Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-09
- Publication Date
- 2026-03-27
AI Technical Summary
Conventional gaming machines lack mechanisms to dynamically adjust the probability of granting bonuses based on different gaming states, leading to inconsistent player experience and potential dissatisfaction.
The gaming machine incorporates a determination mechanism to grant bonuses with varying probabilities based on different specific states, allowing for dynamic control of bonus awards depending on lottery results, enhancing player engagement and experience.
This approach provides a more engaging and unpredictable gaming experience by adjusting bonus probabilities, increasing player satisfaction and potentially extending playtime.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, there has been known a gaming machine that, when a specific combination is won during a high probability period in a specific gaming state such as an AT, provides a bonus with a higher probability than during a low probability period (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-240516 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 problem, the gaming machine of the present invention comprises: a determination means capable of determining one of a plurality of lottery results including a first lottery result and a second lottery result; a determination means capable of determining whether to grant a bonus related to a specific gaming state advantageous to a player based on the lottery result determined by the determination means; and a control means capable of control to one of a plurality of specific states including a first specific state that can be determined with a first probability with respect to the first lottery result, a second specific state that can be determined with a second probability higher than the first probability, and a third specific state that can be determined with a third probability higher than the second probability, wherein the determination means is capable of determining that a bonus will be granted with the first probability when the first lottery result is determined by the determination means when the gaming machine is controlled to the first specific state, and is capable of determining that a bonus will be granted with the first probability when the gaming machine is controlled to the first specific state. In this case, when the second lottery result is determined by the determination means, it is possible to determine that a bonus will be granted with a fourth probability; when controlled to the second specific state, when the first lottery result is determined by the determination means, it is possible to determine that a bonus will be granted with the second probability; when controlled to the second specific state, when the second lottery result is determined by the determination means, it is possible to determine that a bonus will be granted with the fourth probability; when controlled to the third specific state, when the first lottery result is determined by the determination means, it is possible to determine that a bonus will be granted with the third probability; and when controlled to the third specific state, when the second lottery result is determined by the determination means, it is possible to determine that a bonus will be granted with the fourth probability. [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] A state transition diagram showing the transition of game states. [Figure 7] 11 is a diagram showing game state transition patterns and transition triggers. [Figure 8] 13 is a flowchart showing non-advantageous control processing. [Figure 9] 1 is a diagram showing an ATLV lottery table. [Figure 10] 1 is a chart showing the CZLV lottery table. [Figure 11] This is a chart showing the AT lottery table - non-advantageous. [Figure 12] 13 is a flowchart showing a preparatory AT control process. [Figure 13] 13 is a diagram showing a lighting mode lottery table. [Figure 14] 13 is a diagram showing the strongest lighting lottery table. [Figure 15] 4 is a flowchart showing a normal AT control process. [Figure 16] This is a chart showing the lottery contents for each winning role when the symbol is lit (strongest lighting). [Figure 17] This is a diagram showing the confirmed AT transition lottery table_illumination. [Figure 18] 13A is a diagram showing the confirmed AT transition lottery table_winning role (first half), and FIG. 13B is a diagram showing the confirmed AT transition lottery table_winning role (second half). [Figure 19] 13 is a flowchart showing a breakthrough value lottery process. [Figure 20] 13 is a diagram showing an initial breakthrough value lottery table. [Figure 21] 13A is a diagram showing the breakthrough value addition lottery table_green lighting, FIG. 13B is a diagram showing the breakthrough value addition lottery table_yellow lighting, and FIG. 13C is a diagram showing the breakthrough value addition lottery table_blue lighting. [Figure 22] 13A is a diagram showing the breakthrough value addition lottery table_weak confirmed AT, and FIG. 13B is a diagram showing the breakthrough value addition lottery table_strong confirmed AT. [Diagram 23] 13 is a flowchart showing the processing at the end of normal AT. [Figure 24] 13 is a chart showing a lottery table for determining whether or not a favorable zone will continue. [Diagram 25] 13 is a chart showing a CZ type lottery table. [Figure 26] 13 is a flowchart showing a final AT control process. [Figure 27] (a) is a diagram showing the breakthrough value addition lottery table_red lighting, (b) is a diagram showing the breakthrough value addition lottery table_green lighting, (c) is a diagram showing the breakthrough value addition lottery table_yellow lighting, and (d) is a diagram showing the breakthrough value addition lottery table_blue lighting. [Figure 28] 13A is a diagram showing the breakthrough value addition lottery table_weak confirmed AT, and FIG. 13B is a diagram showing the breakthrough value addition lottery table_strong confirmed AT. [Figure 29] 13 is a flowchart showing a breakthrough AT control process. [Diagram 30] 13 is a diagram showing a breakthrough lottery table. [Diagram 31] 13 is a diagram showing a breakthrough rewrite lottery table. [Diagram 32] This is a chart showing the Loop AT Stock Lottery Table_Breakthrough AT. [Diagram 33] 13 is a diagram showing a loop AT initial stock lottery table. [Diagram 34] 13 is a flowchart showing a loop AT control process. [Diagram 35] This is a diagram showing the BAR Navi lottery table_loop AT. [Diagram 36] This is a diagram showing the Loop AT Stock Lottery Table_Loop AT. [Figure 37] 13 is a diagram showing a specialized SP transition lottery table. [Figure 38] 13 is a diagram showing a SPAT type lottery table. [Figure 39] 13 is a diagram showing a pseudo bonus transition lottery table. [Diagram 40] 13 is a flowchart showing a specialized AT control process. [Diagram 41]This is a diagram showing the BAR Navi lottery table_specialized AT. [Diagram 42] This is a chart showing the preparation AT stock lottery table. [Diagram 43] This is a chart showing a subtraction stop G number lottery table. [Diagram 44] 1 is a diagram showing a SPAT control process. [Diagram 45] 13 is a diagram showing the next odds lottery table. [Figure 46] 13 is a diagram showing an ally consecutive attack lottery table. [Figure 47] 13 is a diagram showing an ally consecutive attack damage lottery table. [Figure 48] 13 is a diagram showing an ally attack damage selection table. [Figure 49] 13 is a flowchart showing a pseudo bonus control process. [Figure 50] 13 is a flowchart showing a preparation AT stock lottery table. [Figure 51] 13 is a flowchart showing a CZ preparation control process. [Figure 52] 1A is a diagram showing the AT lottery table_weak preparation, and FIG. 1B is a diagram showing the AT lottery table_strong preparation. [Diagram 53] 13 is a flowchart showing a CZ control process. [Figure 54] 13A is a diagram showing the AT lottery table_CZ weak, and 13B is a diagram showing the AT lottery table_CZ strong. [Figure 55] (a) is an example of a screen indicating that a lighting lottery has been held, and (b) is an example of a screen indicating that lighting pattern 12 has been won through the lighting lottery and red, green, and blue lights have been obtained. [Figure 56] (a) is a diagram of the screen indicating that the all-strongest lighting lottery has been held, and (b) is a diagram of the screen indicating that the all-strongest lighting lottery has been won, and therefore the all-strongest lighting (the strongest lights in red, green, yellow, and blue) has been obtained. [Figure 57](a) is an example of a screen showing that a fixed AT lottery_lighting (fixed AT lottery_red) based on red lighting has been executed by winning the composite role 2 (composite bell 3) in a situation where red, green and blue lights have been obtained. (b) is an example of a screen showing that the lottery in (a) has not been won (lost) and that the lottery right for the fixed AT lottery_lighting based on red lighting has been subtracted by turning off the red light. (c) is an example of a screen showing that a fixed AT lottery_lighting (fixed AT lottery_green) based on green lighting has been executed due to losing the first fixed AT lottery_red. (d) is an example of a screen showing that a fixed AT lottery_green has been won (the continuation of the AT has been confirmed). (e) is an example of a screen showing that a fixed AT lottery_green has been lost. [Figure 58] (a) is an example of a screen indicating that a confirmed AT lottery_winning role has been executed based on winning composite role 2, and (b) is an example of a screen indicating that a confirmed AT lottery_winning role has been won (AT continuation has been confirmed). [Figure 59] (a) is an example of a screen showing that an initial breakthrough value of 30 has been obtained as a result of the initial breakthrough value lottery. (b) is an example of a screen showing that an added breakthrough value of 10 has been obtained as a result of the breakthrough value addition lottery_green. As shown in the figure, the cumulative breakthrough value is shown in the upper right area of the screen. (c) is an example of a screen showing that an added breakthrough value of 10 has been obtained as a result of performing the breakthrough value addition lottery_blue after the breakthrough value addition lottery_green. (d) is an example of a screen showing that an added breakthrough value of 30 has been obtained as a result of the breakthrough value addition lottery_confirmed AT strong. [Figure 60] (a) is an example of a screen indicating that "continue" has been selected in the favorable zone continuation lottery, (b) is an example of a screen indicating that a CZ type lottery has been held based on the fact that "continue" has been selected in the favorable zone continuation lottery, and (c) is an example of a screen including a CZ weak preparation stage image. [Figure 61](a) is an example of a screen showing that an additional breakthrough value of 10 has been obtained as a result of the breakthrough value addition lottery_red. (b) is an example of a screen showing that an additional breakthrough value of 10 has been obtained by the breakthrough value addition lottery_green executed after the breakthrough value addition lottery_red. (c) is an example of a screen showing that an additional breakthrough value of 10 has been obtained by the breakthrough value addition lottery_yellow executed after the breakthrough value addition lottery_green. (d) is an example of a screen showing that an additional breakthrough value of 30 has been obtained by the breakthrough value addition lottery_confirmed AT strong executed after the breakthrough value addition lottery_green. [Figure 62] (a) is an example of a screen showing that the breakthrough value obtained was converted from 55 to 60 by rounding off due to the breakthrough value conversion process being executed in the first game of the breakthrough AT. (b) is an example of a screen showing that a breakthrough lottery was executed in the first game of the breakthrough AT. (c) is an example of a screen showing that the breakthrough lottery was lost. (d) is an example of a screen showing that the breakthrough rewrite lottery was won. [Figure 63] (a) is an example of a screen showing that the loop AT stock lottery was executed in the 2nd game of the breakthrough AT, and the result "2" was won, resulting in 2 loop AT stocks. (b) is an example of a screen showing that the loop AT initial stock lottery (1st time) was won, resulting in 1 loop AT initial stock. (c) is an example of a screen showing that the loop AT initial stock lottery (2nd time) was won, resulting in an additional 1 loop AT initial stock. (d) is a diagram showing the breakthrough AT end screen displayed when the loop AT initial stock lottery (3rd time) was not won. [Figure 64] 13A is an example of a screen indicating the occurrence of BAR navigation, FIG. 13B is a diagram showing what happens when BAR alignment is successful, and FIG. 13C is a diagram showing what happens when BAR alignment is unsuccessful. [Figure 65] (a) is an example of a screen indicating that a specialized SP transition lottery has been conducted, (b) is an example of a screen indicating that a specialized AT has been won as a result of the specialized SP transition lottery, and (c) is an example of a screen indicating that a SPAT has been won as a result of the specialized SP transition lottery. [Figure 66](a) is an example of a screen indicating that a SPAT type lottery is being conducted, (b) is an example of a screen indicating that the result of the SPAT type lottery has been selected (determined) to have the strongest red light lit, and (c) is an example of a screen indicating that the result of the SPAT type lottery has been selected (determined) to have the strongest all light lit. [Figure 67] (a) is an example of a screen indicating the occurrence of a 7-match navigation, (b) is a diagram showing what happens when the 7-match is successful, and (c) is a diagram showing what happens when the 7-match is not successful. [Figure 68] (a) is an example of the display screen of the display device 8 of the 1st G (1st set) of the specialized AT. (b) is a diagram showing that in the 1st G of the specialized AT, a subtraction stop G number lottery is executed as an internal process, and "5G" is determined as the lottery result. (c) is a diagram showing that the maximum number of stocks that can be acquired in the 1st set is 3 (because a maximum of 1 stock can be acquired in the BAR navigation lottery and a maximum of 2 stocks can be acquired in the preparation AT stock lottery), and since the total number of stocks is 4 or less, a specialized AT continuation process that controls to the specialized AT of the next set (2nd set) is executed. (d) is an example of the display screen of the display device 8 of the 1st G of the 2nd set. (e) is a diagram showing that a stock is acquired in the 3rd G of the 2nd set, and therefore the remaining subtraction stop G number "2" is reset to "0" (subtraction stop control is released). (f) is an example of the display screen of the display device 8 of the 4th G of the 2nd set. [Figure 69] (a) is an example of a screen showing the first 1G of SPAT. (b) is an example of a screen showing that an enemy attack of damage 1 occurred in the first 1G of SPAT. [Figure 70] (a) and (b) are explanatory diagrams for when an ally is defeated. (a) is a diagram showing that an ally's HP has reached 0, and (b) is a diagram showing that an ally has been defeated as a result of the ally's HP reaching 0. (c) to (e) are explanatory diagrams for when an ally has won. (c) is a diagram showing that an enemy's HP has reached 0, and (d) is a diagram showing that an ally has won as a result of the enemy's HP reaching 0. (e) is a diagram showing that the strongest red light is turned on based on the ally's victory. [Figure 71]FIG. 1 is a diagram showing an example of some of the production stages and their flow. [Figure 72] A diagram showing the game state and its flow corresponding to the presentation stage and its flow shown in Figure 71. 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 medal-less gaming machine (hereinafter, simply referred to as a "gaming machine") that uses a pseudo gaming medium in this data format. Such gaming machines are also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example of application to a No. 6 slot machine having an AT (ART) state as a gaming machine, but this is not limited to this, and the invention can also be applied to, for example, normal type (so-called A type) slot machines that allow real bonus play. In addition, medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming store (management device, dedicated unit) and that have been won in previous games are called "owned medals."
[0008] First, the overall configuration of the 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. Symbols include cherry, watermelon, bell, replay, BAR, and 7. Below the display window 6, a step is formed that protrudes forward, and around this step, operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, stop button 5, and notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f are provided. The game medal number display device 7 may be provided on the upper surface side or front side of the step. Above the display window 6, there is provided a navigation lamp 12 for guiding the player through the operation sequence of the stop buttons 5. The upper part of the front door 1a is provided with a display 8 that functions as a display means and a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the lower part (lower panel) of the front door 1a, and it is not necessarily required to provide the display 8.
[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning of each role or the effects displayed on the display 8.
[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls aspects of the game, such as the presentation, under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of the reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is in a stopped state, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. A game medal count clear button 14 and a probability setting device 16 are provided inside the cabinet 1b, and a dedicated unit 19, which is an inter-machine device, is located adjacent to the outside of the gaming machine in correspondence with each medalless gaming machine 1 (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal count display device 7, a game medal count clear button 14, a probability setting device 16, and a power supply unit 15. In addition, the dashed line portion in FIG. 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, detects and controls the operation of each 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. Specifically, the sub-controller 20 functions as a production stage control means for controlling the above-mentioned respective units in order to control the production stage according to the game state. The production stage control means will be described in detail later.
[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) operable to stop a plurality of symbols (identification information) variably displayed according to the progress of the game, and is provided with a plurality of stop operation sections (5a to 5c). Specifically, in response to a stop operation of the left stop button 5a, the symbols displayed on the left reel 41a are stopped and displayed, in response to a stop operation of the center stop button 5b, the symbols displayed on the center reel 41b are stopped and displayed, and in response to a stop operation of the right stop button 5c, the symbols displayed on the right reel 41c are stopped and displayed. 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, he or she may simply press the settlement button 2d when he or she has confirmed that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and the bet number can then be returned together with the number of game medals by subsequently pressing the counting button 2c.
[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 is capable of setting a plurality of set values (for example, 1 to 6), and changes the degree of advantage for the player (the probability of controlling the game state to be advantageous) according to the set value. For example, the main control unit 10 stores one of the setting values in a memory means based on the probability setting operation performed by an arcade staff member on the probability setting device 16, and controls the winning probability of multiple CZLVs, ATLVs, etc. based on the stored setting value (see Figures 11, 12, etc.).
[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 it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and determines that a winning combination has been achieved when the combination of symbols that has stopped on the pay line (winning line) is a predetermined combination of symbols. 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 decision is made based on the combination of patterns that stop on the middle line out of a total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. Only the middle line is considered to be the winning 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 corresponding symbol combination (outcome) will be described. Note that the results shown below are merely examples, and other results may also be used. 5 is a diagram showing an internal lottery table. Note that this internal lottery table is referred to during bonus carryover. As shown in FIG. 5, the winning combinations include a small combination, a replay combination, a bonus combination, etc., and the small combinations include a bell combination, a watermelon combination, a cherry combination, a common combination, a compound combination, and a reach combination. In addition, sometimes the role name is referred to as "XX role" without the "role" part.
[0035] The replay role is a role in which a combination of predetermined symbols ("Replay Replay Replay" (Replay Match) is displayed stopped on a predetermined line, and there are Replay, Composite Replay, and Reach Eye Replay. The replay role is a so-called replay role that allows a player to play the next game again without inserting a medal as a prize for winning. There are two types of replays: Replay 1 and Replay 2. In Replay 1, when you win, you can perform the right 1ST operation and, if you succeed in the eye-pressing operation, you can make the "7" stop display (7 line) on the middle line. The "right 1ST operation" is the stop operation performed first with the right stop button 5c. Specifically, when Replay 1 is won, first a successful eye-pressing operation using the right stop button 5c will cause a "7" to be displayed in the middle of the right reel 41c, and then, regardless of the order in which they are pressed, a successful eye-pressing operation using the left stop button 5a and the middle stop button 5b will cause a "7" to be displayed in the middle of the left reel 41a and the middle reel 41b. In other words, when you win Replay 1, if you are successful in performing the eye-pressing operation with the right 1ST operation, you can cause a 7-line to be displayed in the middle row (middle row 7-line). When Replay 2 is won, a "7" will be displayed in a stopped state in the middle of the right reel 41c by first successfully pressing the right stop button 5c, and a "7" will be displayed in a stopped state in the middle of the middle reel 41b by successfully pressing the middle stop button 5b, but a "7" will not be displayed in a stopped state in the middle of the left reel 41a even if a pressing operation is performed using the left stop button 5a. In other words, when Replay 2 is won, even if you perform the eye-pressing operation with the right 1ST operation, a "7" will be displayed in the middle of the center reel 41b and the right reel 41c, resulting in a miss, and the "Middle 7 Tenpai Miss" will be displayed.
[0036] A composite replay is a replay role that can be combined with another role to make it appear as if a win has been made. There are three types of composite replay: Composite Replay 1, Composite Replay 2, and Composite Replay 3. Regardless of the order of pressing the stop buttons 5a to 5c, the combination of "Bar-Cherry-Bar" will be displayed on the middle line, bells will be displayed on the top line, and replays will be displayed on the bottom line. In other words, when the compound lip 1 wins, it will look like a replay and a bell (lip bell) have won at the same time, and a specific combination of symbols will be displayed on the winning line. In addition, the "specific symbol combination" corresponding to the composite lip 1 is a result other than the replay match, but it is not limited to this. The same applies to other roles. For example, the "specific symbol combination" corresponding to the composite lip 2 described later is the replay match. Regardless of the order in which the stop buttons 5a to 5c are pressed, the combination of "Replay-Replay-Replay" appears on the middle line, and cherries are displayed on the lower line of the left reel 41a. In other words, when the Composite Replay 2 wins, a specific combination of symbols is displayed on the winning line, while a Replay and a Cherry (Rep Cherry) appear to win at the same time.
[0037] The composite replay 3 is a replay role that can function as a result (reach 1) that indicates that a special bonus will be awarded, and the combination of corresponding symbols will either result in a replay match or something else (reach 1) depending on the order of the stopping operations. For the composite replay 3, first press the left stop button 5a, then press the center stop button 5b and the right stop button 5c regardless of the pressing order. This causes cherries (reach 1) to be displayed in the middle of the left reel 41a, replays to be lined up on the upper line, and watermelons to be lined up on the lower line, but if the replays are pressed in a different order, replays will be lined up on the lines that rise to the right or fall to the right. In other words, when the composite replay 3 is won, depending on the pressing order, it is possible to derive reach 1 by making it look like watermelon-cherry replays (watermelon, cherry, and replay) have been won at the same time.
[0038] Reach Eye Replay is a replay role that can function as a result (reach eye 2) that indicates that a special bonus will be awarded, and the corresponding combination of symbols will either result in a replay match or something else (reach eye 2) depending on the order of the stopping operations. To achieve a reach-eye replay, first press the left stop button 5a, then press the middle stop button 5b and right stop button 5c regardless of the pressing order. This will cause a watermelon miss (reach-eye 2) consisting of "watermelon, watermelon, non-watermelon" to be displayed on a line sloping downward or upward to the right, and a specific symbol combination to be displayed on the winning line. However, if the stop operation is performed in a different order from the above, a replay will line up on the middle line. In other words, when you win a reach-eye replay, depending on the order of buttons pressed, you can derive reach-eye 2, which consists of a watermelon miss.
[0039] The bell role is a role in which the combination of corresponding symbols is "Bell Bell Bell" (bell line), and there are push order bells, common bells, and compound bells. When the stop buttons 5a to 5c are operated in the correct push order at the time of winning, the corresponding symbol combination (bell alignment) is displayed on a predetermined line. The "predetermined line" may be the middle line (a winning line) or any other line. For Push Order Bell 1, the correct button press order is "5a → 5b → 5c" (left → center → right), for Push Order Bell 2, the correct button press order is "5a → 5c → 5b" (left → right → center), for Push Order Bell 3, the correct button press order is "5b → 5a → 5c" (center → left → right), for Push Order Bell 4, the correct button press order is "5b → 5c → 5a" (center → right → left), for Push Order Bell 5, the correct button press order is "5c → 5a → 5b" (right → left → center), and for Push Order Bell 6, the correct button press order is "5c → 5b → 5a" (right → center → left). For push order bell 7, the correct push order is "5b → 5a → 5c" (center → left → right), for push order bell 8, the correct push order is "5b → 5c → 5a" (center → right → left), for push order bell 9, the correct push order is "5c → 5a → 5b" (right → left → center), and for push order bell 10, the correct push order is "5c → 5b → 5a" (right → center → left).
