Game machine

By integrating control and determination means for managing variable values and state transitions, the gaming machine addresses limitations in conventional systems, offering more dynamic and engaging gaming experiences.

JP2025083214APending Publication Date: 2025-05-30KITA DENSHI CORP
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Patent Information

Application Number
JP2023196978
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-20
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

Conventional gaming machines lack dynamic state transitions and variable value management, limiting player engagement and opportunities for extended advantageous gaming states.

Method used

The gaming machine incorporates control means for transitioning between gaming states, determination means for managing variable values, and counting means for tracking progress, allowing for dynamic adjustments and enhanced player benefits.

Benefits of technology

This solution enables more dynamic and player-friendly gaming experiences by allowing for state transitions based on game progress, increasing opportunities for advantageous gaming states and enhancing player engagement.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025083214000001_ABST
    Figure 2025083214000001_ABST
Patent Text Reader

Abstract

To provide a game machine which has high amusement unlike before.SOLUTION: A game machine comprises: control means capable of controlling a game state from a first game state advantageous to a player to a second game state; regulation means capable of regulating a variation value which may be varied according to the progress of the game in the first game state; and counting means for counting the variation value in the first game state. The control means can control the game state from a first first game state to a first second game state, when a first variation value counted by the counting means reaches a finish value, in the first first game state, and can control the game state from a second first game state to a second second game state, in the second first game state to which the game state is shifted from the first second game state, when a second variation value counted by the counting means reaches the finish value. The regulation means can regulate the second variation value as a value equal to or more than a value obtained by adding an added value determined by the determination means in the first first game state to the first variation value.SELECTED DRAWING: Figure 20
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Description

Technical Field

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

Background Art

[0002] As a gaming machine, for example, a slot machine is known. In the slot machine, there is one having a gaming state called AT (Assist Time) that notifies the player that winning of a small combination or replay combination can be achieved as a gaming state advantageous to the player. In such a slot machine, when a predetermined condition is satisfied, it is known to give a privilege for extending a gaming state advantageous to the player (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there is room for improvement in such a conventional gaming machine.

Means for Solving the Problems

[0005] In order to solve the above problems, the gaming machine of the present invention includes control means capable of controlling from a first gaming state advantageous to a player to a second gaming state, determination means capable of determining whether to shift to the first gaming state in the second gaming state, defining means capable of defining a variable value that can vary according to the progress of the game in the first gaming state, counting means capable of counting the variable value in the first gaming state, determination means capable of determining an addition value when a predetermined condition is satisfied in the first gaming state, and the control means is capable of controlling from the first first gaming state to the first second gaming state when the first variable value counted by the counting means reaches an end value in the first first gaming state, and in the second first gaming state shifted from the first second gaming state, when the second variable value counted by the counting means reaches an end value, it is possible to control from the second first gaming state to the second second gaming state, and the defining means can define the second variable value as a value equal to or greater than the value obtained by adding the addition value determined by the determining means in the first first gaming state to the first variable value.

Brief Description of Drawings

[0006]

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Mode for Carrying Out the Invention

[0007] A preferred embodiment of the gaming machine according to the present invention will be described with reference to each drawing. (First Embodiment) The gaming machine of this embodiment does not use actual medals (game media), manages medals as data (so-called credit medals), and conducts medal lending and gaming with electronic information, so that a player can play without touching the game medals. In this way, the gaming machine is a gaming machine that plays games using a pseudo game medium in the form of the data (in the embodiment, it is called a medal-less gaming machine). Such gaming machines are also referred to as smart pachislot (registered trademark), smart slot (registered trademark), etc. Hereinafter, as an example of a medal-less gaming machine, an example applied to a slot machine of Model 6 having an AT (ART) state will be described, but it is not limited to this. For example, it can also be applied to a normal type (so-called A type) slot machine capable of real bonus games. Note that the medal as data used in the medal-less gaming machine is referred to as a "game medal", and the medal as data deposited by the player at the game store side (management device, dedicated unit) with the "game medals" obtained in past games is referred to as a "held medal".

[0008] First, the overall configuration of the medal-less gaming machine 1 will be described. A display window 6 through which the rear can be visually recognized is formed at the center of the front door 1a, and the symbols shown on the reel 41 can be visually recognized through this display window 6. Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, there are provided operating 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, etc., and notification means such as a gaming medal number display device 7, count button lamp 2e, bet number lamp 2f, etc. Note that the gaming medal number display device 7 may be provided on the upper surface side or the front surface side of the stepped portion. Above the display window 6, there is provided a navigation lamp 12 for guiding the player on the operation sequence of the stop button 5. On the upper part of the front door 1a, there is provided a display 8 that operates as display means and notification means. The display 8 can be exemplified by, for example, a liquid crystal display of one screen, but is not limited thereto, and a configuration of multiple screens (for example, a main screen and a sub-screen) may also be used. Note that instead of or in addition to the display 8, a liquid crystal display may be provided on 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 are provided a speaker 9 that operates as notification means and performs sound effects and notifications, and a lamp 11 that performs light effects and notifications corresponding to the winning of each role or the effects displayed on the display 8.

[0010] Inside the housing 1b, there is provided a main control unit 10 in which a CPU for comprehensively controlling the game is mounted, and also a sub-control unit 20 in which a CPU for performing control related to game effects and the like under the control of the main control unit 10 is mounted. Also, inside the housing 1b, there is provided a drum unit 4. The drum unit 4 includes three reels 41a to 41c (variable display means) arranged side by side in the horizontal direction, and these reels 41 are each configured to be rotatable by the drive of a stepping motor (not shown). On the outer peripheral surfaces of the respective reels 41a to 41c, a plurality of symbols (identification information) are represented according to a predetermined arrangement, and in the stopped state of the reels 41, for each of the reels 41a to 41c, a predetermined number (for example, three) of consecutive symbols are visible through the display window 6. Inside the housing 1b, a power supply device 15 is provided to supply power to each device including the main control unit 10 and the sub-control unit 20. Inside the housing 1b, a game medal number clear button 14 and a probability setting device 16 are provided, and a dedicated unit 19, which is a pedestal device, is adjacent to the outside of each medal-less gaming machine 1 corresponding to each gaming machine (not shown).

[0011] As shown in FIG. 3, to the main control unit 10, each part 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 count button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply device 15 is connected. Note that the dashed line part (dedicated unit 19) in FIG. 3 indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing a lottery related to the game, and in addition, detects and controls the operations of the above-mentioned each part, shifts the game state, and outputs a predetermined command (control information) to the sub-control unit 20 at a predetermined timing. For example, a winning target command indicating the lottery result of the internal lottery process for determining the winning combination of this game and a winning determination command indicating the result of the winning determination are output. To the sub-control unit 20, each part such as a navigation lamp 12, a count button lamp 2e, a bet number lamp 2f, an effect button 2g, a display 8, a speaker 9, and a lamp 11 is connected. The sub-control unit 20 operates as an effect control means and controls the operations of the above-mentioned each part according to a command (control information) from the main control unit 10.

[0012] The operation of the main part will be described. The game medal number display device 7 is a game value display means and displays the total number of game medals (game values) available for the game. Therefore, the player can play the game by inserting game medals within the range of the number of game medals displayed on the game medal number display device 7. The game medal number display device 7 includes a storage means (such as a RAM) and a display means (such as a 7-segment LED). When game medals are lent out or paid out, the main control unit 10 adds the lent number and the paid-out number, stores (records) the addition result (total) as the "game medal number" in the storage means, and displays it on the display means. Also, when game medals are inserted, the main control unit 10 subtracts the inserted number from the "game medal number" that is "stored and displayed" in the game medal number display device 7. The lending of game medals is performed by the lending operation of the dedicated unit 19 which is an under-stage device, and the insertion of game medals is performed by the operation of the bet button 2a or the MAX bet button 2b. An upper limit value (for example, 16300) is set for the game medal number (amount of game value) that can be stored and displayed in the game medal number display device 7. For example, when the total of game medals exceeds the upper limit value due to a payout by winning, "game impossible" control is executed so that the game cannot be played. In the "game impossible" 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 operation means used to insert (bet) game medals at the start of the game. The bet button 2a sets the bet number "1" (temporarily stores it in the RAM) by a pressing operation, and the MAX bet button 2b sets the maximum bet number "3" (temporarily stores it in the RAM). The main control unit 10 subtracts the corresponding bet number from the game medal number stored and displayed in the game medal number display device 7 in response to the pressing operation of the bet button 2a or the MAX bet button 2b.

