top screen, but on this volume adjustment screen, no setting suggestion voice will appear no matter where you touch. In addition, after closing the volume adjustment screen and returning to the top screen, unless a new game has been started, if a touch operation is performed while avoiding the second operation area 86, a setting suggestion voice will appear. In addition, the special suggestion effects that appear without touch operation are displayed in the same area as the first operation area 85 of the top screen and the gauge area of the volume adjustment screen, but are displayed in a manner that does not overlap with the second operation area 86.
[0204] According to the gaming machine 1 of the present invention, the setting suggestion can be displayed at a low volume so as not to be noticed by those around. In particular, the volume can be adjusted even after the device is in a state where it is ready to accept operations for suggesting settings. Furthermore, according to the gaming machine 1 of the present invention, the operating means for operating setting suggestions is combined with the operating means for operating volume adjustment, and when volume adjustment is activated, setting suggestions do not appear even if an operation by the player is accepted, thereby preventing interference between setting suggestion operations and volume settings. In response to this, for example, a patent document (JP 2020-58445 A) discloses a gaming machine capable of executing setting suggestion effects by outputting sound. However, in such conventional gaming machines, it was not possible to turn down the volume to make the setting suggestion appear, or to adjust the volume after the machine was in a state where it could accept an operation for the setting suggestion. According to the gaming machine 1 of the present embodiment, the volume adjustment can be flexibly set, so that it is possible to solve all or part of such problems that need to be improved in conventional gaming machines.
[0205] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the AT state has been described as being controlled by a game number management type AT, but this is not limited to this, and it may be managed by at least one of, for example, the difference in number of coins, the number of times push order navigation occurs, the number of times small prizes are won, the number of medals won, the number of medals paid out, etc. In addition, the objects to be managed in the normal AT state and the higher AT state may be different.
[0206] Furthermore, in the above embodiment, the case of an AT machine has been described, but the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines). In addition, in the basic embodiment, the case where the game number subtraction method is applied during the AT has been described, and in other embodiments, the case where the game number addition method is applied during the AT has been described, but in the basic embodiment, the game number addition method may be applied, and in other embodiments, the game number subtraction method may be applied.
[0207] In addition, in the above-mentioned embodiment, it is assumed that the normal game state is controlled to a normal zone or an advantageous zone, and the AT state is controlled to an advantageous zone, but this is not limited to the above, and each game state may be controlled to either or both of the normal zone and the advantageous zone.
[0208] In addition, in the above embodiment, the tables referred to in the various processes are only examples, and are not limited to the above tables. Furthermore, the winning probability related to each table is not limited to the above values, and can be changed as appropriate. In addition, in various tables, there are tables where the winning probability is the same for all set values, and tables where the winning probability differs for each set value, but this is not limited to this, and the winning probability may be the same for all set values in all tables, or may be different. Also, the winning probability or the table to be referenced may be different for only some set values (only even setting, only odd setting, only high setting). In addition, in the above-mentioned embodiments, when an expression is used that includes content such as "one is more likely than the other" or "one is less likely than the other", the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. In the above-described embodiment, the numerical values defined for control are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0209] In addition, the front door 1a may be provided with a vibration means for vibrating the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air toward the player, so that when a relatively highly anticipated performance is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0210] In addition, in the above-described embodiment, the main control unit 10 performed operations as various means such as a game state control means, but the sub-control unit 20 may perform some or all of these operations and operate as the various means. Conversely, while the sub-controller 20 operates as a means for executing a presentation on the display device 8 etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0211] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a gaming machine (slot machine) that uses actual gaming media such as medals.
[0212] In addition, in the above-described embodiment, the reel 41 driven and controlled by a motor is used as the variable display means. However, instead of or in addition to this, it is also possible to use the display 8 such as a liquid crystal display as a variable display means for identification information by displaying an image in which the patterns of the reel or the like change. [Explanation of symbols]
[0213] 1. Medalless gaming machines (gaming machines) 8 Display (touch panel) 10 Main control unit 16 Probability Setting Device 20 Sub-control section
Claims
1. A gaming machine that includes a storage means capable of storing a setting value selected from a plurality of setting values and is capable of controlling a degree of advantage of a game in accordance with the setting value, A setting suggestion means capable of executing a suggestion effect suggesting a setting value stored in the storage means; A volume setting means for setting a volume when the suggestion performance is executed; an operation means capable of accepting an operation by a player; Equipped with The operation means includes: In a first state, the setting suggestion means is configured to function as an operation means associated with the setting suggestion means; The control unit is configured to function as an operation unit related to the volume setting unit in a second state different from the first state, The setting suggestion means includes: In the first state, the suggestion performance can be executed according to a volume set by the volume setting means based on the operation of the operation means, In the second state, the suggestion performance is controlled not to be executed based on the operation of the operation means, The volume setting means is In the second state, the volume at which the suggestion performance is executed can be set based on the operation of the operating means. A gaming machine characterized by:
2. a control unit capable of executing control for switching between the first state and the second state, The operating means includes: A first operation area and a second operation area narrower than the first operation area are included, The control means In the first state, a control for switching to the second state can be executed based on an operation of the second operation area; The setting suggestion means includes: In the first state, the suggestion performance can be executed based on the operation of the first operation area of the operation means, In the first state, the suggestion performance can be controlled not to be executed based on the operation of the second operation area of the operation means.
2. The gaming machine according to claim 1 .
3. The control means In the second state, when a predetermined condition is satisfied, control for switching to the first state can be executed, In the first state and the second state, when a specific condition is satisfied, the control can be made to a specific state, The setting suggestion means includes: When the control means executes a control for switching from the first state to the second state and then executes a control for switching from the second state to the first state, the suggestion performance can be executed based on an operation of the first operation area of the operation means; When the control means executes control to switch from the first state to the second state and then controls the specific state, the control means can be controlled not to execute the suggestion performance based on the operation of the operation means; The control means controls the state of switching from the first state to the second state, and then controls the state of switching from the second state to the first state. When the state of switching is further controlled to the specific state, the control means can control the state of switching not to execute the suggestive performance based on the operation of the operation means.
3. The gaming machine according to claim 2 .
4. The setting suggestion means includes: It is possible to execute a special suggestion effect different from the suggestion effect, In the first state, the special suggestion performance can be executed without the need for the operation means to be operated, Even when the control means executes control for switching from the first state to the second state and then executes control for switching from the second state to the first state, the special suggestion performance can be executed without the need for the operation means to be operated.
4. The gaming machine according to claim 3.
5. The operation means is configured to function as a display means, the predetermined area on the display means is the second operation area, The special suggestion effect is displayed in an area different from a predetermined area on the display means.
5. The gaming machine according to claim 4.
6. The effect is executed according to the progress of the game, and the game effect executed in a state different from the first state and the suggestion effect are at least partially the same effect.
6. The gaming machine according to claim 1, wherein the first and second components are arranged in a first and second direction.
Citation Information
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