[0040] When the stop buttons 5a to 5c are operated in the correct push order for the push order bells 1 to 6, the symbol combination "Bell Bell Bell" is stopped and displayed on a predetermined line. When the stop buttons 5a to 5c are operated in the correct push order for Bells 7 to 10, the symbol combination "Bell-Bell-Bell" is displayed stopped on the specified line, and cherries are displayed stopped on the top row of the left reel 41a, resulting in a Bell Cherry. However, if the stop button 5 is operated in a push order other than the correct push order (incorrect push order) when the push order bell is won, the corresponding symbol combination will not be displayed. The combinations of symbols that are displayed when the buttons are pressed incorrectly include 1-piece roles and spill roles. Among the incorrect button presses, if the stop buttons 5a to 5c are operated in a specific button press sequence, a combination of symbols corresponding to a 1-coin role (a symbol other than a bell combination (a 1-coin role symbol)) will be displayed as stopped, but if the stop buttons 5a to 5c are operated in an order other than the specific button press sequence, a spill symbol (a losing symbol other than a bell combination or a 1-coin role symbol) will be displayed as stopped.
[0041] The gaming machine 1 according to the present 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.
[0042] To notify the player of the correct pressing order, if the left, middle, right pressing order bell is selected, the pressing order consisting of the text information "1," "2," and "3" is displayed on the display 8 from left to right, the sounds "left," "middle," and "right" are output from the speaker 9, and the navigation lamps 12 are turned on in the order of 12a (left), 12b (middle), and 12c (right) to notify the player of the pressing order of the stop buttons 5. In addition, the navigation of the button press order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called "push order navigation." In non-AT, even if the winning result of the internal lottery process is the push order bell role, the correct push order of the stop buttons 5 is not announced. Therefore, unless the operation order of the stop buttons 5 operated by the player coincidentally matches the push order corresponding to the winning push order bell role, the player basically cannot stop and display the combination of symbols corresponding to the winning push order bell role. For this reason, during an AT, a player can easily win medals compared to non-AT.
[0043] The common bell displays the symbol combination "Bell-Bell-Bell" on a predetermined line regardless of the order in which the stop buttons 5a to 5c are pressed.
[0044] Composite Bell is a bell role that can be combined with other roles to make it look like a win, and there are three types of Composite Bell: 1 to 3. Composite Bell 1 and 2 are combinations of a bell and one other role that can make it look like a winning combination, and Composite Bell 3 is a combination of a bell and two other roles that can make it look like a winning combination. Regardless of the order in which the stop buttons 5a to 5c are pressed, the Composite Bell 1 displays a cherry on the top of the left reel 41a and bells on a line sloping upward to the right. In other words, when the Composite Bell 1 wins, it looks as if a bell and a cherry (bell cherry) have been won at the same time. Regardless of the order in which the stop buttons 5a to 5c are pressed, the combination of "Bell-Bell-Bell" is displayed on the middle line and watermelons are lined up on the top line for the Composite Bell 2. In other words, when you win the Composite Bell 2, it looks like you have won both bells and watermelons (bell watermelons) at the same time. Regardless of the order in which the stop buttons 5a to 5c are pressed, the combination of "watermelon, watermelon, watermelon" is displayed on the middle line, cherries are displayed on the lower line of the left reel 41a, and watermelons are displayed on the upper line. In other words, when the compound bell 3 is won, it looks as if a bell, watermelon, and cherry (bell watermelon cherry) have been won at the same time.
[0045] The watermelon role is a role where the combination of corresponding symbols is "watermelon watermelon watermelon" (watermelon line). For the watermelon role, the order in which the stop buttons 5 are pressed does not matter, but by successfully pressing the buttons at the right time, the corresponding combination of symbols can be stopped and displayed on a specified line. When the watermelon role is won, if the eye-pressing operation is successful, a corresponding combination of symbols can be stopped and displayed on a predetermined line. On the other hand, when the watermelon role is won, if the eye-pressing operation fails, the corresponding symbol combination is not displayed on the specified line, and a missing symbol (a losing symbol other than the watermelon combination) is displayed. The Cherry role is a role where the corresponding symbol combination is "Cherry ANY ANY". For the cherry role, the order in which the stop buttons 5 are pressed does not matter, but by successfully pressing the buttons at the right time, the corresponding combination of symbols can be stopped and displayed on a specified line. When a cherry symbol is won, for example, if the user first succeeds in pressing the left stop button 5a, a cherry will be displayed stationary on the upper row of the left reel 41a, but if the user fails to press the left stop button 5a, a cherry will not be displayed stationary on the upper row of the left reel 41a, and a missing symbol (a symbol other than a cherry) will be displayed stationary.
[0046] There are two types of common roles: common 3-piece roles and common 1-piece roles. There are two common 3-card roles: Common 3-card 1 and Common 3-card 2. When you win the common 3-in-1, you can perform the 1ST operation to the right and, if you are successful in the eye-pressing operation, you can make the number "7" stop on the specified line (7 in a row). Specifically, when the common 3 in 1 is won, first the right stop button 5c is pressed successfully to stop and display "7" on the top of the right reel 41c, and then, regardless of the pressing order, the left stop button 41a and the center stop button 41b are pressed successfully to stop and display "7" on the bottom of the left reel 41a and the center of the center reel 41b. In other words, when the common 3 in 1 is won, if the right 1ST operation is successful in pressing, 7s can be stopped and displayed on a line going up to the right (7s diagonally on the upper right). When the common 3-coin role 2 is won, first, the right stop button 5c is used to successfully press the button to stop and display a "7" on the top row of the right reel 41c, and then the center stop button 5b is used to successfully press the button to stop and display a "7" on the middle row of the center reel 41b, but the left stop button 5a cannot be used to stop and display a "7" on the bottom row of the left reel 41a. In other words, when the common 3-coin role 2 is won, even if the right 1ST operation is used to perform a press and hold operation, a "7" will be displayed in a right-upward upward position, resulting in a miss, and a "top right diagonal 7-upper position miss" will be displayed.
[0047] There are two common 1-card roles: Common 1-card 1 and Common 1-card 2. When the common 1 coin 1 is won, you can perform the right 1ST operation and, if you are successful in the eye-pressing operation, you can make the "BAR" stop on the specified line (BAR alignment). Specifically, when the common 1 coin 1 is won, first, the right stop button 5c is used to successfully perform the eye-pressing operation to stop and display "BAR" on the lower row of the right reel 41c, and then, regardless of the pressing order, the left stop button 5a and the center stop button 5b are used to successfully perform the eye-pressing operation to stop and display "BAR" on the upper row of the left reel 41a and the center row of the center reel 41b. In other words, when the common 1 coin 1 is won, if the eye-pressing operation is successful with the right 1ST operation, a BAR alignment (a right-downward diagonal BAR alignment) can be stopped and displayed on a line sloping down to the right. When the common 1 coin 2 is won, first a successful eye-pressing operation using the right stop button 5c will cause a "BAR" to be displayed in the bottom row of the right reel 41c, and then a successful eye-pressing operation using the middle stop button 5b will cause a "BAR" to be displayed in the middle row of the middle reel 41b. However, even if a successful eye-pressing operation is performed using the left stop button 5a, a "BAR" cannot be displayed in the top row of the left reel 41a. In other words, when you win the common 1 coin 2, even if you perform the eye-pressing operation with the right 1ST operation, the "BAR" will be completed to the lower right and the "Downward right diagonal BAR completed miss" will be displayed.
[0048] A bonus symbol is a symbol combination such as "7·7·7" or "BAR·BAR·BAR" (hereinafter referred to as a bonus symbol), and when it is won, it transitions the game state 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 "bonus carryover" or "inside"). In normal games, the bonus is carried over 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 enters a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as "non-bonus carry-over state" or "non-internal 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).
[0049] The combinations (replay combinations) of numbers 1 to 6 shown in Fig. 5 are combined with the bonus. The bonus may be combined with combinations other than numbers 1 to 6, or may be stipulated as a single combination. Also, as shown in "Handling of winning combinations" and the like, in the gaming machine 1 of this embodiment, the handling (processing method) of winning combinations may differ between non-AT and AT. In addition, the roles of 1, 2, 23 to 26 (marked with a * in Figure 5) are treated as 7-line, BAR-line, 7-line fake, and BAR-line fake during the loop AT and specialized AT described below, but are treated as simple replays or 1- or 3-line roles during other ATs. In addition, the combinations of numbers 13 to 16 are treated as composite combination 1 during AT, but are treated as simple 1-coin combinations or spill combinations (0-coin combinations) during non-AT. Below, each role will be explained in detail.
[0050] Replay 1 (number 1) is a bonus overlap role, and a replay is awarded as a prize for winning. In the case of winning Replay 1 during the Loop AT or Specialized AT, information encouraging the right 1ST operation or eye-pressing will be displayed on the display 8, and if the eye-pressing operation is successful in the order of pressing according to the information, 7s in the middle row will be displayed stopped, and the player will win the 7s role (right 1st 7s replay role). However, if Replay 1 is won during an AT other than a loop AT or a specialized AT, or during a non-AT, information encouraging right 1ST operation or eye-pressing is not displayed, so it is treated as a simple replay role. In other words, in this case, although the results change depending on the order of pressing and the timing of the stop operation, a replay is granted as a prize for winning. Replay 2 (number 2) is a bonus overlap role, and a replay is awarded as a prize for winning. When Replay 2 is won during a loop AT or a specialized AT, information encouraging right 1ST operation or eye-pressing is displayed on the display 8, and if the eye-pressing operation is successful in the order of pressing according to that information, the middle row 7 tenpai miss is stopped and the 7-match fake role (right 1st 7-match fake replay role) is won. When Replay 2 is won during an AT other than a loop AT or specialized AT or during a non-AT, information encouraging right 1ST operation or eye-pressing is not displayed, so it is treated as a simple replay role. In other words, in this case, although the result changes depending on the order of pressing and the timing of the stop operation, a replay is granted as a prize for winning.
[0051] Composite Rep 1 (number 3) is a bonus overlap role, and a replay is awarded as a prize for winning. Composite Lip 2 (number 4) is a bonus overlap role, and a replay is awarded as a prize for winning. Composite lip 3 (number 5) is a bonus overlap role, and a replay is awarded as a prize for winning. Reach Eye Replay (number 6) is a bonus overlapping role, and a replay is granted as a prize for winning.
[0052] For Bells 1 to 6 (7 to 12), if the stop buttons 5a to 5c are operated in the correct pressing order, the corresponding combination of symbols (a bell line) will be displayed and 8 medals will be paid out as a bonus. If the stop buttons 5a to 5c are operated in a specific pressing order among the incorrect pressing orders, a combination of symbols corresponding to a 1-coin role will be displayed and 1 medal will be paid out as a bonus. If the stop buttons 5a to 5c are operated in an order other than the specific pressing order, a spill symbol will be displayed and no medals will be paid out (the bonus is "0"). For Bells 7 to 10 (numbers 13 to 16), if the stop buttons 5a to 5c are pressed in the correct order, the corresponding symbol combination (Bell Cherry) will be displayed and 8 medals will be paid out as a bonus. If the stop buttons 5a to 5c are pressed in a specific incorrect order, the symbol combination corresponding to a 1-coin role will be displayed and 1 medal will be paid out as a bonus. If the stop buttons 5a to 5c are pressed in an order other than the specific order, a spill symbol will be displayed and no medals will be paid out (the bonus is "0").
[0053] The common bell (number 17) pays out eight medals as a prize for winning. Composite Bell 1 (number 18) will pay out 8 medals as a prize for winning. Composite Bell 2 (number 19) will pay out eight medals as a prize for winning. Composite Bell 3 (number 20) will pay out 8 medals as a prize for winning.
[0054] For watermelon (number 21), one medal is paid out as a bonus when the watermelon line is displayed, but if a spilled number is displayed, no medal is paid out (the bonus is "0"). For Cherry (number 22), one medal is paid out as a bonus when a cherry (single cherry) stops, but if a spilled cherry stops, no medals are paid out (the bonus is "0")
[0055] Common roles (numbers 23 to 26) are bonus overlapping roles. The common 3-1 (number 23) will pay out 3 medals as a prize for winning. If the common 3-1 (number 23) is won during the loop AT or specialized AT, information encouraging the right 1ST operation and eye-pressing will be displayed on the display 8, and if the eye-pressing operation is successful in the order of pressing according to the information, a 7-line diagonal on the upper right will be displayed and the 7-line role (right 1st 7-line 3-line role) will be won. However, if the common 3-1 is won during an AT other than the loop AT or the specialized AT, or during a non-AT, the information encouraging the right 1ST operation or eye-pressing is not displayed, so it is treated as a simple 3-coin role. In other words, in this case, although the result changes depending on the order of pressing and the timing of the stop operation, 3 medals are awarded as a prize for winning. Common 3-2 (number 24) will pay out 3 medals as a prize for winning. If the common 3 cards 2 is won during the loop AT or specialized AT, information encouraging the right 1ST operation and eye-pressing will be displayed on the display 8, and if the eye-pressing operation is successful in the order of pressing according to the information, a missed 7-tenpai diagonal on the upper right will be displayed and a 7-line fake role (right 1st 7-line fake 3-card role) will be won. However, if the common 3-coin 2 is won during an AT other than a loop AT or a specialized AT, or during a non-AT, information encouraging the right 1ST operation or eye-pressing is not displayed, so it is treated as a simple 3-coin role. In other words, in this case, although the result changes depending on the order of pressing and the timing of the stop operation, 3 medals are awarded as a prize for winning.
[0056] The common 1:1 (number 25) will pay out one medal as a prize for winning. If the common 1 coin 1 is won during the loop AT or specialized AT, information encouraging the right 1ST operation or eye-pressing will be displayed on the display 8, and if the eye-pressing operation is successful in the order of pressing according to the information, a stopped BAR line will be displayed diagonally to the bottom right, and the BAR line role (right 1st BAR line 1 coin role) will be won. However, if the common 1 coin 1 is won during an AT other than the loop AT or the specialized AT, or during a non-AT, information encouraging the right 1ST operation or eye-pressing is not displayed, so it is treated as a simple 1 coin role. In other words, in this case, although the result changes depending on the order of pressing and the timing of the stop operation, one medal is awarded as a prize for winning. Common 1-1-2 (number 26) will pay out one medal as a prize for winning. If the common 1 coin 2 is won during the loop AT or specialized AT, information encouraging the right 1ST operation or eye-pressing will be displayed on the display 8, and if the eye-pressing operation is successful in the order of pressing according to the information, the bottom right diagonal BAR tenpai miss will be displayed and the BAR line-up fake role (right 1st BAR line-up fake role) will be won. However, if the common 1 coin 2 is won during an AT other than the loop AT or the specialized AT, or during a non-AT, information encouraging the right 1ST operation or eye-pressing is not displayed, so it is treated as a simple 1 coin role. In other words, in this case, although the result changes depending on the order of pressing and the timing of the stop operation, one medal is awarded as a prize for winning.
[0057] In this way, the presence or absence of a win of a small role, a replay role, or a bonus role is judged, and if it is judged as a win, a game value is awarded (medals are paid out). That is, the main control unit 10 includes a game value providing means for providing a game value (medals) according to the stopping mode of the symbols. 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.
[0058] (Probability of winning each role) The winning probability of each winning combination will be described with reference to FIG. 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 following are set: Replay 1 has a probability of 4337 / 65536 to win, Composite Replay 1 has a probability of 196 / 65536 to win, Push Order Bell 1 has a probability of 1800 / 65536 to win, Push Order Bell 3 has a probability of 8200 / 65536 to win, Common Bell has a probability of 300 / 65536 to win, Composite Bells 1-3 have a probability of 100 / 65536 to win, Watermelon has a probability of 650 / 65536 to win, Cherry has a probability of 650 / 65536 to win, Common 3 Cards 1-2 have a probability of 3640 / 65536 to win, and Common 1 Cards 1-2 have a probability of 4887 / 65536 to win. In addition, detailed explanations of the probability of winning each role in settings 2 to 6, and the probability of winning each role when the bonus role has not been won (bonus not carried over) will be omitted.
[0059] The probability of winning each role (the number of winning values) may be other than those shown in FIG. In addition, the winning probability is set to a winning role in which the winning probability varies depending on a set value and a winning role in which the winning probability does not vary depending on a set value, but is not limited to this and may be common to all set values. In addition, although the winning probability of each role in a 3-bet game is assumed, the winning probability of each role in a game other than a 3-bet game may also be used. In addition, although no losing combination is provided for the winning combination, a losing combination may be provided.
[0060] 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 carryover state will continue (be carried over) to subsequent games. However, this is not limiting, and the bonus role may be won by itself.
[0061] In this embodiment, the common bell, watermelon, and cherry are treated as rare combinations (FIG. 5). However, not limited to this, roles other than the common bell, watermelon, and cherry can also be treated as rare roles.
[0062] (Non-advantageous area, advantageous area) The main control unit 10 according to this embodiment is equipped with a zone control means capable of controlling the game zone to be either a non-advantageous zone or an advantageous zone. The non-advantageous zone is a game zone in which the push order navigation related to the push order bell role is not executed, and begins when the next game is started after the advantageous zone has ended, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the initial state (at the time of reset) of the main control unit 10, the non-advantageous section is controlled.
[0063] In this embodiment, all roles function as advantageous zone transition roles (roles that, if won during a non-advantageous zone, result in a transition to an advantageous zone after the winning game ends (after the third stop operation)). In other words, the condition for transitioning to the advantageous zone in this embodiment is that an internal lottery process is executed during the non-advantageous zone, thereby transitioning from the non-advantageous zone to the advantageous zone after the third stop operation of the executed game. In addition, the transition may occur at the start of the next game following the game in which the advantageous zone transition role was won. Also, instead of all roles being advantageous zone transition roles, some roles may be advantageous zone transition roles. A favorable zone lamp may be provided that can indicate that the vehicle is in a favorable zone by lighting it up, and the lighting may be controlled by the main control 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).
[0064] 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 a non-advantageous zone because push order navigation is executed. In addition, the advantageous zone ends when a specified advantageous zone end condition is satisfied after an advantageous zone transition condition is satisfied in a non-advantageous zone. The conditions for ending the advantageous zone are, for example, when EDAT, which will be described later, ends or when the gaming machine 1 (main control unit 10) is reset (including when the settings are changed).
[0065] 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)."
[0066] 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. The conditions for the end of the advantageous zone are not limited to the above, and may include, for example, "at least one push order bell has been announced," "a combination of symbols corresponding to a bonus role has been displayed," etc. In addition, when a predetermined winning role (a role that transitions to a non-advantageous zone) is won during the advantageous zone, the advantageous zone may end and the zone may transition to a non-advantageous zone.
[0067] When the advantageous zone ends, the bonus winning rights among the information related to the game are carried over, but other information is initialized. For example, the values of each counter described below and various information managed during each game state (for example, difference number, probability state, net increase state, number of consecutive wins of small roles, history of winning roles, ATLV, CZLV, lighting, strongest lighting, number of stocks, acquisition state of various rights, etc.) are initialized (reset) when the advantageous zone ends. However, without being limited to this, some or all of the information that is initialized at the end of the favorable zone may not be initialized.
[0068] 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.
[0069] (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 a memory means. -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
[0070] Counter B is a counter related to the favorable zone limiter. When the main control unit 10 transitions from a non-favorable zone to a favorable zone, it begins counting the number of games played during the favorable zone (counter A) and the number of medals won during the favorable zone (counter B), and when the value indicated by counter B reaches a specific value (+2400 medals), it forcibly ends the favorable 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.
[0071] 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. It should be noted that counter B is not an essential component and may not be provided.
[0072] 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.
[0073] (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. 6 and FIG. 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.
[0074] There are two types of game states: non-advantageous game states, which are game states related to non-advantageous zones, and game states related to advantageous zones. In addition, there are two game states: AT state and non-AT state. Non-AT states include non-advantageous game states and game states related to advantageous zones. The game states related to the advantageous zone include the normal game state, CZ preparation (weak CZ preparation and strong CZ preparation), and CZ (weak CZ and strong CZ) (marked with * in Figure 6). In this way, there are multiple types of game states, and the gaming machine 1 of this embodiment is capable of controlling the game state to any one of the multiple game states by the main control unit 10 functioning as a game state control means. In non-AT states such as non-advantageous game states and normal game states, the longer a player stays in the 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, medals tend to increase as the player continues playing, making it an advantageous game state for the player. In addition, even during normal game play, the push order navigation may be controlled to be executed with a certain probability (for example, 40%) when some AT, that is, the push order bell role, is won.
[0075] (Non-advantageous game state) The non-advantageous gaming state is a gaming state that is controlled in the initial state (at the time of reset). The non-advantageous gaming state begins when the next game starts after the advantageous period ends. In this embodiment, when the advantageous zone limiter is reached in the EDAT or normal AT, the game state transitions to a non-advantageous game state (No. 29 and No. 30 in Figs. 6 and 7). The non-advantageous gaming state ends when a beneficial zone transition role is won or when the AT lottery is won (numbers 1, 2, and 31 in Figures 6 and 7).
[0076] (Normal gameplay state) The normal game state is entered from the non-advantageous game state when a favorable zone transition role (all roles) is won during a non-bonus carryover in the non-advantageous game state (No. 1 in Figures 6 and 7). It should be noted that the transition condition "bonus not being carried over" is included only when transitioning from a non-advantageous gaming state to a normal gaming state, and all transitions and controls to other gaming states are performed while "bonus is being carried over." The normal game state transitions from CZ weak or CZ strong if the transition lottery (AT lottery) to AT (preparation AT) is not won by the final game during CZ weak or CZ strong (numbers 26 and 28 in Figures 6 and 7). The normal game state ends when the AT lottery is won, and then the game moves to the preparation AT (number 3 in Figures 6 and 7).