[0014] The start lever 3 is an operation means that the player operates when starting the game after game medals are inserted. The stop button 5 is an operating means (stop operating means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation units (5a to 5c). The effect button 2g is an operating means that can be operated when changing the effect or the like displayed on the display 8 by the operation of the player.

[0015] The count button 2c is an operating means that is operated when the player counts the game medals acquired. Specifically, the count button 2c is a counting operation means that is operated to output at least a part of the game medals (game values) displayed on the game medal number display device 7 (game value display means) as count data to the dedicated unit 19 (external) outside the machine. Therefore, the count button 2c is operated when ending the game, but is not limited to this, and in principle can be operated at any time (even during the game or in a state where the game is unavailable). The amount of counting differs depending on the pressing mode of the count button 2c. For example, when the count button 2c is "short-pressed" (pressed for less than 500 milliseconds, for example), the main control unit 10 outputs count data that can identify that "1" game medal has been counted, that is, a count amount of "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the count amount "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "long-pressed" (pressed for 500 milliseconds or more, for example), the main control unit 10 outputs count data that can identify that a maximum of "50" game medals have been counted, that is, a maximum count amount of "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the count amount (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, when the count button 2c is long-pressed in a state where the number of game medals displayed on the game medal number display device 7 is "50 or less", since a maximum of "50" game medals are counted, all the game medal numbers are counted. 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 store clerks to reset (set to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed in the game medal count display device 7 to "0". Therefore, the "game unavailable" state can also be canceled by the operation of the game medal count clear button 14 by the store clerk.

[0018] The settlement button 2d is an operation means to be operated when returning the set bet number to the game medal count display device 7. For example, when the settlement button 2d is pressed in a state where the bet number "1" is set, the main control unit 10 clears the bet number and adds "1" to the game medals stored and displayed in the game medal count display device 7. When the settlement button 2d is pressed in a state where the bet number "2" is set, the main control unit 10 clears the bet number and adds "2" to the game medal count displayed in the game medal count display device 7. When the settlement button 2d is pressed in a state where the bet number "3" is set, the main control unit 10 clears the bet number and adds "3" to the game medal count displayed in the game medal count display device 7. That is, the settlement button 2d is a specific operation means that can be operated to add the game medals (game value) set as the bet number (bet amount) to the game medal count (game value) displayed on the game medal count display device 7 (game value display means). Therefore, when the player finishes the game and confirms that the bet number is set by the lighting of the bet number lamp 2f, the player may press the settlement button 2d. As a result, since the game medal count of the bet number being set is added to the game medal count stored and displayed in the game medal count display device 7, then, if the count button 2c is pressed, the bet number can also be returned together.

[0019] In addition, other operation means such as the bet button 2a and the count button 2c can also be provided with the function of the settlement button 2d. For example, when the bet button 2a is "short-pressed", the bet number "1" can be set, and when the bet button 2a is "long-pressed", the operation of the settlement button 2d (the above-mentioned return operation) can be performed. Also, when the count button 2c is operated, before the counting operation, the operation of the settlement button 2d (the above-mentioned return operation) can be performed. As a result, the player can surely return the medals corresponding to the bet to the number of game medals and then output (count) the number of game medals to the dedicated unit 19 just by performing the counting operation.

[0020] The bet number lamp 2f is a notification means for notifying, before the start of the game, by lighting an LED, that the bet number has been set or the bet number (1 to 3 bets). The sub-control unit 20 controls to light one lamp (for example, the "1 BET" lamp shown in FIG. 1) when the bet number "1" is set, two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) when the bet number "2" is set, and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) when the bet number "3" is set. That is, the bet number lamp 2f is a bet number display means, and it displays at least before the start of the game the bet number (game value) set as the bet number in the game. When the sub-control unit 20 detects the start of the game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. In addition, when the sub-control unit 20 detects that game medals corresponding to the bet number have been inserted in response to the operation of the settlement button 2d, it controls to turn off the bet number lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set and turns off in response to the insertion of game medals.

[0021] The probability setting device 16 can change the probability (winning probability) of shifting to a game state advantageous to the player (e.g., AT) in multiple stages (e.g., 6 stages), and can set and change the degree of advantage for the player in multiple stages. Based on the probability setting operation in the probability setting device 16 by the store clerk in the game arcade, the main control unit 10 stores any one setting value in the storage unit, and controls various winning probabilities based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.

[0022] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is installed outside the medal-less gaming machine 1 and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be capable of data communication. When a lending operation such as cash input (paper money) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data capable of specifying the number of lent game medals to the medal-less gaming machine 1. In the medal-less gaming machine 1, the main control unit 10 specifies the number of lent game medals based on the input lending data, and adds the lent number to the number of game medals stored and displayed in the game medal number display device 7.

[0023] The dedicated unit 19 is also a return device that returns game medals. Specifically, based on the operation of the counting button 2c, the medal-less gaming machine 1 outputs counting data capable of specifying the counted amount of game medals to the dedicated unit 19. When the dedicated unit 19 inputs the counting data output from the medal-less gaming machine 1, it manages the counted amount of game medals specified based on the counting data as the number of medals in hand. The dedicated unit 19 is provided with a card unit (not shown), and the number of medals in hand can be stored (recorded) in the IC card in the card unit (not shown). The IC card can be discharged from the card unit by a return operation (pressing the return button). The discharged IC card can be exchanged for prizes by handing it over to the prize exchange corner provided in the game arcade, or it can be inserted into the card unit of another dedicated unit 19 to use the number of medals held for re - playing the game. The dedicated unit 19 is linked with the game medal number display device 7. If the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation. Only when the number of game medals is "0", the IC card can be discharged by the return operation. That is, the player cannot obtain the IC card unless all the game medals have been counted. This enables the player to eliminate the omission of returning the remaining game medals.

[0024] The dedicated unit 19 can be connected to a computer such as a hall computer or a management device, etc. either via a relay device or directly, and can output game information such as out, safe, etc. and sales information to the computer. This enables, for example, the computer to total the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate error balls based on this game information.

[0025] Also, the dedicated unit 19 can be connected to a calling device (not shown) provided with a call button for the player to operate when calling a staff member (store clerk) and a call lamp for notifying that the staff member has been called, either via a relay device or directly, and can output game information such as the execution information of the game received from the medal - less gaming machine 1 and the occurrence information of AT, etc. to the calling device.

[0026] Regarding the game (also referred to as medal - less game) in the medal - less gaming machine 1, it will be described with reference to the flowchart of FIG. 4. Execute the game start process (S1). In the game start process, first, the medal - less gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs a lending operation of game medals on the dedicated unit 19, lending data that can identify the number of lent medals is output from the dedicated unit 19. Therefore, the medal-less gaming machine 1 inputs this lending data. When the medal-less gaming machine 1 inputs the lending data, the main control unit 10 identifies the number of lent medals based on the lending data, and causes the gaming medal number display device 7 to store and display the number of gaming medals corresponding to the number of lent medals. When the "number of lent medals" is "100", since the initial number of gaming medals displayed on the gaming medal number display device 7 is "0", it is updated from "0" to "100" (=0 + 100). In the game start process, next, according to the operation by the player, gaming medals are inserted. Specifically, according to the operation of the bet button 2a or the MAX bet button 2b, the bet number is set as the number of gaming medals used in one game. When the bet number "3" is set while the number of gaming medals "100" is displayed on the gaming medal number display device 7, the main control unit 10 updates the number of gaming medals stored and displayed on the gaming medal number display device 7 from "100" to "97" (=100 - 3), and the sub-control unit 20 turns on all three lamps of the bet number lamp 2f. When the bet number (for example, 3 bets) is set as the number of gaming medals used in one game, the game can be started and the operation of the start lever 3 becomes effective.

[0027] Execute a lottery process (S2). In the game start state, when the start lever 3 is tilted, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination of this game from among a plurality of winning combinations. The sub-control unit 20 performs control to turn off the bet number lamp 2f according to the tilting operation of the start lever 3. The turning off of the bet number lamp 2f indicates that the inserted (bet) number of gaming medals has been used.

[0028] Execute a reel rotation process (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, the reels 41a to 41c reach a steady rotation speed at a constant speed, and the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.

[0029] A reel stopping process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process is displayed.

[0030] The prize-winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that the reel stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 judges the combination of symbols that have stopped on the pay line (winning line) to be a predetermined combination of symbols, and determines that a winning combination has occurred. Incidentally, "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was used to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for each of the three reels 41a to 41c are performed once each for a total of three times. In addition, in this embodiment, the winning result is determined based on the combination of symbols that stop on the middle line out of a total of five lines: the upper, middle, and lower lines, the line that slopes downward to the right, and the line that slopes upward to the right. Of these, only the middle line is considered to be the valid line. The number of winning lines for determining a win is not limited to one line, but can be changed as appropriate depending on the relationship between the arrangement of the symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.

[0031] A payout process is executed (S6). When it is determined that a prize has been won for a specific minor role, a process of paying out the corresponding number of gaming medals (hereinafter, simply referred to as paying out medals) is executed. When the main control unit 10 determines, for example, that a prize has been won for the 10-payout winning combination, it adds the payout number "10" to the number of gaming medals stored and displayed in the gaming medal number display device 7.

[0032] Execute the game end process (S7). In the game end process, a counting process of gaming medals is executed. Specifically, when the counting button 2c is operated by the player, the main control unit 10 counts the number of gaming medals stored and displayed in the gaming medal number display device 7. More specifically, when the counting button 2c is pressed briefly, the main control unit 10 subtracts the counting amount "1" from the number of gaming medals stored and displayed in the gaming medal number display device 7. When the counting button 2c is pressed and held, the main control unit 10 subtracts the maximum counting amount "50" from the number of gaming medals stored and displayed in the gaming medal number display device 7. When the long press of the counting button 2c continues, the main control unit 10 continuously subtracts the maximum counting amount "50" from the number of gaming medals stored and displayed in the gaming medal number display device 7. As a result, counting data that enables the identification of the counting amount is output to the dedicated unit 19. The dedicated unit 19 stores the total counting amount as the number of medals held based on the input counting data. In the dedicated unit 19, in response to a return operation, the number of medals held in the card unit is stored in the IC card, and then the IC card is ejected from the card unit. Note that the IC card can be ejected only when the number of gaming medals stored and displayed in the gaming medal number display device 7 is "0". Therefore, the player needs to operate the counting button 2c to execute the counting process until the number of gaming medals displayed in the gaming medal number display device 7 becomes "0". The player can perform re-gaming or prize exchange based on the ejected IC card. In the replay game, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed according to the 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] In addition to the above-described configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configurations. The configurations of each item may be mounted alone or in combination.

[0034] (Combination of symbols corresponding to winning roles) Next, each winning role and the combination of symbols corresponding to each winning role will be described. The winning roles include, for example, small roles, replay roles, bonus roles, and the like. Examples of small roles include a bell role, a watermelon role, a cherry role, a chance role, and a single-piece role. The bell role includes a push-order bell role and a common bell role. The cherry role includes a weak cherry role and a strong cherry role. The single-piece role includes a single-piece role A and a single-piece role B. In the following description, the cherry role, the watermelon role, the chance role, and the common bell role are collectively referred to as "rare roles". In addition, among the rare roles, the weak cherry role, the watermelon role, and the common bell role with a relatively high winning probability are set as "weak rare roles", and the strong cherry role and the chance role with a relatively low winning probability are set as "strong rare roles".

[0035] Among the bell roles, the push-order bell role is a winning role in which the combination of symbols is completed by following the operation order (referred to as the push order) for the stop button 5. In the present embodiment, ten push-order bell roles A1 to A6 and B3 to B6 are provided. In the following description, the push-order bell roles A1 to A6 and B3 to B6 are collectively referred to simply as the push-order bell role. The bell order winning combinations A1 to A6 are such that when the stop buttons 5a to 5c are operated according to one of the six bell order patterns (the correct bell order pattern), the corresponding symbol combination ("bell, bell, bell") is stopped and displayed. When the stop buttons 5 are operated according to the other five bell order patterns (incorrect bell order patterns), the corresponding symbol combination is not stopped and displayed. Specifically, for the bell order winning combination A1, the correct bell order is set to "5a → 5b → 5c" (left → middle → right: left first press); for the bell order winning combination A2, the correct bell order is set to "5a → 5c → 5b" (left → right → middle: left first press); for the bell order winning combination A3, the correct bell order is set to "5b → 5a → 5c" (middle → left → right: middle first press); for the bell order winning combination A4, the correct bell order is set to "5b → 5c → 5a" (middle → right → left: middle first press); for the bell order winning combination A5, the correct bell order is set to "5c → 5a → 5b" (right → left → middle: right first press); for the bell order winning combination A6, the correct bell order is set to "5c → 5b → 5a" (right → middle → left: right first press).

[0036] The bell order winning combinations B3 to B6 are such that when the stop buttons 5a to 5c are operated according to one of the six bell order patterns (the correct bell order pattern), the corresponding symbol combination is stopped and displayed. When the stop buttons 5 are operated according to the other five bell order patterns (incorrect bell order patterns), the corresponding symbol combination is not stopped and displayed. Specifically, for the bell order winning combination B3, the correct bell order is set to "5b → 5a → 5c" (middle → left → right: middle first press); for the bell order winning combination B4, the correct bell order is set to "5b → 5c → 5a" (middle → right → left: middle first press); for the bell order winning combination B5, the correct bell order is set to "5c → 5a → 5b" (right → left → middle: right first press); for the bell order winning combination B6, the correct bell order is set to "5c → 5b → 5a" (right → middle → left: right first press).

[0037] Other symbol combinations that are stopped and displayed according to incorrect bell order patterns include bell order spill marks and losing marks. When the stop buttons 5a to 5c are operated in the incorrect pressing order and it is impossible to stop the combination of symbols corresponding to the bell spill marks in the pressing order, a miss occurs and a losing combination (such as "REPLAY CHERRY BELL") is stopped and displayed. When the combination of symbols corresponding to the bell spill marks in the pressing order stops, one medal is awarded, and when the combination of symbols corresponding to a losing combination stops, no medal is awarded. In addition, as another combination of symbols stopped and displayed due to the incorrect pressing order, only the bell spill marks in the pressing order may be provided, and no losing combinations may be provided.

[0038] The common bell winning combination is a winning combination in which the corresponding combination of symbols ("BELL REPLAY BELL") stops and is displayed regardless of the pressing order of the stop buttons 5.

[0039] In addition, the medal-less gaming machine 1 according to the present embodiment can generate an AT (assist time) as a gaming state related to the bell in the pressing order. The AT is a state in which, in a game that has won the bell in the pressing order by an internal lottery process, the sub-control unit 20 controls the display 8 and the like to notify the correct pressing order for the stop buttons 5a to 5c and symbols serving as a guide for button pressing. That is, the main control unit 10 and the sub-control unit 20 execute control for notifying information related to the stop operation for deriving the combination of symbols in a game that has become the bell in the pressing order as the lottery result of the internal lottery process. Therefore, it is possible for the player to easily obtain medals due to the occurrence of the AT, and during the AT, the medal output speed becomes faster than during non-AT.