[0077] (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. There are various AT states, including preparation AT, normal AT, confirmed AT (strong confirmed AT and weak confirmed AT), breakthrough AT, loop AT, specialized AT, SPAT, pseudo bonus, and EDAT.
[0078] (Preparation AT) The preparation AT is entered from a non-advantageous game state or a normal game state when the AT lottery is won during the non-advantageous game state or the normal game state (numbers 31 and 3 in Figures 6 and 7). The preparation AT will transition from the normal AT if the transition lottery to the fixed AT is not won by the final game of the normal AT and there is a preparation AT stock (number 5 in Figures 6 and 7). The Preparation AT will transition from the Breakthrough AT if the player does not win the Loop AT transition lottery by the final game of the Breakthrough AT (number 11 in Figures 6 and 7). The preparation AT transitions from the loop AT when the number of remaining games in the loop AT becomes 0G and there is no stock of the loop AT (number 12 in Figures 6 and 7). The preparation AT will transition from CZ preparation if the preparation AT lottery is won during CZ preparation (numbers 22 and 24 in Figures 6 and 7). The preparation AT will be transitioned from the CZ if the preparation AT lottery is won in the CZ (numbers 25 and 27 in Figures 6 and 7).
[0079] (Normal AT) Normally, the AT transitions from the preparatory AT when 1G is consumed in the preparatory AT (number 4 in Figures 6 and 7). Typically, AT is configured at 30G / set for the first time, and 20G / set from the second time onwards.
[0080] (Confirmed AT strong) The strong confirmed AT will transition from the normal AT when the AT continuation is confirmed with 16G or more of remaining games in the normal AT, that is, when the AT continuation is confirmed within 4G (14G for the first time) from the start of the normal AT (number 6 in Figures 6 and 7).
[0081] (Confirmed AT weak) The confirmed weak AT will transition from the normal AT when the AT continuation is confirmed with less than 16G of remaining games in the normal AT, that is, when the AT continuation is confirmed after 5G (15G for the first time) from the start of the normal AT (number 7 in Figures 6 and 7).
[0082] (Breaking AT) The breakthrough AT transitions from the confirmed strong AT or the confirmed weak AT when a specified number of games (the number of games remaining in the normal AT minus the number of games played before the AT continuation is confirmed) is consumed in the confirmed strong AT or the confirmed weak AT (numbers 8 and 9 in Figures 6 and 7).
[0083] (Loop AT) The Loop AT will transition from the Breakthrough AT if the Loop AT transition lottery is won by the final game of the Breakthrough AT (number 10 in Figures 6 and 7). The loop AT will transition from the specialized AT when the number of remaining games becomes 0G or when 5 stocks (preparation AT stocks and loop AT stocks) are acquired (number 14 in Figures 6 and 7). The Loop AT is entered from the SPAT when a battle is won or lost in the SPAT (number 16 in Figures 6 and 7). The loop AT transitions from the pseudo bonus when 30G has been consumed in the pseudo bonus (number 18 in Figures 6 and 7).
[0084] (Specialized AT) If a specialized AT is selected in a loop AT, the specialized AT will transition from the loop AT (number 13 in Figures 6 and 7).
[0085] (SPAT) When the SPAT is selected in the loop AT, the SPAT is transferred from the loop AT (No. 15 in Figures 6 and 7).
[0086] (pseudo bonus) The pseudo bonus will be entered from the loop AT if the pseudo bonus lottery is won at the end of the loop AT (when AT continuation is confirmed) (number 17 in Figures 6 and 7).
[0087] (EDAT) EDAT is controlled when the number of medals won reaches "(advantageous zone limiter) - (predetermined number)". For example, if the "advantageous zone limiter" is 2,400 and the "predetermined number" is 300, when the number of medals acquired reaches 2,100, the game will transition to EDAT, and the game will be controlled by EDAT until the number of medals acquired reaches 2,400. When the number of medals won reaches the advantageous zone limiter, EDAT ends and the advantageous zone ends, after which the game transitions to a non-advantageous game state (non-advantageous zone). In other words, EDAT can be said to be a gaming state (fifth gaming state) that continues from just before the advantageous zone ends until the advantageous zone ends.
[0088] (CZ weak preparation) CZ Weak Preparation will transition from the normal AT if the transition lottery to the confirmed AT is not won by the final game of the normal AT, there are no preparation AT stocks, and CZ Weak is won in the CZ type lottery (number 19 in Figures 6 and 7).
[0089] (CZ strong preparation) CZ Strong Preparation will occur from the normal AT if the transition lottery to the confirmed AT is not won by the final game of the normal AT, there are no preparation AT stocks, and CZ Strong is won in the CZ type lottery (number 20 in Figures 6 and 7).
[0090] (CZ Weak) CZ Weak will transition from CZ Weak Preparation when a role that transitions to a favorable zone is won during CZ Weak Preparation (number 21 in Figures 6 and 7).
[0091] (CZ strong) CZ Strong will transition from CZ Strong Preparation when a role that transitions to a favorable zone is won during CZ Strong Preparation (number 23 in Figures 6 and 7). CZ Strong transitions from a non-advantageous game state (bonus carried over) when a favorable zone transition role is won (number 2 in Figures 6 and 7).
[0092] Hereinafter, each control process in the gaming machine 1 of this embodiment will be described. (Non-advantageous control processing) The control processing in a non-advantageous gaming state (non-advantageous zone control processing) will be described. The non-advantageous gaming state starts from the next game after the advantageous period ends. Specifically, when the advantageous zone limiter is reached in the advantageous zone, the game state transitions to a non-advantageous game state (non-advantageous zone). In this embodiment, it is assumed that the advantageous zone limiter is reached in a game state such as EDAT or normal AT (numbers 29 and 30 in Figures 6 and 7), but it is also possible that the advantageous zone limiter is reached during another game state, and that reaching the limiter triggers a transition to a non-advantageous game state. The non-advantageous gaming state ends when the conditions for transition to the advantageous zone are met. The condition for transition to the advantageous zone is met by winning the advantageous zone transition role in an internal lottery. In the non-advantageous game state, if the conditions for transition to the advantageous zone are met while a bonus is being carried over, the game will transition to a strong CZ, and if the conditions for transition to the advantageous zone are met while a bonus is not being carried over, the game will transition to a normal game state.
[0093] FIG. 8 is a flowchart showing the non-advantageous control processing. 8, in the non-advantageous gaming state, it is determined whether or not an internal lottery process has been executed (S101). In other words, it is determined whether or not a game has started. When an internal lottery is executed (S101-YES), it is determined whether or not a favorable zone transition role has been won as a result of the internal lottery (S102). As a result of the judgment in S102, if it is judged that a beneficial zone transition role has been won (S102-YES), an ATLV lottery process is executed (S103).
[0094] The ATLV lottery process is a process that determines the AT level during the advantageous zone by lottery. FIG. 9 is an ATLV lottery table to be referred to in the ATLV lottery. The ATLV lottery determines the ATLV in the advantageous zone from among 0 to 3 (4 levels) by referring to the ATLV lottery table shown in FIG. The ATLV is not limited to level 4, but may be level 3 or less or level 5 or more. The higher the ATLV, the more advantageous it is for the player (see Figures 13, 14, 20, etc.). The ATLV lottery has different winning probabilities depending on the setting value. For example, in the case of setting 1, the winning probability of ATLV0 is 112 / 256, the winning probability of ATLV1 is 96 / 256, the winning probability of ATLV2 is 32 / 256, and the winning probability of ATLV3 is 16 / 256, and in the case of setting 6, the winning probability of ATLV0 is 64 / 256, the winning probability of ATLV1 is 64 / 256, the winning probability of ATLV2 is 64 / 256, and the winning probability of ATLV3 is 64 / 256. The ATLV lottery makes it easier to win a higher ATLV the higher the setting. For example, the probability of winning an ATLV3 at setting 1 is 16 / 256, but at setting 6, the probability of winning an ATLV3 is 64 / 256. Therefore, by displaying the ATLV via the display device 8 or the like, it is possible to suggest the setting value that is set in the gaming machine. In this embodiment, the ATLV is fixed until the end of the favorable zone, but if a certain condition is met during the favorable zone (for example, if the AT ends 10 times, if 10,000 G is consumed, if a specific role is won, etc.), the ATLV may be re-determined by referring to the ATLV lottery table.
[0095] Next, a CZLV lottery process is executed (S104). The CZLV lottery process is a process that determines the CZ level within the advantageous zone by lottery. FIG. 10 is a CZLV lottery table referenced in the CZLV lottery. In the CZLV lottery, the CZLV in the advantageous zone is determined from 0 to 11 (12 levels) by referring to the CZLV lottery table shown in FIG. In addition, the CZLV is not limited to 12 levels, but can be 11 levels or lower or 13 levels or higher. The higher the CZLV, the more advantageous it is for the player (see Figures 24, 25, etc.). The CZLV lottery has different winning probabilities depending on the set value. For example, in the case of setting 1, the winning probability of CZLV0 is 80 / 256, the winning probability of CZLV2 is 32 / 256, the winning probability of CZLV7 is 16 / 256, and the winning probability of CZLV11 is 8 / 256. In the case of setting 6, the winning probability of CZLV0 is 16 / 256, the winning probability of CZLV2 is 16 / 256, the winning probability of CZLV7 is 24 / 256, and the winning probability of CZLV11 is 24 / 256. The CZLV lottery is designed so that the higher the setting, the easier it is to win a high CZLV. For example, the winning probability of CZLV11 when set to 1 is 8 / 256, but when set to 6, the winning probability of CZLV11 is 24 / 256. Therefore, by displaying the CZLV via the display device 8 or the like, it is possible to suggest the setting value that is set in the gaming machine. In this embodiment, the CZLV is fixed until the end of the favorable zone, but if a certain condition is met during the favorable zone (for example, if the AT ends 10 times, if 10,000 G is consumed, if a specific role is won, etc.), the CZLV may be re-determined by referring to the CZLV lottery table. In addition, the CZLV lottery may be performed when the advantageous zone transition role is won, or may be performed after the ATLV lottery. Also, the ATLV lottery may be performed after the CZLV lottery.
[0096] Next, the AT lottery process is executed (S105). The AT lottery process is a process for determining by lottery whether or not to transition to the AT stage (AT). FIG. 11 is an AT lottery table referenced in the AT lottery. As shown in FIG. 11, the probability of winning in the AT lottery varies depending on the winning combination. Specifically, the winning probability of the AT lottery when a rare role is won is 4 / 256, the winning probability of the AT lottery when a composite role 1, composite role 2, or a reach eye is won is 256 / 256 (100% win), meaning that transition to the AT is guaranteed, and if any other role is won, the winning probability of the AT lottery is 0 / 256 (100% non-win). If you win the AT lottery, you will acquire a preparation AT stock, and by acquiring this "preparation AT stock", you will be controlled into a series of AT states (at least a state in which the preparation AT and normal AT are connected). In addition, by simply acquiring "AT stock" (acquiring a stock of normal AT) rather than "preparation AT stock", it is also possible to control a series of AT states.
[0097] In S101, when the internal lottery process is not being executed (S101-NO), that is, at the timing after the internal lottery is executed (after the game is started), it is determined whether or not the game is ended (S106). If it is determined that the game has ended (S106-YES), it is determined whether or not the conditions for transition to the advantageous zone have been met (S107). Specifically, it is determined whether or not a favorable zone transition role has been won in the internal lottery in S101. When it is determined that the favorable zone transition condition is satisfied (S107-YES), the favorable zone control process is executed (S108). That is, a control process for transitioning the game zone from the non-favorable zone to the favorable zone is executed. Note that the favorable zone control process may be executed at the start of the game (when S101-YES is determined or when S102-YES is determined). Next, it is determined whether or not the AT lottery has been won (S109). In other words, it is determined whether or not the AT lottery of S105 has been won.
[0098] If the AT lottery is won (S109-YES), the preparation AT control process is executed (S110). Specifically, the game state is shifted to the preparation AT and various control processes are executed. The preparation AT control process may be executed together with the advantageous zone control process. The preparation AT control process will be described in detail later. If the AT lottery is not won (S109-NO), it is determined whether the bonus is being carried over (also called internal bonus) or not (S111). If the bonus is being carried over (S111-YES), the strong CZ control process is executed (S112). Specifically, the game state is shifted to CZ strong, and various control processes (AT lottery, etc.) are executed. The CZ strong control process may be executed together with the advantageous zone control process. If the bonus is not being carried over (S111-NO), the normal control process is executed (S113). Specifically, the game state is shifted to a normal game state, and then various control processes are executed. Note that the normal control process may be executed together with the advantageous zone control process. If S102-NO, after processing S105, if S106-NO, if S107-NO, after processing S110, after processing S112, and after processing S113, the non-advantageous control processing is terminated.
[0099] (Preparation AT control processing) The control process in the preparation AT (preparation AT control process) will be described. The preparation AT is configured with 1G and is controlled in the AT state. The preparation AT transitions from a non-advantageous game state or a normal game state if the AT lottery is won in a non-advantageous game state or a normal game state (numbers 31 and 3 in Figures 6 and 7); transitions from the normal AT if the lottery for transition to the fixed AT is not won by the final game of the normal AT and there is a preparation AT stock (number 5 in Figures 6 and 7); transitions from the breakthrough AT if the lottery for transition to the loop AT is not won by the final game of the breakthrough AT and there is a preparation AT stock (number 11 in Figures 6 and 7); transitions from the loop AT if the number of remaining games becomes 0G in the loop AT and there is no loop AT stock (number 12 in Figures 6 and 7). In addition, if the preparation AT lottery is won when the player is in weak CZ preparation or strong CZ preparation, the preparation AT will transition from weak CZ preparation or strong CZ preparation (numbers 22 and 24 in Figures 6 and 7), and if the preparation AT lottery is won when the player is in weak CZ preparation or strong CZ preparation, the preparation AT will transition from weak CZ preparation or strong CZ preparation (numbers 25 and 27 in Figures 6 and 7). The preparatory AT ends by consuming 1G, then transitions to normal AT (number 4 in Figures 6 and 7).
[0100] FIG. 12 is a flowchart showing the preparation AT control process. 12, in the preparation AT, it is determined whether or not an internal lottery process has been executed (S201). In other words, it is determined whether or not a game has started. When the internal lottery is executed (S201-YES), it is determined whether or not there is no "highest lighting" (S202). That is, it is determined whether or not one or more of the colors red, green, yellow, and blue are in the highest lighting state. Here, it is determined whether or not any "strongest lighting" has been achieved in the previous set. In other words, the first time, it will always be determined that there is no "strongest lighting" (YES). The "strongest lighting" state is controlled when the "strongest lighting lottery process (S204)" or the "SPAT control process (FIG. 44)" described later is won.
[0101] If there is no "highest lighting" (S202-YES), that is, if the lamps are not controlled to be in the highest lighting state, a lighting lottery process is executed (S203). The lighting lottery process is executed by referring to the lighting mode lottery table shown in FIG. The lighting lottery process determines one lighting mode from lighting modes 0 to 14 by lottery according to the ATLV.
[0102] The lighting modes include lighting mode 0, which is red=0, green=0, yellow=0, and blue=0; lighting mode 1, which is red=1, green=0, yellow=0, and blue=0; lighting mode 2, which is red=0, green=1, yellow=0, and blue=0; lighting mode 3, which is red=0, green=0, yellow=1, and blue=0; lighting mode 4, which is red=0, green=0, yellow=0, and blue=1; lighting mode 5, which is red=1, green=1, yellow=0, and blue=0; lighting mode 6, which is red=1, green=0, yellow=1, and blue=0; There are lighting modes 7 where red=0, green=1, yellow=1, and blue=0, lighting mode 8 where red=0, green=1, yellow=0, and blue=1, lighting mode 9 where red=0, green=0, yellow=1, and blue=1, lighting mode 10 where red=0, green=0, yellow=1, and blue=1, lighting mode 11 where red=1, green=1, yellow=1, and blue=0, lighting mode 12 where red=1, green=1, yellow=0, and blue=1, lighting mode 13 where red=1, green=0, yellow=1, and blue=1, and lighting mode 14 where red=0, green=1, yellow=1, and blue=1 (see FIG. 13). "0" indicates off and "1" indicates on. In other words, the lights may be controlled to be lit in up to three colors. In addition, "lighting" may be referred to as "normal lighting" to distinguish it from "highest lighting."
[0103] For example, when ATLV=0, the probability of winning lighting mode 0 is 64 / 256, the probability of winning lighting mode 1 and 2 are 47 / 256 each, the probability of winning lighting mode 3 is 9 / 256, the probability of winning lighting mode 4 is 23 / 256, the probability of winning lighting mode 5 is 17 / 256, the probability of winning lighting mode 6 is 4 / 256, and the probability of winning lighting mode 11 to 14 are each 1 / 256. In addition, when ATLV=3, the probability of winning for lighting mode 0 is 64 / 256, the probability of winning for lighting modes 1 and 2 is 36 / 256 each, the probability of winning for lighting mode 3 is 9 / 256, the probability of winning for lighting mode 4 is 18 / 256, the probability of winning for lighting mode 5 is 21 / 256, the probability of winning for lighting mode 6 is 7 / 256, the probability of winning for lighting modes 11 and 12 is 4 / 256 each, and the probability of winning for lighting modes 13 and 14 is 1 / 256 each.
[0104] Figure 55(a) is an example of a screen indicating that a lighting lottery has been held, and Figure 55(b) is an example of a screen indicating that lighting mode 12 has been selected in the lighting lottery, and therefore the lighting states are controlled to red, green, and blue. Whether or not the lights are on is displayed in the lower left corner of the screen. Figure 55(a) shows that all colors are off (controlled to be in the unlit state) because this is the first preparation AT, and Figure 55(b) shows that red, green, and blue are lit (controlled to be in the lit state) because lighting mode 12 was selected in the lighting lottery. For the sake of convenience, in the drawings, "on" is represented by filling the lit area with light ink, and "off" is represented by filling the lit area with white. Also, in the drawings, it is not necessary to notify some or all of the information such as "XX lottery" or "XX obtained", and it is also possible to notify information regarding push order navigation or internal processing not shown. Also, in Figure 55, for example, the upper left area of the screen displays "Preparation" to indicate that the player is in the preparation AT, as well as the number of Gs currently being played in the preparation AT / total number of games, the lower left area of the screen displays "Lighted" / "Strongest Lighted", and the lower right area of the screen displays "ATLV", but this display format is not limited to these and various display formats are possible. For example, some of the information shown in the figure may be hidden, or information not shown (such as CVLV) may be displayed. The same applies to the other figures.
[0105] It should be noted that a lighting mode may be provided in which the four colors are lit uniformly (with a predetermined probability (for example, 1 / 256)) regardless of the ATLV for each lighting mode. When acquiring a lighting mode in which four colors are lit, it is possible to acquire the strongest lighting for all colors, or to acquire lighting for all colors as usual. In addition, the lighting pattern may be determined uniformly regardless of the ATLV (for example, by referring to the allocation of ATLV1), or the lighting pattern may be determined according to the role when the preparation AT is won (by referring to the allocation of other = ATLV0, rare role = ATLV1, composite role 1 = ATLV2, composite role 2 or reach eye = ATLV3). The lighting mode may be determined by drawing a lottery for each color (i.e., red, green, yellow, and blue) (for example, a lottery with winning probabilities set as ATLV0=10% win, ATLV1=20% win, ATLV2=30% win, and ATLV3=40% win) and determining whether to turn the light on or off for each color. The lighting state may be determined by performing a similar lottery for each pair of colors (i.e., red / green, red / yellow, red / blue, green / yellow, green / blue, yellow / blue) and determining whether each pair of colors should be turned on / off. The lighting modes for three or four colors may be determined using a similar method. Even when the strongest lighting (for example, the strongest red lighting) is obtained, the lighting mode may be determined by referring to the lighting mode lottery table.
[0106] In addition, if the lighting lottery determines that the same color as the strongest lighting (normal lighting) will occur, control may be performed to the "determined AT" described below from the 1st Game immediately following the preparation AT. In addition, if the strongest lighting and lighting of the same color are obtained, the strongest lighting or the right to lighting may be carried over to the next set of AT (for example, if the strongest red lighting and lighting are obtained, one of them may be carried over). Also, in the case of a specific setting value (only settings 5 and 6, etc.), if the same color as the strongest lighting is obtained, the strongest lighting may be turned off. In other words, the setting can be suggested by the sense of incongruity that the strongest lighting is turned off. Depending on the ATLV, there may be lighting modes that are not selected (for example, lighting mode 14 is determined only by ATLV 2 and 3). The lighting mode may be determined by drawing a lottery for turning off each color from a state in which all the lights are turned on (for example, a lottery for turning off each color with an 80% probability of winning). It is also possible to set colors that always light up as a set (combination of multiple colors) (e.g. blue and red always light up as a set).
[0107] If there is "strongest lighting" (S202-NO) or after the process of S203, an all strongest lighting lottery process is executed (S204). The all strongest lighting lottery refers to an all strongest lighting lottery table shown in FIG. 14 to determine by lottery whether or not to perform all strongest lighting (that is, strongest lighting for all colors of red, green, yellow, and blue). In other words, if the all-strongest lighting lottery is won, all colors are controlled to be in the strongest lighting state. Figure 56(a) is a diagram of a screen indicating that an all-strongest lighting lottery has been held, and Figure 56(b) is a diagram of a screen indicating that the all-strongest lighting lottery has been won and that the lights are now controlled to the all-strongest lighting state (strongest lighting of red, green, yellow, and blue). For the sake of convenience, in the drawings, "highest lighting" is represented by filling the lighting area with light ink, and "off" is represented by filling the lighting area with white. That is, although an example in which the lighted region and the strongest lighted region overlap is shown, the present invention is not limited to this, and the lighted region and the strongest lighted region may be arranged so as not to overlap. The All Strongest Lighting Lottery is more difficult to win the lower the ATLV, and easier to win the higher the ATLV. For example, with ATLV0, there is a 1 / 256 chance of winning the most powerful lights being lit, with ATLV1, there is a 2 / 256 chance of winning the most powerful lights being lit, with ATLV2, there is a 3 / 256 chance of winning the most powerful lights being lit, and with ATLV3, there is a 4 / 256 chance of winning the most powerful lights being lit. It should be noted that a "full lights on" lottery may be executed in place of or in addition to the "full strongest lights on" lottery. Also, if full maximum lighting has been achieved in advance, the process of S204 does not need to be executed. If S201-NO, or after processing of S204, the preparation AT control process ends.