[0040] For example, when winning the bell in the pressing order A1, the pressing order consisting of the character information of "1", "2", "3" is displayed on the display 8 in order from the left, the voices of "left", "center", and "right" are output from the speaker 9, and the navigation lamp 12 is lit in the order of 12a (left), 12b (center), and 12c (right) to notify the pressing order of the stop buttons 5. Note that the guidance of the pressing order by output means or notification means such as the display 8, the lamp 11, the navigation lamp 12, the speaker 9, etc. is also referred to as "pressing order navigation". In non-AT, even if the winning result of the internal lottery process is the pressing order bell role, the pressing order of the stop button 5 is not notified. For this reason, unless the operation order of the operated stop button 5 coincides with the pressing order corresponding to the accidentally won pressing order bell role, the player basically cannot stop and display the combination of symbols corresponding to the won pressing order bell role. Therefore, the game performance of the medal-less gaming machine 1 is such that the player plays a game in which the player is controlled by AT for a long period of time, thereby increasing the number of balls discharged.

[0041] In each game state according to the present embodiment described later, the occurrence frequency of the pressing order navigation is controlled to change. Specifically, in a game state controlled by non-AT (for example, a non-advantageous state, a normal game state, a CZ state, an upper CZ state, an ST state), the pressing order navigation is not executed when the pressing order bell role A and the pressing order bell role B are won. In addition, in a game state controlled by AT (for example, a pseudo-bonus state, an ending state), the pressing order navigation is executed when the pressing order bell role A and the pressing order bell role B are won. Thereby, in the game state controlled by AT, it is controlled so that the number of medals that can be obtained per game increases (so that the net increase number increases). Note that this is not the only case. In a game state controlled by non-AT, the pressing order navigation may be executed in part when the pressing order bell role A and / or the pressing order bell role B are won (partial AT). In a game state controlled by AT, the pressing order navigation may be executed with a predetermined probability (other than 100%) when the pressing order bell role B is won (partial AT).

[0042] The cherry role is a small role in which the corresponding symbol combination is "cherry·ANY·ANY". There are a weak cherry role in which the "cherry" symbol stops at the upper or lower stage of the left reel 41a and a strong cherry role in which the "cherry" symbol stops in the middle stage of the left reel 41a. The watermelon combination is a minor winning combination with the corresponding symbol combination being "Watermelon · Watermelon · Watermelon".

[0043] The single-symbol winning combinations include Single-symbol A and Single-symbol B. They are winning combinations where the symbol combination varies depending on the order of pressing the stop button 5. In the following explanations, Single-symbol A and Single-symbol B are collectively referred to simply as the single-symbol winning combination. For the single-symbol winning combination, by operating the stop buttons 5a - 5c in 2 out of 6 possible pressing orders (specific pressing orders), a specific symbol combination can be stopped and displayed. When the stop buttons 5 are operated in the other 4 pressing orders, different symbol combinations will be stopped and displayed. Specifically, for Single-symbol A, the specific pressing orders are set as "5b → 5a → 5c" (middle → left → right: middle first press) and "5b → 5c → 5a" (middle → right → left: middle first press). For Single-symbol B, the specific pressing orders are set as "5c → 5a → 5b" (right → left → middle: right first press) and "5c → 5b → 5a" (right → middle → left: right first press).

[0044] Also, when Single-symbol B wins, the specific symbol combination "7 · Replay · Bell" can be stopped and displayed. Specifically, by pressing the right first and performing a target pressing operation on the "7" symbol on the left reel 41a, the specific symbol combination can be stopped. For example, at the timing when a specific symbol combination can be stopped (when Single-symbol B wins), an image indicating the stop operation of the "7" symbol (e.g., "Aim for 7!") and a pressing order navigation prompting reverse pressing are displayed (see Fig. 18(b)).

[0045] The Replay winning combination has the symbol combination aligned regardless of the pressing order, and the symbol combination "Replay · Replay · Replay" stops and is displayed on the winning line. Also, for the rare winning combinations (other than the common Bell winning combination), a stop operation (so-called target pressing operation) aiming at the symbol corresponding to the winning on a predetermined reel is required, and even when the winning and the draw stop control are performed, the corresponding symbol combination does not necessarily stop. When a pressing operation is incorrect and the corresponding symbol combination cannot be stopped, a miss occurs and one medal is awarded.

[0046] The bonus winning combination is a combination of symbols "BAR·BAR·BAR". Based on the fact that the corresponding symbol combination is achieved by operating the stop button 5, it is a winning combination that shifts the game state to the bonus state. The bonus winning combination can carry over the winning right in the selected game and subsequent games as long as the corresponding symbol combination does not stop (the bonus winning combination wins). Therefore, until the bonus winning combination stops and the bonus winning combination wins, the established state of the bonus winning is maintained (hereinafter, this state is referred to as the "bonus winning state"). In normal games, it will be executed during most of the bonus winning state. On the other hand, when winning the bonus winning combination and the corresponding symbol combination stops displaying (the bonus winning combination wins), it shifts to the bonus state, and after the end of the bonus state, it becomes a non-carry-over state (hereinafter, this state is referred to as the "bonus non-winning state") without carrying over the winning right of the bonus winning combination.

[0047] In addition, the bonus winning combination wins repeatedly with a predetermined probability when winning the replay winning combination. When the bonus winning combination wins overlapping with the replay winning combination, the main control unit 10 performs reel control with the lowest priority for the symbol combination corresponding to the bonus winning combination. Therefore, in a game where the bonus winning combination and the replay winning combination win overlapping, basically, the symbol combination corresponding to the bonus winning combination cannot be stopped, and the symbol combination corresponding to the replay winning combination stops, and the bonus winning state continues (is carried over) in subsequent games. For this reason, most of the games in this embodiment will be played in the bonus winning state. Note that this is not the only case, and the bonus winning combination may win alone.

[0048] Based on the combination of symbols as described above, it is determined whether there is a winning for small roles, replay roles, and bonus roles respectively. As a result of the determination, if it is determined as a winning, as shown in FIG. 5, game value is awarded (medals are paid out). That is, the main control unit 10 includes a game value awarding means for awarding a game value (medals) according to the stop mode of the symbols. For example, in the push-order bell roles A1 to A6, when the corresponding symbol combination stops and is displayed, 8 medals are paid out. In the push-order bell roles B3 to B6, when the corresponding symbol combination stops and is displayed, 15 medals are paid out. Also, when the symbol combination corresponding to the common bell role stops, 15 medals are paid out. Note that for the push-order bell roles, during the pseudo-bonus state, the winning probability is set such that the medals held by the player increase.

[0049] When the symbol combination corresponding to the watermelon role stops, 6 medals are paid out. When the symbol combinations corresponding to the weak cherry role, strong cherry role, chance role, 1-coin role A, and 1-coin role B stop, 1 medal is paid out respectively. Note that for the 1-coin roles, it is assumed that 1 medal is paid out regardless of the operation timing of the stop buttons 5a to 5c. However, it is not limited to this, and in the 1-coin role A and / or 1-coin role B, the medals may not be paid out. For example, for the 1-coin role A, if an operation other than the middle 1ST push is performed, a miss occurs. For the 1-coin role B, if an operation other than the right 1ST push is performed, a miss occurs, and the medals may not be awarded. Also, due to the stop display of the symbol combination corresponding to the replay role, a state where re-play is possible is achieved without inserting medals in the next game. Also, when the symbol combination corresponding to the bonus role stops, no medals are paid out.

[0050] Note that the number of medals paid out when the symbol combination corresponding to each winning role stops and is displayed may be other than the above-mentioned number of medals. In addition, the combination of symbols corresponding to each winning combination may be other than the 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. Also, in this embodiment, although the number of medals paid out is assumed to be the same regardless of the number of bets, the number of medals paid out may be varied according to the number of bets.

[0051] (Recommended pressing order) In the medal-less gaming machine 1 according to this embodiment, as the recommended pressing order, the stop button 5a is set as the first stop operation, which is "press the left first". Therefore, when the player performs an irregular press, such as pressing the middle first with the stop button 5b as the first stop operation or pressing the right first with the stop button 5c as the first stop operation (hereinafter, these are collectively referred to as irregular presses), specific information can be output. "Output of specific information" is, for example, a display such as "Press the left is recommended" on the display 8, output of a prohibited sound from the speaker 9, a change in the lighting state of the lamp 11, and the like. Also, as described above, in the gaming state controlled by non-AT, in the game where the pressing order bell combination wins, in principle, the pressing order guidance is controlled not to be executed. And in a game where such pressing order guidance is not executed, if the player actively performs an irregular press, the frequency of winning the winning combination (pressing order bell combinations B3 to B6) corresponding to the irregular press by chance will increase, and 15 medals will be paid out. As a result, it will affect the gaming performance such as the expected payout rate of the medal-less gaming machine 1. Therefore, in the medal-less gaming machine 1 according to this embodiment, in the case of a game where the pressing order guidance is not executed, by displaying a warning message such as "Pressing the left is recommended" on the display 8, it is possible to avoid the active execution of irregular presses and prevent the payout of 15 medals that are not expected. Also, a penalty may be imposed when an irregular press is performed. As the penalty, for example, the game can impose penalties such as not executing a privilege lottery or awarding game points. Note that when an irregular press is performed during AT, a penalty may not be imposed.

[0052] (Winning probability of each role) Next, with reference to FIG. 6, the winning probability of each role will be described. FIG. 6 shows an internal lottery table used for the lottery of each winning role in the bonus winning state among each state related to the bonus (bonus non-winning state, bonus winning state, bonus state). The internal lottery table sets the acquisition range (number) of random numbers obtained in the internal lottery process by the main control unit 10 to 65,536, and shows the number of winning values (winning) among them. Also, the internal lottery table shown in FIG. 6 shows the winning probability of each winning role in the 3-bet game, and shows the case where the set values set by the probability setting device 16 are common for all set values in settings 1 to 6.

[0053] As shown in FIG. 6, the probability of winning each role is set so that in the bonus winning state, the relationship is as follows: Bell role A in pressing order > Bell role B in pressing order > Replay role > Single role A > Single role B > Weak cherry role > Watermelon role > Common bell role, Chance role > Strong cherry role. Also, the winning probability of each role shown in FIG. 6 is the value in the bonus winning state, but in the bonus non-winning state and the bonus state, the winning probability is the same. However, in the bonus non-winning state, when the replay role wins, the bonus role also wins.

[0054] Note that the relationship of the winning probability of each role may be other than that shown in FIG. 6. Also, although the winning probability assumes the case where all set values are common, it is not limited to this, and winning roles whose winning probability varies according to the set value and winning roles whose winning probability does not vary according to the set value may be provided. For example, the winning probability may be set to increase as the settings for only some of the rare roles are higher, or the winning probability of the rare role may be set to increase as the settings are lower. Also, for winning roles other than rare roles, the winning probability may be set to increase as the settings are higher, or may be set to decrease. Also, although the winning probabilities of each role in the 3-bet game are assumed, they may also be used as the winning probabilities of each role in cases other than the 3-bet game. Also, although no losing roles are provided for the winning roles, losing roles may be provided.

[0055] (Normal section, advantageous section) The main control unit 10 is provided with section control means capable of controlling to either a normal section (non-advantageous section) or an advantageous section as a game section, separately from the game states described later. The normal section is a game section in which the push-order navigation related to the push-order bell role is not executed. It starts when the next game starts after the advantageous section ends and ends when the advantageous section transition condition is satisfied. Also, in the initial state (at reset) of the main control unit 10, it is controlled to the normal section. In this embodiment, the establishment of the advantageous section transition condition is winning a role other than the 1-role in the internal lottery process, and after the third reel stop operation of the winning game, it transitions from the normal section to the advantageous section. Also, in this embodiment, the non-advantageous state is a game state in which it is controlled to the normal section.

[0056] Note that the establishment of the advantageous section transition condition may be winning a predetermined winning role. Also, for example, it may transition by the stop display of a combination of symbols corresponding to a predetermined winning role or the stop display of a combination of symbols not corresponding to a predetermined winning role (for example, a losing combination or a push-order bell spill combination), etc. Also, it may be made to transition to the advantageous section on the condition that it has transitioned to a game state advantageous to the player whose number of medals has increased, and if the advantageous game state continues, the advantageous section may be continued.

[0057] The advantageous section is a gaming section in which the push order navigation related to the push order bell role can be executed, and when the push order navigation is executed, it is a gaming section that is advantageous for the player compared to the normal section. In addition, the advantageous section ends when the end condition of the advantageous section is satisfied after the advantageous section transition condition is satisfied in the normal section. As an end condition of the advantageous section, for example, there may be a case where the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). Separately from this, as an end condition of the advantageous section, there may be a case where the advantageous section limiter is reached. The medal-less gaming machine 1 is provided with a limiter function (advantageous section limiter) for limiting the number of medals acquired by the player. For example, the advantageous section limiter satisfies the condition that "the number of medals acquired during one advantageous section (the difference in medals (the number of inserted medals - the number of paid-out medals)) reaches the upper limit number of medals (for example, +2400 medals)". Therefore, the advantageous section limiter will operate when the difference in medals in one advantageous section reaches the upper limit number of medals. Note that the condition of the upper limit number of medals may be "the number of medals acquired during one advantageous section (the net increase in medals (so-called MY)) reaches the upper limit number of medals (for example, 2400 medals)".

[0058] The above end condition of the advantageous section is an example. For example, in this embodiment, it is assumed that the advantageous section continues at the end of the ST state, but it is not limited to this. The end condition of the advantageous section may be satisfied in part at the end of the ST state, or it may be determined by lottery whether to end the advantageous section according to the difference in medals at the end of the ST state. In addition, in the normal gaming state, when staying for a predetermined number of games continuously, the advantageous section may end and transition to the normal section.

[0059] In addition, as an end condition of the advantageous section, for example, it may include "the notification of the push order bell has been made at least once", "the combination of symbols corresponding to the bonus role has stopped being displayed", and the like. Also, when winning a predetermined winning role (normal interval transition role) during the advantageous interval, the advantageous interval may end and a transition to the normal interval may be made.

[0060] When the advantageous interval ends, among the information related to the game, the winning right of the bonus is carried over, but other information is initialized. For example, the values of each counter described later and various information managed during each game state (for example, probability state, consecutive winning times of small roles, history of winning roles) are initialized when the advantageous interval ends. Note that, without being limited to this, among the information initialized at the end of the advantageous interval, some or all of the information may not be initialized.

[0061] Also, an advantageous interval lamp that can notify being in the advantageous interval by lighting may be provided, and lighting control may be performed by the main control unit 10. Also, when the advantageous interval lamp is provided, it may be lit during the advantageous interval and during a game state in which medals increase (for example, pseudo bonus state).

[0062] In addition, the medal - less gaming machine 1 of the present embodiment is provided with a so - called complete function (also simply referred to as complete) that limits the number of medals actually acquired by the player side (net increase number) from when the power of the medal - less gaming machine 1 is turned on until it is turned off, as a function for limiting the number of medals acquired by the player. Specifically, when the net increase number (MY) from when the power of the medal - less gaming machine 1 is turned on until it is turned off reaches a predetermined number (+19000 medals, which is the complete value), it is set to a game - unexecutable state, and the subsequent game is set to a game - stop state where the game becomes impossible. Therefore, during the business hours of the game arcade, the number of medals acquired by the player side is limited. Also, during the operation of the game parlor, even if the difference in the number of medals during one advantageous period is an extremely small value and a large number of medals can be acquired by the player before the advantageous period limiter function activates, the complete function will activate first before the advantageous period limiter function activates. This can prevent the situation where, even when the difference in the number of medals is an extremely small value, the disadvantage to the game parlor side becomes extremely large.

[0063] (Counter related to the game) During the advantageous period, when the main control unit 10 operates as a counting means, the counting results of the following counters are stored in the storage unit. · Advantageous period game number counter (hereinafter also referred to as counter A)... The counted value of the number of games during the advantageous period · Advantageous period difference medal counter (hereinafter also referred to as counter B)... The counted value of the number of acquired medals (difference in medals) during the advantageous period · Pseudo-bonus difference medal counter (hereinafter also referred to as counter C)... The counted value of the number of acquired medals (difference in medals) during the pseudo-bonus state

[0064] Counter B is a counter related to the advantageous period limiter. When the main control unit 10 shifts from the normal period to the advantageous period, it starts counting the number of games executed during the advantageous period (counter A) and the number of medals acquired during the advantageous period (counter B). When the value indicated by counter B reaches a specific value (+2400 medals), the advantageous period is forcibly terminated. The values of counter A and counter B are initialized (cleared to zero) when the advantageous period ends.