[0108] (Normal AT control processing) The control process in the normal AT (normal AT control process) will be described. Normally, AT is configured with 20G (30G for the first time) and is controlled in the AT state. Normally, the AT transitions from the preparatory AT when 1G is consumed in the preparatory AT (number 4 in Figures 6 and 7). On the other hand, the normal AT ends when the number of remaining games becomes 0G. If the player does not win the lottery to transition to the fixed AT by the final game of the normal AT and there is a preparation AT stock, the player will then transition to the preparation AT (number 5 in Figures 6 and 7).However, if there is no preparation AT stock, the player will be controlled to a non-advantageous game state unless the player wins the lottery to continue the advantageous zone. In addition, if the normal AT is confirmed to continue when there are 16G or more of games remaining, that is, if the AT continuation is confirmed within 4G (14G for the first time) from the start of the normal AT, it will end and then transition to the confirmed strong AT (number 6 in Figures 6 and 7). In addition, if the normal AT is confirmed to continue when there are less than 16G of remaining games, that is, if the AT continuation is confirmed after 5G (15G for the first time) from the start of the normal AT, it will end and then transition to a confirmed weak AT (number 7 in Figures 6 and 7). In addition, the normal AT ends when the advantageous zone limiter is reached, and then transitions to a non-advantageous game state (number 30 in Figures 6 and 7).
[0109] FIG. 15 is a flowchart showing the normal AT control process. As shown in Fig. 15, in the normal AT, it is determined whether or not an internal lottery process has been executed (S301). In other words, it is determined whether or not a game has started. The main control unit 10 functions as a determining means for determining which of a plurality of lottery results including SUICAMI, REPLAY, and the like will be the result of this internal lottery. When the internal lottery is executed (S301-YES), it is determined whether the lights are on or at their strongest (S302). That is, it is determined whether at least one of the colors red, green, yellow, and blue is on or at their strongest. If the lighting state or the strongest lighting state is determined (S302-YES), it is determined whether or not there is a lighting lottery right (S303). The right to light up is, in other words, the right to draw for the "Definite AT Transition Lottery_Light Up" described below, and if the result of the internal lottery (S301) is that the role corresponding to the lighting of each color or the strongest point is won, it is determined to be "yes (YES)".
[0110] As shown in Figure 16, the role corresponding to the "red" lighting and the strongest lighting is the "cherry role". This is because it is a role that includes cherries, such as lip cherry and cherry set. Similarly, the role corresponding to the "green" lighting and the strongest lighting is the "watermelon role", the role corresponding to the "yellow" lighting and the strongest lighting is the "bell role", and the role corresponding to the "blue" lighting and the strongest lighting is the "replay role". For this reason, if a player wins "cherry" while "red" is lit or lit most strongly, it is determined that the player has the right to draw for "red" to be lit; if a player wins "watermelon" while "green" is lit or lit most strongly, it is determined that the player has the right to draw for "green" to be lit; if a player wins "bell" while "yellow" is lit or lit most strongly, it is determined that the player has the right to draw for "yellow" to be lit; and if a player wins a replay while "blue" is lit or lit most strongly, it is determined that the player has the right to draw for "blue" to be lit. A composite winning combination is a winning combination of multiple winning combinations, and corresponds to lighting of multiple colors or the strongest lighting. For example, the composite hand of Bell and Replay, Composite Replay 1, corresponds to the strongest lighting of “yellow” and “blue” (Figure 16). For this reason, if a person wins Composite Lip 1 when "yellow" is lit or lit most strongly, it is determined that the person has the right to enter the lottery for "yellow" to be lit, if a person wins Composite Lip 1 when "blue" is lit or lit most strongly, it is determined that the person has the right to enter the lottery for "blue" to be lit, and if a person wins Composite Lip 1 when "yellow" and "blue" are lit or lit most strongly, it is determined that the person has the right to enter the lottery for "yellow" to be lit.
[0111] If there is a right to light up the lottery (S303-YES), the confirmed AT transition lottery process_light up is executed (S304). The confirmed AT transition lottery_lighting is performed by referring to the confirmed AT transition lottery table_lighting shown in Figure 17. The confirmed AT transition lottery_lighting determines whether or not to transition to a confirmed AT by a lottery based on the winning role and the lighting type. In other words, the main control unit 10 functions as a judgment means and judges whether or not to grant a fixed AT (in other words, the right to transition to a fixed AT; i.e., a privilege related to a specific game state (AT) that is advantageous to the player) based on the lottery result determined by the determination means. As a control means, when the lottery result determined by the determination means is a replay (first lottery result), the main control unit 10 can control the lottery result to one of a plurality of specific states (off / on / strongest lit states) including a ``green not lit'' state (first specific state) that can be determined with a first probability that is not a high probability of winning (non-high probability), a ``green lit'' state (second specific state) that can be determined with a second probability that is a higher probability of winning than the first probability (high probability), and a ``green strongest lit'' state (third specific state) that can be determined with a third probability that is a higher probability of winning than the second probability (highest probability). As a judgment means, the confirmed AT transition lottery_illumination determines, for example, when a replay (first lottery result) is won in the blue lit state (second specific state), a transition to a confirmed AT is determined with a probability of 52 / 256 (second probability) by referring to the confirmed AT transition lottery table_illumination, and when a replay (first lottery result) is won in the strongest blue lit state (third specific state), a transition to a confirmed AT is determined with a probability of 256 / 256 (third probability) by referring to the confirmed AT transition lottery table_illumination.
[0112] The main control unit 10, as a control means, is capable of controlling, when the lottery result determined by the determination means is watermelon (second lottery result), to one of a plurality of special states (off / on / most highly lit states) including a "green not lit" state (first special state) which can be determined with a non-highly probable fourth probability, a "green lit" state (second special state) which can be determined with a high-probability fifth probability which is higher than the fourth probability, and a "green most highly lit" state (third special state) which can be determined with the most highly probable sixth probability which is higher than the fifth probability. As a judgment means, the confirmed AT transition lottery_illumination determines, for example, if a watermelon (second lottery result) is won in the green lit state (second special state), the transition to the confirmed AT is determined with a probability of 170 / 256 (5th probability) by referring to the confirmed AT transition lottery table_illumination, and if a watermelon (second lottery result) is won in the strongest green lit state (third special state), the transition to the confirmed AT is determined with a probability of 256 / 256 (6th probability) by referring to the confirmed AT transition lottery table_illumination.
[0113] Confirmed AT transition lottery_Lighting will occur in the following order: red → green → yellow → blue. Specifically, when the confirmed AT transition lottery_lighting has conducted a lottery for one of the top-ranked colors, it exits the processing of S304 and proceeds to the subsequent steps, and when the opportunity for S304 arises again, a lottery for the next-ranked color is conducted. For example, if you win a composite bell 3 (a composite role of cherry, watermelon, and bell) while both the red and green lights are on, you will hold the right to draw for the red light and the right to draw for the green light. Of these, if the first confirmed AT transition lottery_lighting is executed based on the right to draw for the red light and you return to S304 again after going through S305 to S307, the confirmed AT transition lottery_lighting will be executed based on the right to draw for the green light.
[0114] Next, a lighting lottery right subtraction process is executed (S305). For example, when a player holds a red lighting lottery right and a green lighting lottery right, if a fixed AT transition lottery based on the red lighting lottery right is executed, the red lighting lottery right is subtracted from the lighting lottery right held. In this case, the green lighting lottery right is held. Next, it is determined whether the result of the lottery for the confirmed AT transition lottery_lighting is a loss or not (S306). If the result of the lottery for the confirmed AT transition lottery_lighting is a failure (S306-YES), it is determined whether or not there is a right to light up the lottery (S307). If the lighting lottery right does not exist (S307-YES), the process proceeds to S308, and if the lighting lottery right exists (S307-NO), the process returns to S304. For example, if a person holds the right to draw for the red light and the right to draw for the green light and a fixed AT transition lottery_lighting is executed based on the right to draw for the red light, if the result of the lottery is a loss, the right to draw for the green light is held, and it is determined that "the right to draw for the light is held (S307-NO)." In other words, it is judged whether there is any combination of the lit colors that has not yet been drawn. Therefore, the target is basically the combination of the winning combination.
[0115] Figure 57(a) is an example of a screen showing that when red, green, and blue lights are received and composite role 2 (composite bell 3) has been won, a confirmed AT transition lottery_lighting (confirmed AT transition lottery_red) based on the red light being lit has been executed. Figure 57(b) is an example of a screen which indicates, by turning off the red light, that the player has not won (lost) the lottery in Figure 57(a) and that the right to win the confirmed AT transition lottery_lighting based on the red light has been subtracted. Figure 57 (c) is an example of a screen showing that a confirmed AT transition lottery_lighting (confirmed AT transition lottery_green) has been executed based on the green lighting following a failure in the initial confirmed AT transition lottery_red. Figure 57 (d) is an example of a screen indicating that the confirmed AT transition lottery_green has been won (the continuation of the AT has been confirmed). Figure 57 (e) is an example of a screen showing that the player lost the confirmed AT transition lottery_green.
[0116] Next, the confirmed AT transition lottery process_winning role is executed (S308). In S302, if it is not determined that the light is on or the most strongly lit (S302-NO), and if it is not determined that the light lottery right exists in S303 (S303-NO), the process of S308 is also executed. In other words, if the light is not controlled to the lighted state or the most strongly lit state, or if the light lottery right is lost due to the execution of the confirmed AT transition lottery_lighting even if the light is controlled to these states, the process of S308 is executed. The confirmed AT transition lottery_winning role is executed by referring to the confirmed AT transition lottery table_winning role. There are two types of fixed AT transition lottery tables_winning roles: fixed AT transition lottery tables_winning roles (first half) that are referenced in the first half of the normal AT, as shown in Figure 18(a), and fixed AT transition lottery tables_winning roles (second half) that are referenced in the second half of the normal AT, as shown in Figure 18(b). Since an AT is usually composed of 20G (30G the first time), the "first half" corresponds to Gs 1 to 10 (Gs 1 to 15 the first time), and the "second half" corresponds to Gs 11 to 20 (Gs 16 to 30 the first time). As shown in Figures 18(a) and (b), in the confirmed AT transition lottery, the winning probability is the same in the first and second halves when the winning role is a composite role 2 or a reach pattern, but the winning probability is higher in the second half than in the first half when the winning role is any other role. In other words, the chances of winning are higher in the latter half than in the first half, so even if there are only a few games remaining in the normal AT, you can expect to transition to the guaranteed AT.
[0117] The main control unit 10, as a control means, can control to the "non-illuminated" state, in which case a confirmed AT transition lottery_winning role can be executed. The main control unit 10, as a control means, can control the state to a "green non-illuminated" state (first specific state) that can be determined with a first non-high probability when the lottery result is a replay. As a determination means, the confirmed AT transition lottery_winning role determines whether to transition to the confirmed AT with a probability of 0 / 256 (first probability) by referring to the confirmed AT transition lottery table_winning role (first half) when a replay (first lottery result) is won in the blue non-lit state (first specific state) in the first half of the normal AT, and determines whether to transition to the confirmed AT with a probability of 1 / 256 (first probability) by referring to the confirmed AT transition lottery table_winning role (second half) when a replay (first lottery result) is won in the blue non-lit state (first specific state) in the second half of the normal AT. The main control unit 10, as a control means, can control the state to a "green non-illuminated" state (first special state) that can be determined with a fourth, non-high probability when the lottery result is watermelon. As a determination means, in the first half of the normal AT, if a watermelon (second lottery result) is won while the green light is not lit (first special state), the determined AT transition lottery_winning role determines whether to transition to the determined AT with a probability of 26 / 256 (4th probability) by referring to the determined AT transition lottery table_winning role (first half), and in the second half of the normal AT, if a watermelon (second lottery result) is won while the green light is not lit (first special state), the determined AT transition lottery table_winning role (second half) determines whether to transition to the determined AT with a probability of 64 / 256 (4th probability).
[0118] In the case of a non-lit state, or even if the light is lit or at its most lit state, if a role that does not correspond to the color is won, the confirmed AT transition lottery_lighting will not be executed, and the confirmed AT transition lottery_winning role described below will be executed. Specifically, as a determination means, in the first half of the normal AT, if a watermelon (second lottery result) is won in the blue non-lit state (first specific state), the determined AT transition lottery_winning role determines transition to the determined AT with a probability of 26 / 256 (fourth probability) by referring to the determined AT transition lottery table_winning role (first half), and in the second half of the normal AT, if a watermelon (second lottery result) is won in the blue non-lit state (first specific state), the determined AT transition lottery table_winning role (second half) determines transition to the determined AT with a probability of 64 / 256 (fourth probability). As a determination means, in the first half of the normal AT, if a replay (first lottery result) is won in the green non-lit state (first special state), the determined AT transition lottery_winning role determines whether to transition to the determined AT with a probability of 0 / 256 (first probability) by referring to the determined AT transition lottery table_winning role (first half), and in the second half of the normal AT, if a replay (first lottery result) is won in the green non-lit state (first specific state), the determined AT transition lottery table_winning role (second half) determines whether to transition to the determined AT with a probability of 1 / 256 (first probability).
[0119] In addition, as a judgment means, in the first half of the normal AT, if watermelon (second lottery result) is won while the light is green (second specific state), the confirmed AT transition lottery_winning role refers to the confirmed AT transition lottery table_winning role (first half) to determine whether to transition to the confirmed AT with a probability of 26 / 256 (fourth probability), and in the second half of the normal AT, if watermelon (second lottery result) is won while the light is green (second specific state), the confirmed AT transition lottery table_winning role (second half) to determine whether to transition to the confirmed AT with a probability of 64 / 256 (fourth probability). As a determination means, in the first half of the normal AT, if a replay (first lottery result) is won while the light is green (second special state), the determined AT transition lottery_winning role refers to the determined AT transition lottery table_winning role (first half) to determine whether to transition to the determined AT with a probability of 0 / 256 (first probability), and in the second half of the normal AT, if a replay (first lottery result) is won while the light is green (second special state), the determined AT transition lottery table_winning role (second half) to determine whether to transition to the determined AT with a probability of 1 / 256 (first probability).
[0120] In addition, as a judgment means, the confirmed AT transition lottery_winning role determines whether to transition to the confirmed AT with a probability of 26 / 256 (fourth probability) by referring to the confirmed AT transition lottery table_winning role (first half) when watermelon (second lottery result) is won in the strongest blue light state (third specific state) in the first half of the normal AT, and determines whether to transition to the confirmed AT with a probability of 64 / 256 (fourth probability) by referring to the confirmed AT transition lottery table_winning role (second half) when watermelon (second lottery result) is won in the strongest blue light state (third specific state) in the second half of the normal AT. As a determination means, in the first half of the normal AT, if a replay (first lottery result) is won in the strongest green lighting state (third special state), the determined AT transition lottery_winning role refers to the determined AT transition lottery table_winning role (first half) to determine transition to the determined AT with a probability of 0 / 256 (first probability), and in the second half of the normal AT, if a replay (first lottery result) is won in the strongest green lighting state (third special state), the determined AT transition lottery table_winning role (second half) to determine transition to the determined AT with a probability of 1 / 256 (first probability).
[0121] Figure 58(a) is an example of a screen indicating that a confirmed AT transition lottery_winning role has been executed based on winning composite role 2, and Figure 58(b) is an example of a screen indicating that a confirmed AT transition lottery_winning role has been won (AT continuation has been confirmed). In addition, for some roles, the probability of winning the confirmed AT transition lottery may be set to a uniform probability (for example, 256 / 256) regardless of the lighting state, or the probability of winning may be set to a uniform probability (for example, 256 / 256) for lighting and strongest lighting. In addition, as a judgment means, the confirmed AT transition lottery_winning role can be configured to determine a transition to a confirmed AT with a probability of 0 / 256 (first probability) by referring to the confirmed AT transition lottery table_winning role (first half) when a replay (first lottery result) is won in the green light state (second specific state) in the first half of the normal AT, or to determine a transition to a confirmed AT with a probability of 1 / 256 (first probability) by referring to the confirmed AT transition lottery table_winning role (second half) when a replay (first lottery result) is won in the green light state (second specific state) in the second half of the normal AT. Similarly, if the player wins watermelon while the light is green, the fixed AT transition lottery_winning role will be executed by referring to the fixed AT transition lottery table_winning role. In addition, as a judgment means, the confirmed AT transition lottery_winning role can be configured to determine whether to transition to a confirmed AT with a probability of 0 / 256 (first probability) by referring to the confirmed AT transition lottery table_winning role (first half) when a replay (first lottery result) is won in the strongest blue lighting state (third specific state) in the first half of the normal AT, or to determine whether to transition to a confirmed AT with a probability of 1 / 256 (first probability) by referring to the confirmed AT transition lottery table_winning role (second half) when a replay (first lottery result) is won in the strongest blue lighting state (third specific state) in the second half of the normal AT. Similarly, if the player wins a watermelon while the green light is at its strongest, the fixed AT transition lottery_winning role will be executed by referring to the fixed AT transition lottery table_winning role.
[0122] In addition, the control means can control to a special state that can be determined with 256 / 256 (third probability) for a replay (first lottery result) and with 256 / 256 (sixth probability) for a watermelon (second lottery result). In other words, a state in which the light sources are controlled to a plurality of strongest lighting states, such as strongest blue lighting and strongest green lighting, is a special state. When the judgment means is controlled to a special state, if a replay (first lottery result) is won, it can determine a transition to a confirmed AT with a probability of 256 / 256 (third probability), and if a watermelon (second lottery result) is won, it can determine a transition to a confirmed AT with a probability of 256 / 256 (sixth probability).
[0123] Following S308, a breakthrough value lottery process is executed (S309). The details of the breakthrough value lottery process will be described later. If S301-NO, if S306-NO, or after processing S309, the normal AT control processing ends.
[0124] In addition, in the case of high probability (lit state), if the ``lottery related to high probability'' (definite AT transition lottery_lit) is won, the transition to the confirmed AT will be controlled, and the ``lottery related to winning role'' will not be executed as a confirmed AT transition lottery_winning role, but a lottery related to the breakthrough value corresponding to the winning role (such as the breakthrough value addition lottery described below) will be executed, but the ``lottery related to winning role'' may also be a lottery related to the confirmed AT stock or other stock corresponding to the winning role. In the case of a high probability, it has been explained that a "lottery for high probability" (lottery for confirmed AT transition_lit) and a "lottery for winning role" (lottery for confirmed AT transition_winning role) are executed, but when a "lottery for high probability" is executed, it is also possible not to execute a "lottery for winning role." For example, it is conceivable that after a lottery is drawn with the second probability, a lottery will not be drawn with the first probability. In the case of the strongest high probability, it has been explained that a "lottery for the strongest high probability" (determined AT transition lottery_lit) and a "lottery for the winning role" will be executed, but when a "lottery for the strongest high probability" is executed, it is also possible not to execute a "lottery for the winning role." In short, it is possible that after a lottery is drawn with the third probability, a lottery will not be drawn with the first probability. Regarding the "lottery for winning roles," it may be possible to execute the lottery for one of the high probability (lighting) and strongest high probability (strongest lighting) roles but not for the other.
[0125] (Breakthrough value lottery processing) The breakthrough value lottery process will be described. FIG. 19 is a flowchart showing the breakthrough value lottery process. The breakthrough value lottery process, as shown in FIG. 19, executes a determination as to whether or not a fixed AT has been won (S401). Specifically, it is determined whether or not the determined AT transition lottery_lighting (S304) or the determined AT transition lottery_winning role (S308) has been won. When the fixed AT is won (S401-YES), the initial breakthrough value lottery process is executed (S402). In other words, when the transition to the fixed AT is confirmed, the initial breakthrough value lottery is executed.
[0126] The initial breakthrough value lottery is executed by referring to the initial breakthrough value lottery table shown in FIG. As shown in FIG. 20, the initial breakthrough value is determined by lottery from among 20, 30, 40, 50, 60, 70, 80, and 90 according to the ATLV of 0 to 3. The storage means stores the determined initial breakthrough value. For example, in the case of ATLV0, there is a 177 / 256 chance of winning the initial breakthrough value of 20, a 39 / 256 chance of winning the initial breakthrough value of 30, a 20 / 256 chance of winning the initial breakthrough value of 40, an 8 / 256 chance of winning the breakthrough value of 50, a 2 / 256 chance of winning the initial breakthrough value of 70, and no chance of winning the initial breakthrough value of 90. In the case of ATLV3, there is a 126 / 256 chance of winning the initial breakthrough value of 20, a 52 / 256 chance of winning the initial breakthrough value of 30, a 39 / 256 chance of winning the initial breakthrough value of 40, a 16 / 256 chance of winning the initial breakthrough value of 50, a 4 / 256 chance of winning the initial breakthrough value of 70, and a 1 / 256 chance of winning the initial breakthrough value of 90. In this way, the initial breakthrough value lottery determines the initial breakthrough value taking into account the ATLV, but the initial breakthrough value may be determined uniformly without taking the ATLV into account. For example, the initial breakthrough value may be determined by referring to the allocation of ATLV1 in FIG. 20, or the initial breakthrough value may be determined according to the role at the time of winning the preparation AT (by referring to the allocation of other=ATLV0, rare role=ATLV1, composite role 1=ATLV2, composite role 2 or reach eye=ATLV3). FIG. 59(a) is an example of a screen showing that an initial breakthrough value of 30 has been acquired as a result of the initial breakthrough value lottery.