[0065] Counter B is a counter for the main control unit 10 to monitor the difference between the number of medals consumed (input as the bet number) by the player during one advantageous period and the number of medals paid out (granted). It can count the difference in the number of medals (difference in game value) between the consumed medals and the paid-out medals. Further, unless reset, counter B is also to be counted when the total number of medals consumed during the execution of the game becomes greater than the total number of medals paid out according to the result of the game.

[0066] Accordingly, even when there are no medals actually acquired by the player during the advantageous period and only medal consumption is performed, the number of consumed medals at that time (the number of medals lost by the player) can be counted. That is, the main control unit 10 can count the value of counter B even when the number of consumed game values (medals) in the advantageous period is greater than the number of game values (medals) granted in the advantageous period.

[0067] Counter C is a counter capable of counting the number of medals acquired during the pseudo-bonus state. When the main control unit 10 shifts to the pseudo-bonus state, it starts counting and ends the counting when it reaches an end value (for example, "0"). Specifically, during one pseudo-bonus state, the difference between the number of medals consumed (input as the number of bets) during the execution of the game and the number of medals paid out (granted) is monitored, and the difference in the number of medals between the consumed medals and the paid-out medals is counted.

[0068] The value of counter C is reset when the pseudo-bonus state ends, and an initial difference number is set as the initial value at the start of the pseudo-bonus state. That is, by operating as a prescribing means, the main control unit 10 can prescribe a variable value that can vary according to the progress of the game at the start of the pseudo-bonus state. The initial difference number prescribed at the start of the pseudo-bonus state is to vary depending on the game situation. Although details will be described later, at the first entry into the pseudo-bonus state, the initial difference number is prescribed by lottery (initial difference number lottery), and at the time of consecutive wins in the pseudo-bonus state (second time and later), an initial difference number equal to or greater than the number of medals acquired during the previous pseudo-bonus state is automatically prescribed.

[0069] In addition to the above configuration, the medal-less gaming machine 1 according to the present embodiment has the following gaming states and characteristic gameplay based on these gaming states.

[0070] (Details of each gaming state) Next, with reference to FIG. 7, each gaming state of the medal-less gaming machine 1 according to the present embodiment and the transition between each gaming state will be described. Note that the main control unit 10 can independently perform the lottery state of the internal lottery process (each state related to the bonus), the transition control between the normal section and the advantageous section, and the transition control between the gaming states. Hereinafter, unless otherwise specified, the transition timing from each gaming state to another gaming state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the payout of medals is completed). Note that the present invention is not limited to this, and the transition may be made from the next game after the transition condition is satisfied.

[0071] As shown in FIG. 7, the game of the medal-less gaming machine 1 according to the present embodiment is executed in a plurality of gaming states such as a non-advantageous state, a normal gaming state, a CZ state, a upper CZ state, a pseudo-bonus state, an ST state, and an ending state. The main control unit 10 operates as a gaming state control means (control means), and can be controlled to transition from one gaming state (state) to another gaming state (state) based on the establishment of a predetermined transition condition. In the gaming state controlled to non-AT (particularly, the normal gaming state), the longer the player stays, the longer the period during which it is difficult for the player's medals to increase, which is disadvantageous to the player. On the other hand, the gaming state controlled to AT (particularly, the pseudo-bonus state) is an advantageous gaming state for the player because medals are likely to increase by continuing the game. Therefore, the player aims to transition from the normal gaming state to the pseudo-bonus state, and further expects to transition to the pseudo-bonus state again in the ST state that transitions after the end of the pseudo-bonus state, and plays the game aiming for the repeated execution of the pseudo-bonus state (winning consecutive hands).

[0072] (Non-favorable state) The non-favorable state is a gaming state controlled in the normal section (non-favorable section), and stays when the medal-less gaming machine 1 is reset, when the set value is changed (including re-entering the set value), or when the favorable section ends. For example, it enters after the end of the ending state. In the non-favorable state, when the favorable-section transition condition is satisfied (when a winning combination other than a single-character combination is selected), the main control unit 10 controls the transition from the normal section to the favorable section. That is, during the game, the stay period in the normal section (non-favorable state) is extremely short, and it will almost stay in the favorable section (gaming state other than the non-favorable state). Note that in the non-favorable state, it may be made impossible to externally identify that it is being controlled in the normal section. For example, on the display screen displayed on the display 8, the same background image may be used during both the normal section and the favorable section. Also, the non-favorable state may be omitted, and the functions of the non-favorable state may be provided in the normal gaming state.

[0073] In the non-favorable state, depending on the lottery state (each state related to the bonus) of the internal lottery process when the favorable-section transition condition is satisfied, the next transition destination is different. Specifically, when the favorable-section transition condition is satisfied, the main control unit 10 executes a lottery at the time of favorable-section transition. By referring to the "Lottery Table at the Time of Favorable-Section Transition" (Fig. 8), the main control unit 10 determines the transition destination of the gaming state by lottery based on the lottery state and the winning combination of the current game. For example, as shown in Fig. 8(a), when controlled in the non-bonus winning state, if a winning combination other than a rare combination (others) is selected, the normal gaming state is selected with a probability of 256 / 256. If a weak rare combination is selected, the normal gaming state is selected with a probability of 240 / 256, the upper CZ state is selected with a probability of 16 / 256. If a strong rare combination is selected, the normal gaming state is selected with a probability of 192 / 256, and the upper CZ state is selected with a probability of 64 / 256. Also, as shown in Fig. 8(b), when controlled in the bonus winning state, the upper CZ state is selected regardless of the winning combination. That is, when the medal-less gaming machine 1 (main control unit 10) is reset to the non-bonus winning state, mainly at the start of business at the game parlor (early morning), it is extremely easy to shift to the normal gaming state during the transition to the advantageous section. After the start of business (early morning) when the bonus winning state is reached, it is easy to shift to the upper CZ state during the transition to the advantageous section. Note that this is not the only case. In the non-bonus winning state, it may be configured to always shift to the normal gaming state during the transition to the advantageous section. Also, in the bonus winning state, it may be configured to shift to a gaming state other than the upper CZ state during the transition to the advantageous section. For example, when a winning combination other than a rare combination is obtained, it may shift to the normal gaming state at a rate of 50%.

[0074] In the non-advantageous state, when the normal gaming state is selected by the internal lottery process at the time of the transition to the advantageous section, the main control unit 10 controls the gaming state to shift to the normal gaming state (arrow a in FIG. 7). When the upper CZ state is selected in the internal lottery process at the time of the transition to the advantageous section, the main control unit 10 controls the gaming state to shift to the upper CZ state (arrow b in FIG. 7).

[0075] In this way, in the non-advantageous state, since the destination of the gaming state transition differs according to the lottery state (each state related to the bonus) of the internal lottery process when the advantageous section transition condition is satisfied, the following effects are achieved. For example, when reaching the advantageous section limiter due to consecutive wins in the pseudo-bonus state, the gaming state transitions as follows: pseudo-bonus state → ending state → non-advantageous state. In this case, when the advantageous section transition condition is satisfied in the non-advantageous state, it shifts to the upper CZ state. When winning the lottery for the transition to the pseudo-bonus state in the upper CZ state, it can shift (return) to the pseudo-bonus state again. As a result, even after the pseudo-bonus state (ending state) ends, it is possible to immediately return to the pseudo-bonus via the upper CZ state, so a situation where a large number of balls can be obtained across multiple advantageous sections will occur, and the player can be given a sense of anticipation. In addition, after the start of a new advantageous period, since the counter related to the advantageous period limiter (the value of counter B) is reset, when winning the transition lottery to the pseudo-bonus state in the upper CZ state, a sufficient stay period can be ensured. Also, when in the non-advantageous state and not winning the bonus, if the condition for transitioning to the advantageous period is satisfied, in order to control to the normal game state, it is possible to avoid transitioning to the pseudo-bonus state immediately after setting change processing or the like (such as in the early morning). Therefore, it is possible to prevent the player from being in an extremely advantageous situation and prevent overly stimulating the player's gambling mentality.