[0127] Next, it is determined whether or not there is a right to select the lighting lottery (S403). Specifically, in the confirmed AT transition lottery_lighting in S304, it is determined whether there is a right to an undrawn lottery. For example, if you win composite bell 1 (a combination of bell and cherry) while obtaining both red and yellow lights, and a fixed AT transition lottery is executed only for the red light, and by winning that lottery a fixed AT transition lottery is not executed for the yellow light, you still have the right to draw the yellow light lottery, so it is determined that you have the right to draw the light (YES). If it is determined that there is a lighting lottery right (S403-YES), the breakthrough value addition lottery process_lighting is executed (S404). In other words, the breakthrough value addition lottery process_lighting may be executed when a compound role is won in the normal AT.
[0128] The breakthrough value addition lottery_lighting is executed by referring to the breakthrough value addition lottery table shown in FIG. Specifically, when the lighting lottery right is lit green, a breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table_green light shown in Figure 21(a); when the lighting lottery right is lit yellow, a breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table_yellow light shown in Figure 21(b); and when the lighting lottery right is lit blue, a breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table_blue light shown in Figure 21(c). The breakthrough value addition lottery_lighting determines the breakthrough value to be added based on the lighting color and the type of confirmed AT (strong or weak) to which the normal AT will transition. If the number of remaining games in the normal AT at the time of transition is 16 or more, it will be controlled to "confirmed AT strong", and if it is 15G or less, it will be controlled to "confirmed AT weak" (see Figure 6). For example, in a normal AT where a color other than blue is lit, if you win a composite role 2 (composite bell 3, which is a combination of bell, watermelon, and cherry) in the 1st game (i.e., 16 or more games remaining), and you win the confirmed AT transition lottery_lighting based on the red lighting and transition (continuation) to the confirmed AT is confirmed, the breakthrough value addition lottery_lighting will be executed by referring to the ``confirmed AT strong'' in the breakthrough value addition lottery table_green lighting and the breakthrough value addition lottery table_yellow lighting.
[0129] As shown in Figure 21(a), in the case of "Confirmed AT Strong", there is a 111 / 256 probability of winning "10", a 26 / 256 probability of winning "30", and an 8 / 256 probability of winning "50", while in the case of "Confirmed AT Weak", there is a 128 / 256 probability of winning "10", and a 16 / 256 probability of winning "30". As shown in Figure 21 (b), in the case of "Confirmed AT Strong", there is a 96 / 256 probability for "0" to be won, a 143 / 256 probability for "3" to be won, and a 8 / 256 probability for "5" to be won, while in the case of "Confirmed AT Weak", there is a 128 / 256 probability for "0" to be won, a 118 / 256 probability for "3" to be won, and a 6 / 256 probability for "5". As shown in Figure 21 (c), in the case of "Confirmed AT Strong", the probability of winning "3" is 151 / 256, and the probability of winning "5" is 77 / 256, while in the case of "Confirmed AT Weak", the probability of winning "3" is 194 / 256, and the probability of winning "5" is 52 / 256.
[0130] The breakthrough value addition lottery_lighting is not executed based on the red lighting. The breakthrough value addition lottery_lighting (S404) is executed when there is a lighting lottery right (S403-YES) (see FIG. 19), and this lighting lottery right remains when the fixed AT transition lottery_lighting in S304 has not been executed. In other words, the confirmed AT transition lottery_lighting in S304 is executed in the order of red → green → yellow → blue, so if there is a right to draw the red light, the confirmed AT transition lottery_red will always be executed (it will never be left unexecuted) and will not remain.
[0131] 59(b) is an example of a screen showing that the result of the Breakthrough Value Addition Lottery_Green is that an additional breakthrough value of 10 has been obtained. In this screen, the cumulative total of the breakthrough value is displayed in the upper right area of the screen. Therefore, as shown in FIG. 59(b), the upper right area of the screen displays a cumulative breakthrough value of 40, which is the initial breakthrough value of 30 plus the additional breakthrough value of 10. FIG. 59(c) is an example of a screen showing that an additional breakthrough value of 10 has been obtained as a result of executing the Breakthrough Value Addition Lottery_Green and then the Breakthrough Value Addition Lottery_Blue. Therefore, as shown in Figure 59 (c), the upper right area of the screen displays a cumulative breakthrough value of 50, which is the breakthrough value before executing the Breakthrough Value Addition Lottery_Blue: 40 plus the added breakthrough value: 10.
[0132] In addition, the breakthrough value addition lottery_lighting does not take into account the strongest lighting, but it may be taken into account. For example, the breakthrough value addition lottery_strongest lighting based on the strongest lighting can make the added value several times (for example, three times) larger than the breakthrough value addition lottery_lighting based on the lighting. In addition, a breakthrough value addition lottery_red lighting may be executed. For example, by setting the lottery order to the second or later (after the lighting of other colors), the breakthrough value addition lottery_red lighting can be executed in S404. In this case, the breakthrough value addition lottery_red lighting can be executed by referring to the "breakthrough value addition lottery table_red lighting" (FIG. 27(a)).
[0133] Next, a lighting lottery right subtraction process is executed (S405), which is the same process as S305. For example, when a red lighting lottery right and a green lighting lottery right are held, if a fixed AT transition lottery_lighting is executed based on the red lighting lottery right, the red lighting lottery right is deleted from the lighting lottery right held. In other words, in this case, the green lighting lottery right is held. Next, it is determined whether or not there is a right to select the lighting lottery (S406). For example, if a right to select a red light and a right to select a green light are held and a fixed AT transition lottery_lighting is executed based on the right to select a red light, the right to select a green light is held, so it is determined that "the right to select a light is held (S307-NO)". In other words, it is judged whether there is any combination of the lit colors that has not yet been drawn. Therefore, the target is basically the combination of the winning combination. If there is no right to the lighting lottery (S406-YES), the process proceeds to S407, and if there is a right to the lighting lottery (S406-NO), the process returns to S404. If S406-YES or S403-NO, it is determined whether or not a lottery based on a winning combination has been performed (S407). Specifically, it determines whether or not the "Definite AT transition lottery process_winning role" has been executed.
[0134] When it is determined that "a lottery based on a winning combination has not been executed" (S407-YES), a breakthrough value addition lottery process is executed (S408). The breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table shown in FIG. Specifically, if the type of the determined AT to transition from the normal AT is "weak", the breakthrough value addition lottery_determined AT weak is executed by referring to the breakthrough value addition lottery table_determined AT weak shown in Figure 22(a), and if the type of the determined AT to transition from the normal AT is "strong", the breakthrough value addition lottery_determined AT strong is executed by referring to the breakthrough value addition lottery table_determined AT strong shown in Figure 22(b).
[0135] Breakthrough Value Addition Lottery_Confirmed AT Weak, if you win a rare role, there is a 227 / 256 chance of winning "3", a 26 / 256 chance of winning "5", and a 1 / 256 chance of winning "10", "20", or "30". Similarly, if you win a composite role 1, there is a 218 / 256 chance of winning "3", and a 12 / 256 chance of winning "5", "10", or "20". Similarly, if you win a composite role 2, there is a 204 / 256 chance of winning "30", and a 52 / 256 chance of winning "50". Similarly, if you win a reach eye, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". If you win any other role, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5".
[0136] Breakthrough Value Addition Lottery_Confirmed AT Strong has a 224 / 256 chance of winning "3" if you win a rare role, and a 8 / 256 chance of winning "5", "10", "20", and "30". Similarly, if you win a composite role 1, there is a 207 / 256 chance of winning "3", a 12 / 256 chance of winning "5", "10", "20", and "30", and a 1 / 256 chance of winning "50". Similarly, if you win a composite role 2, there is a 128 / 256 chance of winning "30", and a 128 / 256 chance of winning "50". Similarly, if you win a reach eye, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". If you win any other role, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5".
[0137] Figure 59 (d) is an example of a screen showing that an additional breakthrough value of 30 has been obtained as a result of the breakthrough value addition lottery_confirmed AT strong. For this reason, the upper right area of the screen in Figure 59 (d) displays a cumulative breakthrough value of 80, which is the breakthrough value before the execution of the breakthrough value addition lottery_confirmed AT strong: 50 plus the added breakthrough value: 30. As shown in FIG. 59, the numerical value (additive value) does not have to be explicitly stated or suggested, and the numerical value may be suggested by an item or the like, or it may not be suggested at all. In the case of NO in S401 and NO in S407, the breakthrough value lottery process is terminated.
[0138] (Normal AT end processing) We will explain the processing at the end of the normal AT game (processing at the end of the normal AT). FIG. 23 is a flowchart showing the normal AT end process. As shown in FIG. 23, in the normal AT end processing, it is determined whether or not the game has ended in the normal AT (S501). When it is determined that the game is over (S501-YES), it is determined whether the AT has ended (S502). In other words, it is determined whether the normal AT has ended. Specifically, the normal AT is determined to have ended (YES) when there are 0 games remaining in the normal AT, it is not possible to transition to the confirmed AT, and there is no preparation AT stock. Next, a lottery process for determining whether the advantageous zone will continue is executed (S503). The lottery for the continuation of the advantageous zone is carried out by referring to the lottery table for the continuation of the advantageous zone shown in FIG. As shown in Figure 24, the lottery for continuing the advantageous zone determines whether to continue or end the zone by lottery based on the CZLV, with the higher the CZLV, the higher the probability of winning "continue," and the lower the CZLV, the lower the probability of winning "continue."
[0139] If "continue" is selected in the lottery for continuing the advantageous zone (S504-YES), the advantageous zone will continue. In other words, the advantageous zone will continue until the next continuation lottery opportunity or the advantageous zone limiter is reached. Next, a CZ type lottery process is executed (S505). In other words, the CZ type lottery is performed when the advantageous zone continues and control is given to the CZ (CZ preparation). The CZ type lottery is performed by referring to the CZ type lottery table shown in FIG. As shown in Figure 25, the CZ type lottery determines whether the winner will be a "weak CZ" or a "strong CZ" based on the CZLV, with the higher the CZLV, the higher the probability of winning a "strong CZ" and the lower the CZLV, the lower the probability of winning a "strong CZ." If "weak CZ" is won, the main control unit 10 controls the next game to "weak CZ preparation", and if "strong CZ" is won, the main control unit 10 controls the next game to "strong CZ preparation". Figure 60(a) is an example of a screen indicating that "continue" has been selected in the favorable zone continuation lottery, Figure 60(b) is an example of a screen indicating that a CZ type lottery has been held based on the fact that "continue" has been selected in the favorable zone continuation lottery, and Figure 60(c) is an example of a screen including a CZ weak preparation stage image. 60 shows an example in which the ATLV is displayed on the display 8, but the ATLV may be hidden. The same applies to other scenes. In this way, the control of the type (control of the game state) is executed by the main control unit 10, but the sub-control unit 20 controls the stage to "Weak CZ Preparation Stage" in both the case of winning "Weak CZ" and "Strong CZ" in appearance (presentation), regardless of the type. This control will be explained in detail later in "Stage Presentation with a Specific Feeling." In addition, only when a specific setting value (for example, setting 5, 6, etc.) is set, even if the CZ type is determined by this lottery, stage control may be performed to control to the strong CZ stage with a predetermined probability (for example, 1 / 256, etc.).
[0140] Next, control is performed to prepare a CZ of a type according to the lottery result (S506). In other words, if "weak CZ" is selected in the CZ type lottery of S505, the game state is controlled to weak CZ, and if "strong CZ" is selected, the game state is controlled to strong CZ. If the lottery for the continuation of the advantageous zone is not won (S504-NO), the non-advantageous zone control process is executed (S507). In other words, control is executed to transition the gaming area from an advantageous area to a non-advantageous area. In addition, control is executed to transition the gaming state to a non-advantageous gaming state. In the case of NO in S501, NO in S502, after the processing of S506 and after the processing of S507, the normal AT end processing is terminated.
[0141] (Determined AT control processing) The control processing at the confirmed AT (confirmed AT control processing) will be explained. There are two types of confirmed AT: "confirmed AT strong" and "confirmed AT weak", and both are controlled in the AT state. The strong confirmed AT will be entered from the normal AT when the number of remaining games is 16G or more and AT continuation is confirmed, that is, when the confirmed AT transition lottery_lighted (S304) is won or the confirmed AT transition lottery_winning role (S308) is won within 4G (14G for the first time) from the start of the normal AT (number 6 in Figures 6 and 7). The confirmed AT weak will occur from the normal AT when the number of remaining games is less than 16G and AT continuation is confirmed, that is, when the confirmed AT transition lottery_lighted (S304) is won or the confirmed AT transition lottery_winning role (S308) is won after 5G (15G for the first time) from the start of the normal AT (number 7 in Figures 6 and 7). For this reason, a strong guaranteed AT is made up of games with 16G or more, and a weak guaranteed AT is made up of games with 15G or less. The strong confirmed AT ends when a specified number of games (the number of games remaining in the normal AT minus the number of games played before the AT continuation is confirmed) has been played, and then the game transitions to the breakthrough AT (number 8 in Figures 6 and 7). The confirmed weak AT ends when a specified number of games (the number of games remaining in the normal AT minus the number of games played before the AT continuation is confirmed) has been played, and then it transitions to the breakthrough AT (number 9 in Figures 6 and 7). In other words, the gaming state control means can control the breakthrough AT (first gaming state) when a predetermined number of Gs is consumed (when a predetermined condition is met) in the fixed AT (fourth gaming state).
[0142] FIG. 26 is a flowchart showing the final AT control process. As shown in Fig. 26, in the fixed AT, it is determined whether or not an internal lottery process has been executed (S601). In other words, it is determined whether or not a game has started. When the internal lottery is executed (S601-YES), it is determined whether or not the lights are on (S602). That is, it is determined whether or not one or more of the colors red, green, yellow, and blue are on. In addition, if there is a color that is in the strongest lighting state in the normal AT, it will be treated as a lighting state in the confirmed AT. This is not limited to this, and it is not necessary to treat the strongest lighting state as a lighting state. If it is lit (S602-YES), it is determined whether or not there is a right to draw for lighting (S603). Specifically, it is judged whether or not the winning combination corresponding to the lit color has been won. For example, if red is lit and cherry is won, if green is lit and watermelon is won, if yellow is lit and bell is won, or if blue is lit and replay is won, it is judged that there is a right to win the lighting lottery (YES).
[0143] If there is a right to select the lighting lottery (S603-YES), the breakthrough value addition lottery process_lighting is executed (S604). The breakthrough value addition lottery_lighting is executed by referring to the breakthrough value addition lottery table shown in FIG. Specifically, if the lighting lottery right is lit red, a breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table_red lit shown in Figure 27(a); if the lighting lottery right is lit green, a breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table_green lit shown in Figure 27(b); if the lighting lottery right is lit yellow, a breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table_yellow lit shown in Figure 27(c); and if the lighting lottery right is lit blue, a breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table_blue lit shown in Figure 27(d). The breakthrough value addition lottery determines the breakthrough value to be added based on the light color and the type of confirmed AT (strong or weak). For example, when a color other than blue is lit and there is a transition from a normal AT to a confirmed AT strong, if the winning role that triggered the transition to the confirmed AT is a composite role 2 (a composite bell 3 that combines bell, watermelon, and cherry), the breakthrough value addition lottery will be performed by referring to the "Confirmed AT Strong" on the Breakthrough Value Addition Lottery Table_Red Light, Breakthrough Value Addition Lottery Table_Green Light, and Breakthrough Value Addition Lottery Table_Yellow.
[0144] As shown in Figure 27(a), in the case of "Confirmed AT Strong", "5" has a 192 / 256 probability of winning, "10" and "20" have a 26 / 256 probability of winning, "30" has an 8 / 256 probability of winning, and "50" has a 4 / 256 probability of winning, while in the case of "Confirmed AT Weak", "5" has a 225 / 256 probability of winning, "10" and "20" have a 13 / 256 probability of winning, "50" has a 4 / 256 probability of winning, and "50" has a 1 / 256 probability of winning. As shown in Figure 27 (b), in the case of "Confirmed AT Strong", "10" and "20" are won with a probability of 111 / 256, "30" is won with a probability of 26 / 256, and "50" is won with a probability of 8 / 256, while in the case of "Confirmed AT Weak", "10" is won with a probability of 128 / 256, "20" is won with a probability of 108 / 256, "30" is won with a probability of 16 / 256, and "50" is won with a probability of 4 / 256. Breakthrough Value Addition Lottery_Yellow Lighting, as shown in Figure 27(c), in the case of a "Confirmed AT Strong", there is a 96 / 256 probability that "0" will be won, a 143 / 256 probability that "3" will be won, and an 8 / 256 probability that "5" will be won, while in the case of a "Confirmed AT Weak", there is a 128 / 256 probability that "0" will be won, a 118 / 256 probability that "3" will be won, and a 6 / 256 probability that "5" will be won. As shown in Figure 27 (d), in the case of "Confirmed AT Strong", the probability of winning "3" is 151 / 256, and the probability of winning "5" is 77 / 256, while in the case of "Confirmed AT Weak", the probability of winning "3" is 194 / 256, and the probability of winning "5" is 52 / 256. The storage means stores the winning breakthrough value. In other words, in the fixed AT (fourth game state), a breakthrough value addition lottery (numerical information granting means) is provided which can grant a breakthrough value (numerical information), the memory means is capable of storing the breakthrough value (numerical information) granted by the breakthrough value addition lottery (numerical information granting means), and the game state control means is capable of controlling the fixed AT (fourth game state) to a breakthrough AT (first game state) when a predetermined number of Gs has been consumed (when a predetermined condition is met).
[0145] FIG. 61(a) is an example of a screen showing that an additional breakthrough value of 10 has been obtained as a result of the Breakthrough Value Addition Lottery_Red. As shown in FIG. 61(a), the upper right area of the screen displays a cumulative breakthrough value of 80, which is the breakthrough value acquired up to that point plus an additional breakthrough value of 10. FIG. 61(b) is an example of a screen showing that an additional breakthrough value of 10 has been obtained through the Breakthrough Value Addition Lottery_Green executed after the Breakthrough Value Addition Lottery_Red. As shown in FIG. 61(b), the top right area of the screen displays a cumulative breakthrough value of 90, which is the breakthrough value of 80 acquired up to that point plus the added breakthrough value of 10. FIG. 61(c) is an example of a screen showing that an additional breakthrough value of 10 has been obtained by the Breakthrough Value Addition Lottery_Yellow executed after the Breakthrough Value Addition Lottery_Green. As shown in FIG. 61(c), the upper right area of the screen displays a cumulative breakthrough value of 100, which is the breakthrough value of 90 acquired up to that point plus the added breakthrough value of 10. In addition, the breakthrough value addition lottery does not take into account the strongest lighting, but it may take it into account. For example, the breakthrough value addition lottery based on the strongest lighting_strongest lighting can add a breakthrough value several times (for example, three times) more than the breakthrough value addition lottery based on lighting_lighting.
[0146] Next, a lighting lottery right subtraction process is executed (S605). For example, if you hold the right to select the red light and the right to select the green light and execute the fixed AT transition lottery_red, the right to select the red light will be subtracted from the right to select the green light. In this case, the right to select the green light will be held. Next, it is determined whether or not there is a right to select the lighting lottery (S606). In other words, it is judged whether there is any combination of the lit colors that has not yet been drawn. Therefore, the target is basically the combination of the winning combination. Next, a breakthrough value addition lottery process is executed (S607). The breakthrough value addition lottery is executed by referring to the breakthrough value addition lottery table shown in FIG. Specifically, if the type of the confirmed AT to transition from the normal AT is "weak", the breakthrough value addition lottery_confirmed AT weak is executed by referring to the breakthrough value addition lottery table_confirmed AT weak shown in Figure 28(a), and if the type of the confirmed AT to transition from the normal AT is "strong", the breakthrough value addition lottery_confirmed AT strong is executed by referring to the breakthrough value addition lottery table_confirmed AT strong shown in Figure 28(b).
[0147] Breakthrough Value Addition Lottery_Confirmed AT Weak, if you win a rare role, there is a 227 / 256 chance of winning "3", a 26 / 256 chance of winning "5", and a 1 / 256 chance of winning "10", "20", or "30". Similarly, if you win a composite role 1, there is a 218 / 256 chance of winning "3", and a 12 / 256 chance of winning "5", "10", or "20". Similarly, if you win a composite role 2, there is a 204 / 256 chance of winning "30", and a 52 / 256 chance of winning "50". Similarly, if you win a reach eye, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". If you win any other role, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5".
[0148] Breakthrough Value Addition Lottery_Confirmed AT Strong has a 224 / 256 chance of winning "3" if you win a rare role, and a 8 / 256 chance of winning "5", "10", "20", and "30". Similarly, if you win a composite role 1, there is a 207 / 256 chance of winning "3", a 12 / 256 chance of winning "5", "10", "20", and "30", and a 1 / 256 chance of winning "50". Similarly, if you win a composite role 2, there is a 128 / 256 chance of winning "30", and a 128 / 256 chance of winning "50". Similarly, if you win a reach eye, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". If you win any other role, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5".
[0149] Figure 61 (d) is an example of a screen showing that an additional breakthrough value of 30 has been obtained through the Breakthrough Value Addition Lottery_Confirmed AT Strong executed after the Breakthrough Value Addition Lottery_Green. As shown in FIG. 61(d), the upper right area of the screen displays a cumulative breakthrough value of 130, which is the sum of the breakthrough value of 100 acquired up to that point and the added breakthrough value of 30. If S601-NO, or after processing of S607, the final AT control processing is terminated.
[0150] (Breakthrough AT control processing) The control processing in the breakthrough AT (breakthrough AT control processing) will be explained. The breakthrough AT is composed of 2G and is controlled in AT state. In the confirmed AT Strong, when a specified number of games (``number of remaining games in the normal AT'' - ``number of games played until AT continuation is confirmed'') have been played, the confirmed AT Strong will be transitioned to (number 8 in Figures 6 and 7). The breakthrough AT transitions from the confirmed AT weak when a specified number of games (the number of remaining games in the normal AT minus the number of games played before the AT continuation is confirmed) has been played in the confirmed AT weak (number 9 in Figures 6 and 7). The breakthrough AT ends when 2G (final game) is played. If the breakthrough AT wins the loop AT transition lottery (the breakthrough lottery in S704 or the breakthrough rewrite lottery in S706) by the final game of the breakthrough AT, the breakthrough AT will transition to the loop AT after the breakthrough AT ends (number 10 in Figures 6 and 7). If the Breakthrough AT does not win the Loop AT transition lottery by the final game of the Breakthrough AT, the Breakthrough AT will transition to the Preparation AT after the Breakthrough AT ends (No. 11 in Figures 6 and 7).
[0151] FIG. 29 is a flowchart showing the breakthrough AT control processing. As shown in Fig. 29, in the breakthrough AT, it is determined whether or not an internal lottery process has been executed (S701). In other words, it is determined whether or not a game has started. If an internal lottery is executed (S701-YES), it is determined whether or not it is the first game of the breakthrough AT (S702). If it is the first game of the breakthrough AT (S702-YES), execute the breakthrough value conversion process (S703). Specifically, the breakthrough value conversion process rounds off the cumulative breakthrough value, thereby making the first digit of the cumulative breakthrough value "0". The breakthrough lottery in the subsequent process (S704) determines whether or not a winner will be selected based on the cumulative breakthrough value, and the first digit of the cumulative breakthrough value is set to "0", such as 20, 30, ... 90 (see Figure 30). Figure 62(a) is an example of a screen showing that the breakthrough value acquired has been converted from "55" to "60" by rounding off due to the breakthrough value conversion process being executed in the first game of the breakthrough AT. Note that the method is not limited to rounding off, and other methods of rounding off, such as rounding down, rounding up, etc. may be used, and whether or not to round off may be determined by lottery. It is also possible to use the ones digit number as is without rounding and execute a breakthrough lottery (S704) or a loop AT initial stock lottery (S710), etc. In addition, the maximum value of the breakthrough value in the breakthrough lottery table is "90", but if the acquired breakthrough value exceeds "90", the breakthrough value may be converted to "90" and the lottery may be performed.
[0152] Next, a breakthrough lottery process is executed (S704). In other words, the breakthrough lottery is a process equivalent to the loop AT transition lottery, and is executed in the first game of the breakthrough AT. The breakthrough lottery is carried out by referring to the breakthrough lottery table shown in FIG. 30, and if the breakthrough lottery is won, transition to the loop AT is confirmed. For example, if the breakthrough value is 20, the probability of winning the breakthrough lottery is 52 / 256, if the breakthrough value is 80, the probability of winning is 205 / 256, and if the breakthrough value is 90, the probability of winning is 256 / 256 (which confirms transition to loop AT).The higher the breakthrough value, the easier it is to win. Both the breakthrough lottery and the loop AT initial stock lottery described below are conducted based on the breakthrough value, and in the loop AT stock lottery, as shown in Figure 33, the breakthrough value is used as the loop AT stock rate (probability of winning the loop AT initial stock lottery). Also, as shown in S710 → S711 → S710... in Figure 29, the loop AT initial stock lottery is repeated unless lost. For this reason, if the breakthrough value in both lotteries were set to 100, a problem would arise in which loop AT stocks would be granted infinitely, so the maximum breakthrough value in both lotteries is limited to 90 (100 minus a specified number). The maximum breakthrough value may be set to 90 or more or less than 90.
[0153] If it is not the first game of the breakthrough AT (S702-NO), that is, if it is the second game of the breakthrough AT, it is determined whether or not the player lost the breakthrough lottery (S704) (S705). If the breakthrough lottery is lost (S705-YES), that is, if the loop AT is not won, the breakthrough rewrite lottery process is executed (S706). The breakthrough rewrite lottery is performed if the result of the breakthrough lottery performed in the 1st game of the breakthrough AT is a miss. In other words, the breakthrough rewrite lottery is executed in the second game of the breakthrough AT and when the transition to the loop AT has not been confirmed.In other words, it is a lottery that rewrites the result of the breakthrough lottery executed in the first game of the breakthrough AT, which is "loop AT not won", to "loop AT won".
[0154] The breakthrough rewrite lottery is executed by referring to the breakthrough rewrite lottery table shown in FIG. In the breakthrough rewrite lottery, the winning probability differs depending on the winning role, as shown in Fig. 31. For example, in the internal lottery of S701, if a rare role is won, the winning probability is 26 / 256, if a composite role 1 is won, the winning probability is 52 / 256, if a composite role 2 or a reach eye is won, the winning probability is 256 / 256, and if any other role is won, the winning probability is 0 / 256. FIG. 62(b) is an example of a screen indicating that a breakthrough lottery was held on the first game of the breakthrough AT, and FIG. 62(c) is an example of a screen indicating that the breakthrough lottery was lost. FIG. 62(d) is an example of a screen showing that the breakthrough rewrite lottery has been won. In other words, FIG. 62(d) shows that something that was once determined to be "losing" has been rewritten to "winning."
[0155] If the player does not lose the breakthrough lottery (S705-NO), that is, if the player wins the loop AT, the loop AT stock lottery process is executed (S707). In other words, the loop AT stock lottery is executed during the second game of the breakthrough AT and when the transition to the loop AT has been confirmed. The loop AT stock lottery refers to the loop AT stock lottery table_breakthrough AT shown in FIG. 32, and determines one of the loop AT stock numbers 0 to 2 by lottery. The probability of winning the loop AT stock lottery varies depending on the winning combination, as shown in Fig. 32. For example, in the internal lottery of S701, if a rare combination is won, the stock number 1 is won with a probability of 26 / 256, and the stock number 2 is won with a probability of 1 / 256, if a composite combination is won, the stock number 1 is won with a probability of 52 / 256, and the stock number 2 is won with a probability of 4 / 256, if a composite combination is won, the stock number 1 is won with a probability of 128 / 256, and the stock number 2 is won with a probability of 128 / 256, if a reach eye is won, the stock number 2 is won with a probability of 256 / 256, and if any other combination is won, the probability is 0 / 256.
[0156] In S701, if the internal lottery process is not being executed (S701-NO), that is, at the timing after the internal lottery is executed (after the start of play), it is determined whether or not the second game of the breakthrough AT has ended (S708). When the second game of the breakthrough AT has ended (S708-YES), it is determined whether the transition to the loop AT has been confirmed (S709). Specifically, if the breakthrough lottery is won (S704-YES), or if the breakthrough rewrite lottery is won (S706), it is determined that the transition to the loop AT has been confirmed (YES). If the transition to the loop AT is confirmed (S709-YES), the loop AT initial stock lottery process is executed (S710). The loop AT initial stock lottery refers to the loop AT initial stock lottery table shown in FIG. 33, and determines by lottery whether or not to grant the initial stock (stock number 1) in the loop AT.
[0157] Next, it is determined whether or not the player has lost the loop AT initial stock lottery (S711). If the winner is not unsuccessful (S711-NO), the process returns to S710 and the Loop AT initial stock lottery is performed again. In other words, the Loop AT initial stock lottery will be repeated as long as you win. In other words, the number of times the loop AT initial stock lottery is won is awarded as the loop AT initial stock. As mentioned above and shown in Figure 33, in the loop AT initial stock lottery, the breakthrough value itself is the winning rate (stock rate). For this reason, the upper limit of the breakthrough value is set to "90" (not 100) to prevent the initial stock number of the loop AT from being awarded (winning) infinitely.
[0158] In addition, the timing for referring to the "Loop AT Initial Stock Lottery Table" may be the start of one set of loop AT, the end of one set of loop AT, etc., and the number of times the table is referred to may be set to once, etc., so that one lottery is conducted each time the reference timing arrives. In other words, the number of stocks may be determined each time, rather than all at once. After processing S704, after processing S706, after processing S707, if S709-NO, and if S711-YES, the breakthrough AT control processing is terminated.
[0159] Figure 63(a) is an example of a screen showing that a loop AT stock lottery was held in the second game of the breakthrough AT, and the number "2" was won, resulting in the acquisition of loop AT stock 2. As shown in FIG. 63(a), the upper right area of the screen displays the cumulative value of the acquired loop AT stocks (cumulative loop AT stock number): 2. FIG. 63(b) is an example of a screen showing that the player has won the loop AT initial stock lottery (first time) and has acquired 1 loop AT initial stock. As shown in Figure 63(b), the cumulative loop AT stock number: 3 is displayed in the upper right area of the screen. FIG. 63(c) is an example of a screen showing that an additional loop AT initial stock of 1 has been acquired by winning the loop AT initial stock lottery (second time). As shown in Figure 63 (c), the cumulative loop AT stock number: 3 is displayed in the upper right area of the screen. Figure 63 (d) shows the breakthrough AT ending screen that is displayed when the loop AT initial stock lottery (third time) is not won. In other words, Figure 63(d) shows that the cumulative loop AT stock number acquired in the breakthrough AT is 4. In this way, the number of loop AT stocks is determined based on the number of stocks resulting from the loop AT initial stock lottery and the number of stocks resulting from the loop AT stock lottery. 63 shows an example in which the acquired stock number is displayed on the display 8, but the stock number may be hidden. The same applies to other scenes.
[0160] The loop AT stock lottery and loop AT initial stock lottery can determine whether to award a stock (benefit) to continue the loop AT based on the breakthrough value stored in the memory means, and if it is determined that the stock should be awarded, it can again determine whether to award the stock, and here, if it is determined that the stock should be awarded, an awarding means is provided that can award the stock.
[0161] (Loop AT control processing) The control process in the loop AT (loop AT control process) will be described. The loop AT is composed of one set of 10G and is controlled in the AT state. The Loop AT will transition from the Breakthrough AT if the Loop AT transition lottery is won by the final game of the Breakthrough AT (number 10 in Figures 6 and 7). The loop AT will transition from the specialized AT when the number of remaining games becomes 0G or when 5 stocks (preparation AT stocks and loop AT stocks) are acquired (number 14 in Figures 6 and 7). The Loop AT is entered from the SPAT when a battle is won or lost in the SPAT (number 16 in Figures 6 and 7). The loop AT transitions from the pseudo bonus when 30G has been consumed in the pseudo bonus (number 18 in Figures 6 and 7). In addition, the loop AT ends when 10G is consumed and there is no loop AT stock, and then it moves to the preparatory AT (No. 12 in Figures 6 and 7). In addition, the loop AT ends if the specialized AT is won in the specialized SP transition lottery, and then the specialized AT is transitioned to (number 13 in Figures 6 and 7). In addition, the loop AT ends when the SPAT is won in the specialized SP transition lottery, and then transitions to the SPAT (number 15 in Figures 6 and 7). In addition, the loop AT will end if the pseudo bonus lottery is won at the end of the loop AT (when AT continuation is confirmed), and then the pseudo bonus will begin (number 17 in Figures 6 and 7).
[0162] FIG. 34 is a flowchart showing the loop AT control process. 34, in the loop AT, it is determined whether or not an internal lottery process has been executed (S801). In other words, it is determined whether or not a game has started. If the internal lottery has been executed (S801-YES), the BAR Navi lottery process is executed (S802). The bar navigation lottery is a process for determining by lottery whether or not bar navigation is to be executed, and is executed by referring to the bar navigation lottery table_loop AT shown in FIG. "BAR Navi" is a navigation that encourages you to aim for BAR alignment by pressing the buttons in reverse. As shown in FIG. 35, the BAR Navi lottery has the winning probability set for "No Navi", "BAR Fake Navi (0)", and "BAR Navi (1)" depending on the winning role. () (brackets) indicate the number of Loop AT stocks. In other words, if you win the BAR Navi, you will be given "1" Loop AT stock. Specifically, if you win Common 1-1 in S801, there is a 256 / 256 chance of winning BAR Navi (1); similarly, if you win Common 1-2, there is a 256 / 256 chance of winning BAR Fake Navi (0); and if you win any other role, there is a 256 / 256 chance of winning No Navi (0).
[0163] Therefore, when the common 1 coin 1 is won, for example, "Aim for BAR with reverse push!" (information encouraging right 1ST operation or eye push) is displayed on the display 8 as shown in FIG. 64(a). If the player performs a successful right 1ST operation in accordance with this display, the reels 41a to 41c can be stopped in a pattern in which "BAR" is lined up downward to the right (lower right diagonal BAR alignment) as shown in FIG. 64(b). At this time, since the loop AT stock is given as "1", the display 8 will display, for example, "1 stock obtained!" On the other hand, if the common 1 coin 2 is won, the display 8 will display "Aim for BAR by pressing in reverse!" in the same way as if the common 1 coin 1 was won (Figure 64(a)). However, this display is a fake BAR navigation. In other words, in this case, even if you follow the navigation and perform the right 1ST operation, the BAR will not stop. Also, if you win the common 1 card 2, loop AT stock will not be awarded (Figure 35). In this case, for example, as shown in FIG. 64(c), by displaying "Too bad!" or the like on the display 8, it is possible to indicate that the displayed "Aim for the BAR by pressing in reverse!" is a fake navigation and that loop AT stocks have not been awarded. In addition, when the BAR is successfully aligned (when the stopping operation is performed according to the BAR navigation), the stock number of the loop AT may be awarded. In this way, if you win "Common 1 coin 1", BAR Navi will be executed and Loop AT stock will be awarded, but if you win "Common 1 coin 2", BAR Fake Navi will be executed and Loop AT stock will not be awarded. If you win "Other roles", the navigation will not be executed and Loop AT stock will not be awarded.
[0164] Next, a loop AT stock lottery process is executed (S803). The loop AT stock lottery determines the number of loop AT stocks by lottery by referring to the loop AT stock lottery table_loop AT shown in Figure 36. As shown in FIG. 36, in the internal lottery of S801, if a rare role is won, the stock number 1 is won with a probability of 39 / 256, and the stock number 2 is won with a probability of 1 / 256. Similarly, if a composite role 1 is won, the stock number 1 is won with a probability of 96 / 256, the stock number 2 is won with a probability of 4 / 256, the stock number 3 is won with a probability of 2 / 256, and the stock number 4 is won with a probability of 2 / 256. Similarly, if a composite role 2 is won, the stock number 1 is determined with a probability of 64 / 256, the stock number 2 is determined with a probability of 64 / 256, the stock number 3 is won with a probability of 64 / 256, and the stock number 4 is won with a probability of 64 / 256. Similarly, if a reach eye is won, the stock number 1 is won with a probability of 256 / 256. Similarly, if another role is won, the stock number 0 is won with a probability of 256 / 256. In addition, certain roles (such as reach eyes) do not necessarily need to be awarded stocks. The sum of the number of loop AT stocks granted during the loop AT (stocks granted in S802 or S803) and the number of loop AT stocks granted in other game states (e.g., breakthrough AT) is treated as the number of loop AT stocks in that loop AT (total number of loop AT stocks). The total number of loop AT stocks is stored in a storage means, and is updated by subtraction or addition each time it is consumed or added.
[0165] Next, a specialized SP transition lottery process is executed (S804). The specialized SP transition lottery is a lottery to determine whether or not to transition to a specialized AT or a SPAT in a loop AT. The specialized SP shift lottery is executed by referring to the specialized SP shift lottery table shown in FIG. Specifically, as shown in Fig. 37, in the internal lottery of S801, if a rare role is won, the specialized AT is won with a probability of 1 / 256, and the SPAT is won with a probability of 1 / 256. Similarly, if a composite role 1 is won, the specialized AT is won with a probability of 10 / 256, and the SPAT is won with a probability of 3 / 256. Similarly, if a composite role 2 is won, the specialized AT is won with a probability of 51 / 256, and the SPAT is won with a probability of 13 / 256. Similarly, if a reach eye or other role is won, the specialized AT and SPAT are won with a probability of 0 / 256. Figure 65(a) is an example of a screen indicating the execution of a specialized SP transition lottery, Figure 65(b) is an example of a screen indicating that the specialized AT has been won as a result of the specialized SP transition lottery, and Figure 65(c) is an example of a screen indicating that the SPAT has been won as a result of the specialized SP transition lottery. In addition, in the gaming machine 1 of this embodiment, even when a loop AT stock is acquired, the gaming machine 1 refers to the specialized SP transition lottery table (Figure 37) and executes a transition lottery to a specialized AT or SPAT. However, when a loop AT stock is acquired, the transition lottery may not be executed, and conversely, the transition lottery may be executed only when a loop AT stock is acquired. Also, if the strongest lighting has already been obtained, even if the SPAT is determined, a transition to a specialized AT may be made.
[0166] If the SPAT is won in the specialized SP transition lottery (S805-YES), the SPAT type lottery process is executed (S806). The SPAT type lottery refers to a SPAT type lottery table shown in FIG. 38, and one type is determined by lottery from among the strongest red lighting, strongest green lighting, strongest yellow lighting, strongest blue lighting, and strongest all lighting. As shown in FIG. 38, the SPAT type lottery has a winning probability of 60 / 256 for the strongest red, green, yellow, and blue lights, respectively, and a winning probability of 16 / 256 for the strongest all lights. Figure 66(a) is an example of a screen indicating that a SPAT type lottery is being held, Figure 66(b) is an example of a screen indicating that the result of the SPAT type lottery has been selected (determined) to have the strongest red light lit, and Figure 66(c) is an example of a screen indicating that the result of the SPAT type lottery has been selected (determined) to have the strongest all lights lit. The strongest lighting of the type determined here can be obtained by winning a battle game held in SPAT. For example, if you win the SPAT type lottery for the strongest red light, you will be given the strongest red light if you win a SPAT battle game. In this embodiment, since multiple strongest lights of the same type can be stocked, even if a strongest light that has already been acquired is determined, the determination result is adopted (the strongest light is stocked); however, when a strongest light that has already been acquired is determined, the process may be repeated and a lottery may be held until a strongest light that has not been acquired is determined.
[0167] In S801, if the internal lottery process is not being executed (S801-NO), that is, at the timing after the internal lottery is executed (after the start of play), it is determined whether or not the final game (10th game) of one set has ended (S807). When the final game (10th game) of one set has ended (S807-YES), it is determined whether or not the loop AT continues (whether there is a loop AT stock) (S808). Specifically, if the total loop AT stock number is 1 or more, it is determined that the loop AT will continue. If the loop AT continues (S808-YES), a pseudo bonus transition lottery process is executed (S809). The pseudo bonus shift lottery determines by lottery whether or not to shift to the pseudo bonus by referring to the pseudo bonus shift lottery table shown in FIG. As shown in Figure 39, the pseudo bonus transition lottery has a 64 / 256 chance of winning if the last digit of the number of sets completed this time is "5", a 256 / 256 chance of winning if the last digit of the number of sets completed this time is "0", and a 1 / 256 chance of winning if the last digit of the number of sets completed this time is anything other than 0 or 5. For this reason, if the last digit of the current set number is 5 (5, 15, 25, etc.), you can expect a transition to a pseudo bonus, and if the last digit of the current set number is 0 (10, 20, 30, etc.), a transition to a pseudo bonus is confirmed, but if the last digit of the current set number is a number other than 5 or 0, a transition to a pseudo bonus is unlikely. If S805-NO, after processing S806, if S807-NO, if S808-NO, and after processing S809, the loop AT control processing is terminated.
[0168] (Specialized AT control processing) The control process in the specialized AT (specialized AT control process) will be explained. The specialized AT is configured with 6G (initial) and is controlled in AT state. The specialized AT will transition from the loop AT if the specialized SP transition lottery is won in the loop AT (number 13 in Figures 6 and 7). The specialized AT ends when the number of remaining games becomes 0G or when 5 stocks (preparation AT stocks and loop AT stocks) are acquired, and then transitions to the loop AT (number 14 in Figures 6 and 7).
[0169] FIG. 40 is a flowchart showing the specialized AT control process. As shown in Fig. 40, in the specialized AT, it is determined whether or not an internal lottery process has been executed (S901). In other words, it is determined whether or not a game has started. If the internal lottery has been executed (S901-YES), the BAR Navi lottery process is executed (S902). The BAR navigation lottery is executed by referring to the BAR navigation lottery table_specialized AT shown in FIG. As with the BAR Navi lottery shown in FIG. 35, the winning probability of the BAR Navi lottery is set to "No Navi", "BAR Fake Navi (0)", or "BAR Navi (1)" depending on the winning role. () (brackets) indicate the number of loop AT stocks. In other words, if you win the BAR Navi, you will be given "1" loop AT stock. This BAR navigation lottery is executed in the same manner as the BAR navigation lottery (S802) in the loop AT. Therefore, a detailed description of this BAR navigation lottery will be omitted.
[0170] Next, a preparation AT stock lottery process is executed (S903). The number of preparation AT stocks is determined by referring to the preparation AT stock lottery table shown in Figure 42. As shown in FIG. 42, in the preparation AT stock lottery, the probability of winning is set according to the winning role. For example, in the internal lottery of S901, if a rare role is won, the probability of 1 is 216 / 256, and the probability of 2 is 40 / 256. Similarly, if a composite role 1 is won, the probability of 1 is 192 / 256, and the probability of 2 is 64 / 256. Similarly, if a composite role 2 is won, the probability of 1 is 128 / 256, and the probability of 2 is 128 / 256. Similarly, if a reach eye is won, the probability of 1 is 256 / 256. Similarly, if a replay 1 is won, the probability of 1 is 242 / 256, and the probability of 2 is 14 / 256. Similarly, if a common 3-1 is won, the probability of 1 is 242 / 256, and the probability of 2 is 14 / 256.