[0076] (Normal game state) The normal game state is controlled to non-AT and is a game state disadvantageous to the player. Therefore, the player will play the game while hoping to transition to a game state advantageous to the player as soon as possible. The normal game state may enter after the end of the non-advantageous state, the upper CZ state, the CZ state, and the ST state.

[0077] In the normal game state, a CZ state transition lottery is conducted based on the winning combination of this game. Specifically, the main control unit 10 refers to the "CZ state lottery table" (Figure 9) and conducts a lottery based on the winning combination of this game, the number of consecutive non-winning times in the CZ state transition lottery (hereinafter referred to as the CZ through number), and the set value set in the probability setting device 16. As shown in Figure 9(a), for example, when the CZ through number is less than 3 times and settings 1 to 3 are set, if winning a combination other than the rare combination (others), the probability of non-winning is 256 / 256, if winning a weak rare combination, the probability of winning is 32 / 256, and if winning a strong rare combination, the probability of winning is set to 64 / 256. Also, as shown in FIG. 9(b), for example, when the number of CZ throughs is less than 3 and settings 4 to 6 are set, if a winning occurs for a non-rare winning combination (others), the probability of non-winning is 256 / 256. If a winning occurs for a weak rare winning combination, the probability of winning is 48 / 256, and if a winning occurs for a strong rare winning combination, the probability of winning is set to 80 / 256. Also, as shown in FIG. 9(c), for example, when the number of CZ throughs is 3 or more, if a winning occurs for a non-rare winning combination (others), the probability of winning is 1 / 256. If a winning occurs for a weak rare winning combination, the probability of winning is 128 / 256, and if a winning occurs for a strong rare winning combination, the probability of winning is set to 192 / 256. In addition, when the CZ state transition lottery is performed, for example, an effect for enhancing the anticipation for the transition of the CZ state is executed on the display 8. The effect may be anything as long as the player can recognize that the content of the effect has changed and the anticipation is enhanced.

[0078] In this way, since the winning probability increases as the number of CZ throughs increases, it is possible to focus on the number of consecutive non-winning times in the CZ state, and it is possible to enhance the player's anticipation. Also, since the winning probability increases when a winning occurs for a winning combination with a low winning probability, it is possible to enhance the player's anticipation. Note that, without being limited to this, the CZ state transition lottery may be performed based on the winning combination and the set value of the current game, excluding the condition of the number of CZ throughs. Also, when a winning occurs for a specific winning combination (for example, a strong cherry winning combination), it may be set to always win. Also, although it is assumed that the number of CZ throughs is reset to 0 when a winning occurs in the pseudo-bonus state or when the advantageous section limiter is reached, it is not limited to this, and it may not be reset when a winning occurs in the pseudo-bonus state.

[0079] When a winning occurs in the CZ state transition lottery in the normal game state, the main control unit 10 grants the right to transition to the CZ state as a privilege. Then, the main control unit 10 controls the transition to the CZ state from the next game (arrow c in FIG. 7). In addition, when transitioning to the CZ state, it may be configured to transition after executing a precursor effect for a predetermined number of games (e.g., 5 games). The precursor effect may be any as long as the player can recognize that the content of the effect has changed and it enhances the sense of anticipation. When transitioning to the CZ state after the precursor effect ends, if a rare combination is won during the precursor effect, the right to transition to the CZ state may be further granted, or it may be upgraded to a confirmed CZ state (a CZ state that transitions to a 100% pseudo-bonus state).

[0080] In addition, the normal game state can also be controlled as follows. For example, in the normal game state, a normal probability state with a relatively low probability of transitioning to the CZ state and a high probability state with a relatively high probability may be provided. The transition between probability states is controlled such that, for example, when a rare combination is won, it transitions (upgrades) from the normal probability state to the high probability state with a predetermined probability, and when a replay combination is won, it transitions (downgrades) from the high probability state to the normal probability state with a predetermined probability. And a CZ state transition lottery may be performed according to the probability state. In this case, the probability state may be referred to instead of or in addition to the number of CZ-through times. Also, in the normal game state, by setting an upper limit (ceiling) on the number of CZ-through times, when the ceiling is reached, it may be configured to transition to the pseudo-bonus state. For example, when the upper limit (ceiling) is set to 5 times, the 6th CZ state may be a confirmed CZ state. Also, in the normal game state, the push-order navigation (such as 1 / 256 when the push-order bell combination A is won) may be executed with a lower probability than other game states controlled to non-AT (e.g., the CZ state, etc.). In addition, as conditions for shifting from the normal game state to another game state, conditions other than those based on the above conditions may also be used. For example, when the number of times the game is executed during the normal game state reaches a predetermined number of times, it may be shifted to the CZ state. Also, during the normal game state, a transition lottery to the pseudo-bonus state may be conducted for each game with a predetermined winning probability (for example, 0.01%).

[0081] (CZ state (third game state)) Although the CZ state is not an AT, since a transition lottery to the pseudo-bonus state is conducted, it is a game state advantageous to the player and is positioned as a chance zone (CZ) in the flow of a series of games. The maximum number of playable games in the CZ state is 10 + α games. Note that the number of games for “+α” will be described later. In the CZ state, it continues until the playable number of games is exhausted (until the remaining number of games becomes “0”), and during this period, a game with a transition to the pseudo-bonus state is executed.

[0082] Also, in the CZ state, a low-probability state with a relatively low probability of transitioning to the pseudo-bonus state and a high-probability state with a relatively high probability are provided. At the start of the pseudo-bonus state, it is controlled to the low-probability state, and the final game of the pseudo-bonus state is controlled to the high-probability state. The transition of the probability state is controlled as shown in the “pseudo-bonus state lottery table” described later. For example, when a winning occurs for a hand other than a strong rare hand, a control is performed to transition (upgrade) from the low-probability state to the high-probability state with a predetermined probability, and when a winning occurs for a replay hand or a hand other than a rare hand, a control is performed to transition (downgrade) from the high-probability state to the low-probability state with a predetermined probability. Also, when it is controlled to the high-probability state, the remaining number of games is not subtracted. That is, in the CZ state, it can be extended by the number of games of “+α” controlled to the high-probability state.

[0083] In the CZ state, a pseudo-bonus state lottery is conducted for each game. Specifically, the main control unit 10 performs a lottery based on the current probability state and the winning combination of the current game by referring to the "simulated bonus state lottery table" (FIG. 10). For example, as shown in FIG. 10(a), when controlled in the low probability state, if a winning combination other than the replay combination and the rare combination (others) is selected, the "high probability state" is selected with a probability of 1 / 256. If the replay combination is selected, the "high probability state" is selected with a probability of 256 / 256. If the weak rare combination is selected, the "high probability state" is selected with a probability of 192 / 256, and the "simulated bonus state" is set to be selected with a probability of 64 / 256. If the strong rare combination is selected, the selection of the "simulated bonus state" is set to be determined. Also, as shown in FIG. 10(b), when controlled in the high probability state, if a winning combination other than the replay combination and the rare combination (others) is selected, the "low probability state" is selected with a probability of 255 / 256, and the "simulated bonus state" is set to be selected with a probability of 1 / 256. If the replay combination, the weak rare combination, or the strong rare combination is selected, the selection of the "simulated bonus state" is set to be determined.

[0084] In this way, the probability of winning the "simulated bonus state" is higher when a winning combination with a low winning probability is selected. Also, when controlled in the high probability state, the transition to the simulated bonus state is determined by winning the replay or rare combination. That is, during the CZ state, in addition to the transition to the simulated bonus state being determined by winning the strong rare combination with a low winning probability once, the transition to the simulated bonus state is also determined by winning the replay combination with a relatively high winning probability twice in a row. Therefore, during the CZ state, attention can be focused on the winning combination, and the interest of the game and the expectation of the player can be improved.