[0171] If you win Replay 1 or Common 3 to 1, the "7-match Navi" will occur, and if you press the button successfully, the 7-match will stop. The "7-match Navi" is a navigation that encourages you to press the button in reverse to aim for the 7-match. Replay 1 and common 3 cards 1 are treated as 7-line roles during the AT, so if you win these roles, if you follow the 7-line navigation to stop the role, it will stop with 7-line roles, and as a bonus, you will be awarded the number of prepared AT stocks you won. If you win Replay 2 or Common 3 Cards 2 (other roles), the "7-match Navi" will occur, but since the 7-match will not stop, the preparation AT stock will not be granted. This is because "Replay 2" and "Common 3 Cards 2" are treated as 7-match fake roles during the AT (see Figure 5).
[0172] For example, when Replay 1 is won, as shown in FIG. 67(a), the display 8 displays, for example, "Aim for 7 with reverse push!" (information encouraging right 1ST operation or eye-pushing). If the player follows this display and performs the eye-pressing operation with the right 1ST operation, and if the eye-pressing operation is successful, the reels 41a to 41c will stop in a state where "7" is lined up in the middle row (middle row 7s), as shown in Figure 67 (b). At this time, if the preparation AT stock "1" is won, the display 8 will display, for example, "1 stock obtained!" Even if you win the common 3 to 1, you can acquire preparation stocks, and a 7-line navigation will occur. If you are successful in pressing the button with the 1ST right operation, you can stop the reels 41a to 41c in a pattern where the numbers "7" line up in an upward sloping pattern to the right (7 lines diagonally to the upper right). On the other hand, if you win Replay 2 or Common 3 Cards 2 (the ``Other'' role), the display 8 will show ``Aim for 7 with reverse push!'', just as if you won Replay 1 or Common 3 Cards 1 (Figure 67(a)). However, this display is fake navigation. In this case, even if you follow the navigation and perform the right 1ST operation, the stop display will not show 7-line up. In this case, there is a 1 / 256 chance that you will get a ready AT stock, but a 255 / 256 chance that you will not get a ready AT stock. If the preparation AT stock is not acquired, "Too bad!" or similar will be displayed on the display 8, as shown in Figure 67(c). In addition, there are cases where preparation AT stocks are awarded even if the 7s do not stop. For example, if a rare role, composite role 1 or 2, or a reach role is won, the preparation AT stock lottery that is executed as a result of this will win 1 or 2, and that number of preparation AT stocks will be awarded.
[0173] Next, a subtraction stop G number lottery process is executed (S904). The subtraction stop G number lottery process is a lottery process for determining the subtraction stop game number of the ST game number, and is executed by referring to the subtraction stop G number lottery table shown in FIG. As shown in FIG. 43, in the subtraction stop G number lottery process, if a rare role is won in the internal lottery of S901, 2 is won with a probability of 104 / 256, and 3, 4, and 5 are won with a probability of 8 / 256. Similarly, if a composite role 1 is won, 3 is won with a probability of 112 / 256, and 4 and 5 are won with a probability of 16 / 256. Similarly, if a reach eye is won, 0 is won with a probability of 256 / 256. Similarly, if a replay 1 or common 3 cards 1 is won, 2 and 3 are won with a probability of 39 / 256. Similarly, if any other role is won, 0 is won with a probability of 256 / 256.
[0174] The number of ST games is the sum of the number of subtraction stop Gs determined by the subtraction stop Gs lottery and the number of games (initial) of the specialized AT. For example, if the subtraction stop G number is determined to be "5", the number of games (initial) of the specialized AT is 6G, so the number of ST games is calculated as "11" (=5+6). In other words, this subtraction stop G number "5" is essentially the number of games added to the specialized AT. In the gaming machine 1 of this embodiment, when a stock is acquired in the specialized AT while the subtraction stop G number is remaining, the remaining subtraction stop G number is reset, and a display is made to stop subtraction based on the determined subtraction stop G number, but the subtraction stop G number itself is not displayed. In other words, the number of games in the specialized AT is not displayed if it is "6" or more. This makes it difficult to notice the resetting of the remaining subtraction stop G number, and prevents a decline in interest. A specific example of the process for stopping subtraction in the subtraction stop G number lottery will be described later. The remaining subtraction stop G number may be carried over without being reset. For example, if a stock is acquired when there are 8 ST games remaining, 2 games (remaining games - initial number of games) may be carried over to the next ST as the subtraction stop G number.
[0175] Next, it is determined whether the total stock quantity is equal to or less than X (any value) (S905). The "total stock number" is the total number of stocks (loop AT stock number and preparation AT stock number) acquired in the BAR navigation lottery process (S902) and preparation AT stock lottery process (S903) during the current specialized AT. The total number of stocks may be applied not only during "the current specialized AT" but also during multiple sets of specialized ATs continued in S906 described later. In this embodiment, in S905, it is determined whether the total stock number is 4 or less, but it may be 3 or less, or 5 or more. If the total stock number is less than or equal to X (S905-YES), the specialized AT continuation process is executed (S906). In other words, the current specialized AT control is reset and the next set of specialized AT control is executed. If the total stock number exceeds X (S905-NO), the specialized AT end process is executed (S907). In other words, a process is executed to terminate the specialized AT and transition to the loop AT. If S901-NO, after processing S906 and after processing S907, the specialized AT control processing is terminated.
[0176] A specific example of processing related to the subtraction stop in the subtraction stop G number lottery will be described. FIG. 68 is a diagram showing the process related to the subtraction stop in the subtraction stop G number lottery. FIG. 68(a) is an example of the display screen of the display 8 for the 1st game (1st set) of the specialized AT. The upper left area of the screen displays the number of remaining games in the specialized AT (initial 6G). The left image in Figure 68(b) is an example of the display screen of the display 8 for the 2nd G (1st set) of the specialized AT. When the number of Gs at which the subtraction will stop has not been determined, the number of remaining games will be subtracted by 1G every time 1G is played, and the display will also be subtracted by 1G every time 1G is played. For this reason, in the second game (first set) of the specialized AT, the number of games to stop subtracting has not yet been determined, so the number of remaining games is displayed as 5G, which is 1G less than the value displayed in the first game. The central diagram in Figure 68(b) shows that in the second game (first set) of the specialized AT, a subtraction stop G number lottery (S904) is executed, and the result of the lottery is determined to be the subtraction stop G number: 5. Accordingly, the number of ST games: 11 = 5G (number of Gs to stop subtraction) + 6G (initial number of Gs) is calculated, and control (subtraction stop control) is executed to stop the subtraction display of the remaining number of games until 5G has been consumed. The right diagram of Figure 68(b) shows that since the total number of stocks in the first set is 4 or less (S905-YES), continuation control (specialized AT continuation processing) for the next set (second set) is executed. The reason why the "total number of stocks is 4 or less" is because the maximum total number of stocks that can be obtained in the first set is 3 stocks, with a maximum of 1 in the BAR Navi lottery and a maximum of 2 in the Preparation AT Stock lottery. FIG. 68(c) is an example of a display screen of the display 8 indicating that control has been performed on the 1st G of the 2nd set by the specialized AT continuation processing. "LOCK" at the top left of the screen is information indicating that control to stop the subtraction display of the remaining number of games (subtraction stop control) is being executed. FIG. 68(d) is an example of the display screen of the display device 8 of the 2G (second set). In FIG. 68(d), since the subtraction stop control is continued, the remaining number of games is still displayed as 6 games, the same as in the first game, and "LOCK" is still displayed. The left diagram in FIG. 68(e) is an example of the display screen of the display device 8 of the 3G (second set). The right diagram of Figure 68(e) shows that stocks were acquired in this 3rd game (2nd set). In other words, it shows that stocks were won in the BAR Navi lottery and the preparation AT stock lottery in the 3rd game (2nd set). In addition, as a result of the stock being acquired in the third game, the remaining subtraction stop game count "2" has been reset to "0" (the subtraction stop control has been released). FIG. 68(f) is an example of the display screen of the fourth display 8 of the second set. In Figure 68 (f), the subtraction stop control has been released and the number of remaining games is displayed as 5G, which is 1G subtracted. From then on, the remaining number of games displayed will be reduced by 1G for each 1G played. By doing this, for example, if you are unable to obtain the subtraction stop G number in the second set, the subtraction stop G number (3G in the above example) will simply disappear, so it is possible to not show it. For example, a common control method is to display 11G as the number of ST games remaining, and subtract 1G from the displayed value for each game played. In this case, if the subtraction stop number is reset while there is still remaining number of games, the player will be able to know the reset (subtracted) number of games based on the displayed information, and will likely feel as if they have lost out. In this regard, the gaming machine of this embodiment makes it impossible to tell from the outside whether the game has been reset or whether the subtraction-stop game count has been completely used up, so that the player does not feel as if he or she has lost out.
[0177] (SPAT control processing) The control process in the SPAT (SPAT control process) will now be described. The SPAT is controlled in the AT state. SPAT features a battle game in which allies and enemies fight each other. If your teammate wins this battle game, you will be able to obtain the strongest lighting determined in the Loop AT (the strongest lighting won in the SPAT type lottery in S806). The SPAT will transition from the loop AT if the SPAT is won in the specialized SP transition lottery in the loop AT (number 15 in Figures 6 and 7). In SPAT, if the battle is won or lost, the game ends and then moves to Loop AT (number 16 in Figures 6 and 7).
[0178] FIG. 44 is a flowchart showing the SPAT control process. 44, the SPAT determines whether or not an internal lottery process has been executed (S1001), that is, whether or not a game has started. If the internal lottery has been executed (S1001-YES), the next multiplier lottery process is executed (S1002). The next multiplier lottery process refers to the next multiplier lottery table shown in FIG. 45 and determines the ally attack multiplier for the next game from among multipliers "1", "2", or "3". For example, as shown in FIG. 45, the probability of winning multiplier 1 is 238 / 256, the probability of winning multiplier 2 is 14 / 256, and the probability of winning multiplier 3 is 4 / 256. The ally attack multiplier for the first time (first game) is fixed at "1". In addition, the initial ally attack multiplier can be set to "2" or "3", with either having a 50% probability, for example.
[0179] Next, an ally consecutive attack lottery process is executed (S1003). The ally consecutive attack lottery is performed by referring to the ally consecutive attack lottery table shown in FIG. 46 to determine whether the lottery is a win or a loss. If you win the lottery, 3G will be awarded as the number of Gs for your ally's consecutive attack, allowing your ally to attack for 3G in a row, including the game in question. Specifically, if a prize is won, the number of G of consecutive ally attacks is stored in a storage means, and a process is executed in which the number of G of consecutive ally attacks is updated by subtracting 1 from the number of G of consecutive ally attacks each time 1 G is consumed. As shown in FIG. 46, in the internal lottery of S1001, if a rare role is won, the probability of winning is 64 / 256, if a composite role 1 is won, the probability of winning is 128 / 256, if a composite role 2 is won, the probability of winning is 256 / 256, if a reach eye is won, the probability of winning is 0 / 256, and if any other role is won, the probability of winning is 26 / 256.
[0180] Next, it is determined whether or not an ally is performing a consecutive attack (S1004). Since an ally can attack once per 1G, whether or not one or more games remain is determined by referring to the number of Gs of consecutive ally attacks stored in the storage means. Next, a consecutive attack damage lottery process is executed (S1005). The damage lottery during a consecutive attack refers to the ally consecutive attack damage lottery table shown in Figure 47, and determines the damage value corresponding to the winning role by lottery. As shown in FIG. 47, in the internal lottery of S1001, if a rare role is won, 3 is won with a probability of 202 / 256, 4 and 5 are won with a probability of 26 / 256, and 10 and 20 are won with a probability of 1 / 256. Similarly, if a composite role 1 is won, 3 is won with a probability of 158 / 256, 4 and 5 are won with a probability of 39 / 256, 10 is won with a probability of 16 / 256, and 20 is won with a probability of 4 / 256. Similarly, if a composite role 2 is won, 5 is won with a probability of 128 / 256, 10 is won with a probability of 102 / 256, and 20 is won with a probability of 26 / 256. Similarly, if a reach pattern or other winning combination is achieved, there is a 162 / 256 probability of winning a 2, an 80 / 256 probability of winning a 3, an 8 / 256 probability of winning a 4, a 4 / 256 probability of winning a 5, and a 1 / 256 probability of winning a 10 or 20.
[0181] The winning damage value can be inflicted on the enemy during consecutive attacks. Specifically, the damage to be inflicted on the enemy is determined based on the damage value determined in the consecutive attack damage lottery and the multiplier determined in the previous game (the multiplier determined in the next multiplier lottery in the previous game in S1002). For example, if the next multiplier determined in the previous game is 2, and the damage value determined by the damage draw during the consecutive attack in the first turn of a 3-turn consecutive attack is 5, the damage value inflicted on the enemy in the first turn will be 10 (= 5 x 2); if the damage value determined by the damage draw during the consecutive attack in the second turn is 3, the damage value inflicted on the enemy in the second turn will be 6 (= 3 x 2); and if the damage value determined by the damage draw during the consecutive attack in the third turn is 2, the damage value inflicted on the enemy in the third turn will be 4 (= 2 x 2). Therefore, the total damage an enemy will receive from a 3G consecutive attack will be 20 (=10+6+4). In addition, the "other" roles in the ally consecutive attack damage lottery table include the four roles of common 3 cards 1, 2 and common 1 card 1, 2.
[0182] Next, it is determined whether the 1-coin combination or the 3-coin combination is a non-winning combination (S1006). Specifically, if the four roles of common 3 cards 1 and 2 and common 1 card 1 and 2 are not winning in the internal lottery of S1001 (S1006-YES), an ally attack damage lottery process is executed (S1007). In other words, if S1006-YES, then allies will attack enemies. The ally attack damage lottery refers to the ally attack damage lottery table shown in Figure 48, and determines the damage value corresponding to the winning role by lottery. As shown in FIG. 48, in the internal lottery, if a rare role is won, the probability of winning 2 is 176 / 256, the probability of winning 3, 4, and 5 is 26 / 256, and the probability of winning 10 and 20 is 1 / 256. Similarly, if a composite role 1 is won, the probability of winning 2 is 129 / 256, the probability of winning 3, 4, and 5 is 39 / 256, and the probability of winning 10 and 20 is 5 / 256. Similarly, if a composite role 2 is won, the probability of winning 5 is 128 / 256, the probability of winning 10 is 102 / 256, and the probability of winning 20 is 26 / 256. Similarly, if a reach pattern or other hand is hit, there is an 81 / 256 probability for 1, 2, or 3 to be hit, an 8 / 256 probability for 4 to be hit, a 4 / 256 probability for 5 to be hit, and a 1 / 256 probability for 10 or 20 to be hit.
[0183] The winning damage value can be inflicted on the enemy. Specifically, the damage to be inflicted on the enemy is determined based on the damage value determined in the damage lottery during an ally attack and the multiplier determined in the previous game (the multiplier determined in the next multiplier lottery in the previous game in S1002). For example, if the damage value determined by the damage lottery during an ally attack is 10, and the multiplier determined in the previous game was 3, the damage value inflicted on the enemy during the attack will be 30. In addition, the "Other" roles in the ally attack damage lottery table do not include the four roles of common 3 cards 1, 2 and common 1 card 1, 2. Next, it is determined whether the enemy's HP is "0" or less (S1008). Specifically, since the initial value of the enemy's HP is 20, it is determined whether the enemy's HP obtained by subtracting the damage value from this initial value is 0 or less. If the enemy HP is "0" or less (S1008-YES), a bonus granting process is executed (S1009). Specifically, the strongest lighting of the type determined by the SPAT type lottery (S806) in the loop AT is obtained.
[0184] If the 1-coin or 3-coin combination is won (S1006-NO), the calculation process of "ally HP-1" is executed (S1010). That is, 1 is subtracted from the ally HP. In other words, if S1006-NO, an ally will be attacked by the enemy. Next, it is determined whether the ally's HP is "0" or not (S1011). If the ally HP is "0" (S1011-YES), the SPAT end control process is executed (S1012). That is, the SPAT is ended and a process for transitioning to the loop AT is executed. After the process of S1005, if the result of S1008 is NO, or after the process of S1012, the SPAT control process ends.
[0185] FIG. 69 is an explanatory diagram of the first half of the battle game in SPAT, and FIG. 70 is an explanatory diagram of the second half of the battle game in SPAT. FIG. 69(a) is an example of a screen showing the first game of the SPAT. Friendly characters are displayed in the left area of the screen, and enemy characters are displayed in the right area of the screen. In addition, the initial ally HP value of "3" is displayed in the upper left area of the screen, and the initial enemy HP value of "20" is displayed in the upper right area of the screen. In addition, the ally HP (initial value) is not limited to "3", but can be 2 or less or 4 or more, and the enemy HP (initial value) is not limited to "20", but can be 19 or less or 21 or more. In the center of the screen, there is an "R" indicator that indicates that the strongest lighting determined in the specialized AT is "red." In other words, if your ally wins the battle against the enemy, you can get the strongest red lighting. The result of the first next multiplier draw is "2", and the result of the second next multiplier draw is "1". In other words, the damage of the first ally attack is not doubled, the damage of the second ally attack is doubled, and the damage of the third ally attack is not doubled.
[0186] Figure 69(b) shows that on the first game of SPAT, an ally received an enemy attack dealing damage 1. In other words, this figure shows that as a result of the calculation processing of "ally HP-1" being executed in S1010, ally HP3 becomes 2 (=3-1). Figures 69(c) to (e) are examples of screens showing that an ally has made successive attacks on an enemy in the first to third frames of the second SPAT. Figure 69(c) shows that in the first turn of a consecutive attack, the enemy received an attack that was twice the damage of 1. In other words, this diagram shows that the damage value determined by the consecutive attack damage lottery in the first turn of the consecutive attack was 1, and therefore the damage value inflicted on the enemy in the first turn was "-1 x 2", so the enemy's HP of 20 became 18 (= 20-2). Figure 69(d) shows that in the second G of the consecutive attack, the enemy received an attack of twice the damage of 2. In other words, this diagram shows that since the damage value determined by the damage draw during the second turn of the consecutive attack was 2, the damage value inflicted on the enemy in the second turn was "-2 x 2", so the enemy's HP of 18 became 14 (=18-4). Figure 69(e) shows that in the third turn of the consecutive attack, the enemy received an attack that was twice the damage of 1. In other words, this diagram shows that the damage value determined by the damage draw during the third turn of the consecutive attacks was 1, and therefore the damage value inflicted on the enemy in the third turn was "-1 x 2", so the enemy's HP of 14 became 12 (=14-2). Figure 69(f) shows that the enemy received an attack of damage 1 on the 1st G of the 3rd SPAT. In other words, this diagram shows that the damage value determined by the friendly attack damage lottery in the first turn of the third time was 1, and therefore the damage value inflicted on the enemy in the first turn of the third time was "-1", so the enemy HP of 12 became 11 (=12-1).
[0187] Figures 70(a) and (b) are explanatory diagrams for when an ally is defeated. FIG. 70(a) is a diagram showing that an ally's HP has reached 0, and FIG. 70(b) is a diagram showing that an ally has been defeated as a result of its HP reaching 0. 70(c) to (e) are explanatory diagrams for when the friendly team wins. FIG. 70(c) is a diagram showing that the enemy HP has reached 0, and FIG. 70(d) is a diagram showing that the ally has won as a result of the enemy HP reaching 0. FIG. 70(e) shows that the strongest red light is turned on based on the ally's victory. Therefore, if a cherry is won in the subsequent normal AT, the reel will be controlled to be in the strongest red lighting state, and the transition to the confirmed AT will be confirmed (see Figure 17).
[0188] (Pseudo bonus control process) The control process in the pseudo bonus (pseudo bonus control process) will be described. The pseudo bonus consists of 30G and is controlled in AT state. The pseudo bonus will be entered from the loop AT if the pseudo bonus lottery is won at the end of the loop AT (when AT continuation is confirmed) (number 17 in Figures 6 and 7). On the other hand, the pseudo bonus ends when 30G is consumed, and then it moves to the loop AT (number 18 in Figures 6 and 7).
[0189] FIG. 49 is a flowchart showing the pseudo bonus control process. 49, in the pseudo bonus, it is determined whether or not an internal lottery process has been executed (S1101). In other words, it is determined whether or not a game has been started. If an internal lottery is executed (S1101-YES), a preparation AT stock lottery process is executed (S1102). The preparation AT stock lottery determines the number of preparation AT stocks by referring to the preparation AT stock lottery table_pseudo bonus shown in Figure 50. As shown in FIG. 50, in the internal lottery of S1101, if a rare role is won, 1 and 2 are each won with a 1 / 256 probability. Similarly, if composite role 1 is won, 1 is won with a 10 / 256 probability, and 2 is won with a 3 / 256 probability. Similarly, if composite role 2 is won, 1 is won with a 51 / 256 probability, and 2 is won with a 13 / 256 probability. Similarly, if a reach eye is won, 1 is won with a 256 / 256 probability. Similarly, if any other role is won, 0 is won with a 256 / 256 probability. If S1101-NO, or after processing S1102, the pseudo bonus control process is terminated.
[0190] (CZ preparation control process) The control process in CZ preparation (CZ preparation control process) will be described. CZ preparation is positioned at the preparation state (just before) of CZ and is controlled to a non-AT state. There are two types of CZ preparation: weak CZ preparation, which corresponds to the preparation state of weak CZ, and strong CZ preparation, which corresponds to the preparation state of strong CZ. CZ Weak Preparation will transition from the normal AT if the transition lottery to the confirmed AT is not won by the final game of the normal AT, there are no preparation AT stocks, and CZ Weak is won in the CZ type lottery (number 19 in Figures 6 and 7). CZ Strong Preparation will occur from the normal AT if the transition lottery to the confirmed AT is not won by the final game of the normal AT, there are no preparation AT stocks, and CZ Strong is won in the CZ type lottery (number 20 in Figures 6 and 7). On the other hand, the CZ weak preparation ends when a favorable zone transition role is won, and then the game transitions to the CZ weak (number 21 in Figures 6 and 7). In addition, the CZ weak preparation ends if the preparation AT lottery is won, and then the player moves on to the preparation AT (number 22 in Figures 6 and 7). CZ Strong preparation ends when a role that transitions to a favorable zone is won, and then the player transitions to CZ Strong (number 23 in Figures 6 and 7). In addition, the CZ strong preparation will end if the preparation AT lottery is won, and then the player will move on to the preparation AT (number 24 in Figures 6 and 7).
[0191] FIG. 51 is a flowchart showing the CZ preparation control processing. 51, in the CZ preparation, it is determined whether or not an internal lottery process has been executed (S1201). In other words, it is determined whether or not a game has started. When an internal lottery is executed (S1201-YES), it is determined whether the current gaming state is in weak CZ preparation or not (strong CZ preparation or not) (S1202). If the current game state is CZ weak preparation (S1202-YES), AT lottery process_CZ weak preparation is executed (S1203); if the current game state is CZ strong preparation (S1202-NO), AT lottery process_CZ strong preparation is executed (S1203). The AT lottery process _CZ weak preparation is performed by referring to the AT lottery table _CZ weak preparation shown in FIG. 52(a), and the AT lottery process _CZ strong preparation is performed by referring to the AT lottery table _CZ strong preparation shown in FIG. 52(b). As shown in FIG. 52(a), in the internal lottery in S1201, the AT lottery process_CZ weak preparation has a 2 / 256 probability of winning if a rare role is won, a 256 / 256 probability of winning if a composite role 1, composite role 2 or reach eye is won, and a 0 / 256 probability of winning if any other role is won. As shown in FIG. 52(b), in the internal lottery in S1201, the AT lottery process_CZ strong preparation has a 4 / 256 probability of winning if a rare role is won, a 256 / 256 probability of winning if a composite role 1, composite role 2 or reach is won, and a 0 / 256 probability of winning if any other role is won. If you win the AT lottery process, you will move on to the preparation AT without moving on to the CZ. In other words, since AT lottery processing_CZ strong preparation is easier to win than AT lottery processing_CZ weak preparation, CZ strong preparation is easier to transition directly to the AT than CZ weak preparation. If S1201-NO, after processing S1203 and after processing S1204, the CZ preparation control processing is terminated.
[0192] (CZ control processing) The control process in the CZ (CZ control process) will be described. There are two CZs: CZ Weak, which corresponds to the lower CZ, and CZ Strong, which corresponds to the upper CZ. Both are composed of 10G and are controlled in non-AT state. CZ Weak will transition from CZ Weak Preparation when a role that transitions to a favorable zone is won during CZ Weak Preparation (number 21 in Figures 6 and 7). CZ Strong will transition from CZ Strong Preparation when a role that transitions to a favorable zone is won during CZ Strong Preparation (number 23 in Figures 6 and 7). CZ Strong transitions from a non-advantageous game state (bonus carried over) when a favorable zone transition role is won (number 2 in Figures 6 and 7). On the other hand, the CZ Weak ends if the preparation AT lottery is won, and then the game moves to the preparation AT (number 25 in Figures 6 and 7). In addition, the weak CZ will end if the transition lottery (AT lottery) to the AT (preparation AT) is not won by the final game of the weak CZ, and then the game will transition to the normal game state (number 26 in Figures 6 and 7). CZ Strong ends if the preparation AT lottery is won, and then the player moves on to the preparation AT (number 27 in Figures 6 and 7). In addition, the strong CZ will end if the transition lottery (AT lottery) to the AT (preparation AT) is not won by the final game of the strong CZ, and then the game will transition to the normal game state (number 28 in Figures 6 and 7).
[0193] FIG. 53 is a flowchart showing the CZ control process. 53, in the CZ, it is determined whether or not an internal lottery process has been executed (S1301). In other words, it is determined whether or not a game has started. When an internal lottery is executed (S1301-YES), it is determined whether the current gaming state is CZ weak or CZ strong (S1302). If the current gaming state is CZ weak (S1302-YES), AT lottery process_CZ weak is executed (S1303), and if the current gaming state is CZ strong (S1302-NO), AT lottery process_CZ strong is executed (S1304). The AT lottery process _CZ weak preparation is performed by referring to the AT lottery table _CZ weak shown in FIG. 54(a), and the AT lottery process _CZ strong is performed by referring to the AT lottery table _CZ strong shown in FIG. 54(b). As shown in FIG. 54(a), in the internal lottery in S1301, the AT lottery process_CZ weak has a winning probability of 78 / 256 if a rare role is won, a winning probability of 256 / 256 if a composite role 1, composite role 2 or a reach role is won, and a winning probability of 2 / 256 if any other role is won. As shown in FIG. 54(b), in the internal lottery in S1301, the AT lottery process_CZ strong has a winning probability of 128 / 256 if a rare role is won, a winning probability of 256 / 256 if a composite role 1, composite role 2 or reach role is won, and a winning probability of 46 / 256 if any other role is won. If you win the AT lottery process, you will move on to the preparation AT. Since AT lottery processing_CZ strong is easier to win than AT lottery processing_CZ weak, CZ strong is more likely to transition to the AT than CZ weak. If S1301-NO, after the processing of S1303 and after the processing of S1304, the CZ control processing ends.
[0194] (A stage performance with a piercing sense of spec) In the gaming machine 1 of this embodiment, the sub-control unit 20 controls the presentation stage corresponding to the gaming status by displaying a stage image indicating the gaming status on the display unit 8 and outputting sound, etc. indicating the gaming status (presentation stage control). For example, possible stage images include a normal stage image displayed while in the normal game state, an EDAT stage image displayed while in EDAT, an AT stage image displayed while in an AT state in which the preparation AT and normal AT are configured in series, a CZ weak preparation stage image displayed while in CZ weak preparation, a CZ weak stage image displayed while in CZ weak, and a CZ strong stage image displayed while in CZ strong. The gaming machine 1 of this embodiment basically controls the presentation stage corresponding to the game state during the stay in this way, but for some game states and presentation stages, it is possible to bring about distinctive presentation effects such as "stage presentation with a penetrating SPEC feeling" by executing control such as changing the correspondence between the game state and the presentation stage and devising the flow of the game state and presentation stage. This will be explained in detail below.
[0195] FIG. 71 is a diagram showing some of a plurality of presentation stages and their flow, and FIG. 72 is a diagram showing the game state and its flow corresponding to the presentation stages and their flow shown in FIG. Since the performance stage is controlled by the sub-control unit 20 (i.e., the sub-board), and the game state is controlled by the main control unit 10 (i.e., the main board), each block in Figures 71 and 72 is labeled main (main control unit 10) and sub (sub-control unit 20), indicating the controlling entity of each block processing.
[0196] In particular, the explanation will focus on the stage flow in Figure 71, "EDAT stage → strong CZ preparation stage → strong CZ stage → AT stage" and "weak CZ preparation stage → weak CZ stage → AT stage," and the game state flow corresponding to this flow in Figure 72, "EDAT → unfavorable → strong CZ → preparation AT" and "weak CZ preparation or strong CZ preparation → weak CZ or strong CZ → preparation AT." Note that the numbers in FIG. 72 correspond to the numbers in FIGS.
[0197] EDAT is the gaming state immediately before the advantageous zone ends, and as the advantageous zone ends with the end of EDAT, a transition to a non-advantageous zone (non-advantageous gaming state) occurs. Therefore, by displaying the EDAT stage image, it is possible to show the player that he or she is currently in EDAT, and to clearly inform the player that the advantageous zone will soon end. Here, in the gaming machine 1 of this embodiment, when the gaming state is controlled to EDAT, that is, when it is clearly notified that the advantageous zone is ending, it is assumed that the gaming state will be controlled in the sequence of "non-advantageous gaming state → CZ strong" (number 30 → number 2 in Figure 72) (effectively, the sequence of EDAT → CZ strong) because the gaming state will soon transition to the advantageous zone and the advantageous zone transition role will be won immediately (because all roles are advantageous zone transition roles), and accordingly the presentation stage is controlled in the presentation mode of "CZ strong preparation stage (while in a non-advantageous gaming state) → CZ strong stage (while in a CZ strong)". On the other hand, in the gaming machine 1 of this embodiment, when the gaming state is not controlled by EDAT, that is, when it is controlled by CZ without clearly notifying the end of the advantageous zone, the gaming state is controlled in the sequence of "weak CZ preparation → weak CZ" (number 21 in Figure 72), "strong CZ preparation → strong CZ" (number 23 in Figure 72), or "non-advantageous gaming state → strong CZ" (number 2 in Figure 72), and in response to this, the presentation stage is controlled in the presentation mode of "weak CZ preparation stage (while in weak CZ preparation, strong CZ preparation, or non-advantageous gaming state) → weak CZ stage (while in weak CZ or strong CZ)". In addition, an example of EDAT → non-advantageous game state → strong CZ has been explained as an example of the transition mode of the game state after EDAT, but in reality the transition mode is EDAT → strong CZ. However, it is also possible to transition directly to strong CZ from the middle of EDAT (when EDAT is interrupted when a specified condition is met) such as EDAT → strong CZ, or it is also possible to transition indirectly to strong CZ via one or more game states after the end of EDAT, such as EDAT → non-advantageous game state → strong CZ preparation → strong CZ.
[0198] As a result, while there is a possibility that the game state will be CZ weak in the weak CZ stage, during the strong CZ stage it is always controlled to CZ strong, and therefore the probability of transitioning to AT (preparation AT) is higher in the strong CZ stage than in the weak CZ stage (see (a) and (b) in Figure 54), making it possible for the player to recognize that the "strong CZ stage" = "a stage where there is a high probability of returning to the AT, which is transitioned to only when the advantageous zone ends." In other words, EDAT can easily give the player the impression that the advantageous zone will soon end due to the action of the advantageous zone limiter (that the player will soon enter a game state that is unfavorable to the player), but by executing this type of control, it is possible to give the player the impression that the flow of EDAT stage → strong CZ stage → AT stage is likely to occur. This allows the player to strongly recognize the so-called "penetrating SPEC" feeling (game specifications that do not make the player feel the limit of the advantageous zone).
[0199] In addition, if the advantageous zone does not end and the game state is controlled to "CZ strong" (numbers 2 and 23 in Figure 72), controlling to the "CZ strong stage" will result in the player frequently recognizing the "CZ strong stage". However, if the player frequently recognizes the "CZ strong stage", there will be more opportunities to play in the "CZ strong stage", where the game state is CZ weak, and there will be more opportunities for a situation to occur in which it is not possible to return to the AT (preparation AT) from the "CZ strong stage" due to the existence of the CZ weak. As a result, players will often encounter situations where they are unable to return to the AT (preparation AT) from the "strong CZ stage," and there is a risk that they will no longer recognize the "strong CZ stage" as a "stage where there is a high probability of returning to the AT." In contrast, in the gaming machine 1 according to this embodiment, the "strong CZ stage" is managed as a stage that appears less frequently, so it is possible to ensure the recognition that the "strong CZ stage" = "a stage where there is a high probability of returning (pulling back) to the AT," and this gives the player a strong sense of the "piercing SPEC."
[0200] The non-advantageous game state transitioned from the AT is controlled under the CZ weak preparation stage, just like CZ preparation (weak CZ preparation and strong CZ preparation), and whether a favorable zone transition role is won during the CZ preparation (strong CZ preparation) or a favorable zone transition role is won during the non-advantageous game state, the CZ preparation stage ends and the game transitions to the CZ stage (numbers 2 and 23 in Figure 72). This control of the presentation stage makes it difficult for the player to determine whether the transition to CZ occurs from CZ preparation or from a non-advantageous playing state. In other words, "it is not clear whether the transition to CZ is from a non-advantageous game state" is synonymous with "it is not clear whether the advantageous zone has ended" and also with "it is not clear whether the difference number during the advantageous zone has been reset." For this reason, it is possible that more than 2,400 balls (the favorable zone limiter) may be won before transitioning to EDAT. In other words, once it is determined that the reset has occurred due to the end of the advantageous zone, the player will play knowing that he or she can only get 2,400 coins in the current advantageous zone, and so even if a large amount of money is added during the AT, the player will not be very happy with the situation.However, with the gaming machine of this embodiment, it is designed so that it is not possible to know whether the difference in the number during the advantageous zone has been reset, so this problem does not arise.
[0201] (Additional Note) The gaming machine of the present invention also has the following configuration. A gaming machine comprising: a gaming state control means capable of controlling to any one of a plurality of gaming states including a first gaming state which is an AT state, a second gaming state which is a CZ state, a third gaming state which is a CZ state and has a higher probability of transitioning to the first gaming state than the second gaming state, and a fourth gaming state which is an AT state and continues until an advantageous zone ends; and a presentation stage control means capable of controlling to a presentation stage according to the gaming state, wherein the gaming state control means is capable of controlling to the third gaming state after the fourth gaming state ends, and the presentation stage control means controls a specific presentation stage which is a presentation stage related to the second gaming state in the second gaming state, controls a special presentation stage which is a presentation stage related to the third gaming state in the third gaming state to which a transition is made based on the end of the fourth gaming state, and controls the specific presentation stage in the third gaming state to which a transition is made not based on the end of the fourth gaming state.
[0202] As described above, the gaming machine of the present invention comprises: a determination means capable of determining one of a plurality of lottery results including a first lottery result (replay) and a second lottery result (watermelon); a determination means (fixed AT transition lottery) capable of determining whether to grant a special benefit (fixed AT, right to transition to fixed AT, etc.) related to a specific gaming state (AT) advantageous to a player based on the lottery result determined by the determination means; a first specific state (blue off, lighting pattern 0, etc.) that can be determined with a first probability (0 / 256 in the first half of the normal AT or 1 / 256 in the second half, etc.) related to the first lottery result (replay); and a control means capable of controlling the game machine to one of a plurality of specific states including a second specific state (blue light on, light mode 4, etc.) that can be determined with a second probability (52 / 256) higher than the first probability, and a third specific state (blue strongest light on) that can be determined with a third probability (256 / 256) higher than the second probability, wherein the determination means is capable of determining that a privilege will be awarded with the first probability (0 / 256 or 1 / 256) when the game machine is controlled to the first specific state (blue light off) and the first lottery result (replay) is determined by the determination means, and When the second lottery result (watermelon) is determined by the determination means in the state controlled to the second specific state (blue light on), it is possible to determine that a bonus will be awarded with a fourth probability (26 / 256 in the first half of the normal AT or 64 / 256 in the second half of the normal AT), and when the first lottery result (replay) is determined by the determination means in the state controlled to the second specific state (blue light on), it is possible to determine that a bonus will be awarded with a second probability (52 / 256), and when ... fourth probability (26 / 256 in the first half of the normal AT or 64 / 256 in the second half of the normal AT), and when the second lottery result (watermelon) is determined by the determination means in the state controlled to the second specific state (blue light on), it is possible to determine that a bonus will be awarded with a fourth probability (26 / 256 in the first half of the normal AT or 64 / 256 in the second When the first lottery result (replay) is determined by the determination means while the display is controlled to the third specific state (strongest blue light), it can be determined that a bonus will be awarded with the third probability (256 / 256), and when the second lottery result (watermelon) is determined by the determination means while the display is controlled to the third specific state (strongest blue light), it can be determined that a bonus will be awarded with the fourth probability (26 / 256 or 64 / 256). In other words, if a replay is selected in each of the three states corresponding to the replay - non-high probability (blue light off), high probability (blue light on), and highest probability (highest blue light on) - a bonus will be awarded with the respective probability.
[0203] In addition, in the gaming machine of the present invention, the control means can control the second lottery result (watermelon) to any one of a plurality of special states including a first special state (green off, lighting mode 1, etc.) that can be determined with the fourth probability (26 / 256 or 64 / 256), a second special state that can be determined with a fifth probability (170 / 256) higher than the fourth probability, and a third special state (green strongest lighting) that can be determined with a sixth probability (256 / 256) higher than the fifth probability. and the determining means is capable of determining that a bonus will be awarded with the fourth probability (26 / 256 or 64 / 256) if the second lottery result (watermelon) is determined by the determining means when the first special state (green light is off) is controlled, and is capable of determining that a bonus will be awarded with the first probability (0 / 256 or 1 / 256) if the first lottery result (replay) is determined by the determining means when the first special state (green light is off) is controlled. when the display device is controlled to the second special state (green light), if the second lottery result (watermelon) is determined by the determination means, it can be determined that a bonus will be granted with the fifth probability (170 / 256); when the display device is controlled to the second special state (green light), if the first lottery result (replay) is determined by the determination means, it can be determined that a bonus will be granted with the first probability (0 / 256 or 1 / 256); when the display device is controlled to the third special state (green light), if the second lottery result (watermelon) is determined by the determination means, it can be determined that a bonus will be granted with the sixth probability (256 / 256); and when the display device is controlled to the third special state (green light), if the first lottery result (replay) is determined by the determination means, it can be determined that a bonus will be granted with the first probability (0 / 256 or 1 / 256). In other words, if you win watermelon in each of the three states - non-high probability (blue off), high probability (blue lit), and strongest high probability (strongest blue lit) - a special bonus will be awarded with a certain probability.
[0204] In addition, when the judgment means is controlled to the second specific state (blue light), if the first lottery result (replay) is determined by the determination means, the judgment means is capable of determining that a bonus will be awarded with the first probability (0 / 256 or 1 / 256). Furthermore, in the gaming machine of the present invention, when the game machine is controlled to the third specific state (strongest blue light lit), if the first lottery result (replay) is determined by the determination means, the judgment means can determine that a bonus will be awarded with the first probability (0 / 256 or 1 / 256). In other words, even in a high probability state, it is possible to execute a lottery corresponding to the winning role (determined AT transition lottery_winning role).
[0205] In addition, the control means is capable of determining the first lottery result (replay) with the third probability (256 / 256), and is capable of controlling the second lottery result (watermelon) to a special state (strongest blue light and strongest green light) that can be determined with the sixth probability (256 / 256). When controlled to the special state, if the determination means determines the first lottery result (replay), the determination means is capable of determining that a bonus will be awarded with the third probability (256 / 256), and if the determination means determines the second lottery result (watermelon), the determination means is capable of determining that a bonus will be awarded with the sixth probability (256 / 256). In other words, even in the strongest high probability state, it is possible to execute a lottery corresponding to the winning role (determined AT transition lottery_winning role).
[0206] In addition, the control means is capable of controlling to a special state in which the first lottery result (replay) can be determined with a third probability (256 / 256) and the second lottery result (watermelon) can be determined with a sixth probability (256 / 256), and when controlled to a special state, the judgment means is capable of determining that a bonus will be awarded with a third probability (256 / 256) if the first lottery result (replay) is determined, and of determining that a bonus will be awarded with a sixth probability (256 / 256) if the second lottery result (watermelon) is determined. In other words, in a special state in which the light sources are controlled to a plurality of strongest lighting states, such as strongest blue lighting and strongest green lighting, a special benefit is awarded with a specific probability.
[0207] In the gaming machine of the present invention having such a configuration, it is possible to determine a high probability role (a role corresponding to the light being lit) or a strongest high probability role (a role corresponding to the strongest light being lit) of the AT (normal AT) that is advantageous to the player, and the bonus award rate has the following relationship: low probability role (for example, a replay corresponding to the blue light being off) < high probability role (for example, a replay corresponding to the blue light being lit) < strongest high probability role (a replay corresponding to the strongest light being lit). In this way, by providing three different bonus award rates, it is possible to increase the variety of bonus award rates, thereby increasing interest in the bonus award rates. In addition, since the bonus award rate can be managed on a role-by-role basis, such as controlling the first specific role to be a high probability role, the second specific role to be an ultra-high probability role, and the third specific role to be a low probability role, it is possible to change the specific role that the player wants to win depending on the situation, such as "I hope the second specific role will be won now" or "I hope the first specific role and the third specific role will be won now", which prevents the game from becoming monotonous and increases interest.
[0208] In response to this, for example, a patent document (JP Patent Publication No. 2013-240516) discloses a gaming machine that, when a specific role is won during a high probability period in a specific gaming state such as an AT, awards a special bonus with a higher probability than during a low probability period. However, in such conventional gaming machines, there are only two states related to the bonus award rate, that is, low probability and high probability, and therefore it is not possible to sufficiently increase interest in the bonus award rate. According to the gaming machine 1 of this embodiment, it is possible to determine the high probability role or the strongest high probability role of the AT, and the relationship of the bonus award rate is low probability role < high probability role < strongest high probability role, so that it is possible to solve all or part of such issues that conventional gaming machines need to improve.
[0209] 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 tables referred to in the above-mentioned various processes are only examples, and are not limited to the above-mentioned tables. Furthermore, the winning probability related to each table is not limited to the above-mentioned 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).
[0210] 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.
[0211] 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.
[0212] 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.
[0213] 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]
[0214] 1. Medalless gaming machines (gaming machines) 8 Display 10 Main control unit 20 Sub-control section
Claims
1. A determination means capable of determining one of several lottery results, including the first lottery result and the second lottery result, A determination means capable of determining whether to grant a benefit based on the lottery result determined by the aforementioned determination means, A display means capable of displaying a predetermined number of specific information, including first specific information corresponding to the first lottery result and second specific information corresponding to the second lottery result, Equipped with, The aforementioned display means is As the first specific information, either the first specific information or the second specific information can be displayed. As the aforementioned second specific information, either the first second specific information or the second second specific information can be displayed. The determination means is When the first lottery result is determined by the determination means, it can be determined that there is a higher probability of awarding the prize when the second first specific information is displayed on the display means than when the first first specific information is displayed. When the second lottery result is determined by the determination means, it can be determined that there is a higher probability of awarding the prize when the second specific information is displayed on the display means than when the first specific information is displayed. A gaming machine characterized by the following features.
2. The determination means is When the first lottery result is determined by the determination means, it can be determined that there is a higher probability of awarding the prize when the first specific information is displayed on the display means than when the first specific information is not displayed. When the second lottery result is determined by the determination means, it can be determined that there is a higher probability of awarding the prize when the first second specific information is displayed on the display means than when the second specific information is not displayed. The gaming machine described in feature 1.
3. The display means is The second first specific information and the second second specific information can be displayed simultaneously. The gaming machine according to feature 1 or 2.