[0085] When the "simulated bonus state" is selected in the simulated bonus state lottery during the CZ state, the main control unit 10 grants the right to transition to the simulated bonus state as a privilege and controls to transition to the simulated bonus state from the next game (arrow e in FIG. 7). Also, if "Pseudo-bonus state ×2" wins as a result of the lottery, the pseudo-bonus states are connected for 1G (after the pseudo-bonus state ends, the next game transitions to the pseudo-bonus state). On the other hand, if the lottery for the pseudo-bonus state fails to win the "pseudo-bonus state", the main control unit 10 controls to transition from the next game to the normal game state (arrow d in FIG. 7).

[0086] Next, with reference to FIG. 17, an example of the effect executed by the display 8 during the CZ state will be described. FIG. 17(a) shows an example of the screen display during the low-probability state, and FIG. 17(b) shows an example of the screen display during the high-probability state. As shown in FIG. 17(a), during the low-probability state, for example, the remaining game number 81 is displayed above the screen of the display 8, and the character information 82 is displayed below the screen. The character information 82 indicates useful information related to the game. For example, information in the form of characters or symbols such as "Small combination · Rare combination chance" is displayed so as to scroll from the right to the left of the screen. An effect image is displayed in the center of the screen. The effect image is, for example, a predetermined character image (still image or moving image), and an image for notifying winning a small combination or a rare combination or for enhancing the anticipation for the transition of the pseudo-bonus state is displayed.

[0087] As shown in FIG. 17(b), during the high-probability state, for example, the character information 83 is displayed above the screen of the display 8, and the character information 84 is displayed on both sides of the screen. The character information 83 is information indicating that the subtraction of the remaining game number stops (interrupts). For example, "HOLD" is displayed. Since the character information 83 is displayed in the display area of the remaining game number 81, the remaining game number 81 cannot be visually recognized. In this way, by displaying "HOLD" in the display area of the remaining game number 81, it is possible to show the player that the subtraction of the remaining game number has stopped. In addition to the display of "HOLD", for example, the display color of the remaining game count 81 may be shown in a color different from the normal color (for example, gray), or the display size of the remaining game count 81 may be shown larger than normal, etc., to indicate that the subtraction of the remaining game count has stopped. Also, not limited to this, a part of the remaining game count 81 may be visibly displayed. The character information 84 is displayed so that the character information indicating a high-probability state (for example, "High probability!") scrolls from the top to the bottom of the screen. Note that it may be notified to the extent that the player can predict, rather than in a display form that directly notifies the high-probability state.

[0088] Also, in the CZ state, when "pseudo-bonus state" is won in the pseudo-bonus state lottery, an initial difference number lottery is conducted. The initial difference number determined by the lottery is defined as the remaining difference number when first entering the pseudo-bonus state (at the first entry). Specifically, the main control unit 10 refers to the "Initial Difference Number Lottery Table (CZ State)" (Figure 11) and conducts a lottery based on the set value set in the probability setting device 16. For example, as shown in Figure 11, when setting 1 is set, "100" is selected with a probability of 195 / 256, "150" is selected with a probability of 32 / 256, "200" is selected with a probability of 16 / 256, "250" is selected with a probability of 8 / 256, and any one of "300" to "500" is selected with a probability of 1 / 256. Also, although detailed explanations are omitted, when the set value is set 2 to 5, the lottery is also executed with each probability as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the relatively larger difference number (initial difference number) is selected.

[0089] In addition, the initial difference number lottery in the CZ state is not limited to this. For example, a fixed initial difference number (e.g., 100) may be defined for part or all of it. Also, only when "pseudo-bonus state × 2" is selected, the initial difference number may be fixed (e.g., 100) to prevent the player from being in a significantly advantageous situation. Also, when there are remaining game numbers in the CZ state at the time of winning the pseudo-bonus state, the initial difference number in the pseudo-bonus state may be increased during the remaining game numbers. For example, when winning a weak rare combination, 20 is added to the initial difference number; when winning a strong rare combination, 50 is added to the initial difference number; when winning a combination other than a rare combination, 10 may be added to the initial difference number with a 30% probability.

[0090] (Upper CZ state (fourth game state)) Although the upper CZ state is not an AT, it is positioned as an upper chance zone because it is more likely to transition to the pseudo-bonus state than the CZ state. In the upper CZ state, a specified number of games (e.g., 5 games) is given as the remaining game number at the time of entry, and the remaining game number is subtracted as the game is executed, and it continues until the remaining game number becomes "0". That is, in the upper CZ state, the game is played in anticipation that the right to transition to the pseudo-bonus state will be granted before the remaining game number becomes "0".

[0091] In the upper CZ state, a pseudo-bonus state lottery is conducted for each game. Specifically, the main control unit 10 refers to the "pseudo-bonus state lottery table" (Figure 12) to conduct a lottery based on the game number and the winning combination of the current game. For example, as shown in Fig. 12(a), in the case of the 1st to 4th games, when winning a non-replay and non-rare role (others), it is set so that the "pseudo-bonus state" is selected with a probability of 1 / 256. When winning a replay role, it is set so that the "pseudo-bonus state" is selected with a probability of 16 / 256. When winning a weak rare role, it is set so that the "pseudo-bonus state" is selected with a probability of 128 / 256. When winning a strong rare role, it is set so that the selection of the "pseudo-bonus state" is certain. Also, as shown in Fig. 12(b), in the case of the final game (the 5th game), when winning a non-replay and non-rare role (others), it is set so that the "pseudo-bonus state" is selected with a probability of 1 / 256. When winning a replay role, a weak rare role, or a strong rare role, it is set so that the selection of the "pseudo-bonus state" is certain.

[0092] In this way, the lower the probability of winning a role, the higher the probability of winning the "pseudo-bonus state". Also, in the final game (the 5th game), since the transition to the pseudo-bonus state is certain when winning a replay or a rare role, the probability of winning the "pseudo-bonus state" is higher than that in the 1st to 4th games. Therefore, during the CZ state, attention can be focused on the number of games and the winning role, which can improve the interest of the game and the player's sense of expectation.

[0093] Also, in the pseudo-bonus state lottery, the lottery result with the highest degree of advantage won in 5 games is adopted. For example, if the lottery result during the upper CZ state (in 5 games) is "not selected" 4 times and "pseudo-bonus state" is selected 1 time, the "pseudo-bonus state" is adopted. Also, if the lottery result during the upper CZ state (in 5 games) is "not selected" 3 times, "pseudo-bonus state" is selected 1 time, and "pseudo-bonus state × 3" is selected 1 time, "pseudo-bonus state × 3" is adopted. Although it is assumed that the results adopted at the start of the fifth game will be notified, this is not the only case, and the lottery results may be notified for each game from the first game to the fifth game. Also, during the upper CZ state, unlike during the CZ state (see Fig. 17), the remaining number of games is not displayed on the display 8. This way, by not clearly indicating how many games are left in the upper CZ state, a tense gameplay experience can be realized within a short stay period. Also, it is preferable that the background image and the like on the display 8 during the five games have the same display mode.

[0094] In the pseudo-bonus state lottery of the upper CZ state, if "pseudo-bonus state" is won, the main control unit 10 grants the right to transition to the pseudo-bonus state as a privilege and controls to transition to the pseudo-bonus state after the end of the upper CZ state (arrow f in Fig. 7). Also, if "pseudo-bonus state × 3" is won as a result of the lottery, the pseudo-bonus state is executed with 1G consecutive occurring twice in a row. On the other hand, if "pseudo-bonus state" is not won in the pseudo-bonus state lottery, the main control unit 10 controls to transition to the normal game state after the end of the upper CZ state (arrow g in Fig. 7).

[0095] Also, in the upper CZ state, if "pseudo-bonus state" is won in the pseudo-bonus state lottery, an initial difference number lottery is conducted. The initial difference number determined by this lottery is defined as the remaining difference number when first entering the pseudo-bonus state (at the first entry). Specifically, the main control unit 10 refers to the "initial difference number lottery table (upper CZ state)" (Fig. 13) and conducts a lottery based on the set values set in the probability setting device 16. For example, as shown in Fig. 13, when settings 1 to 3 are set, "500" is selected with a probability of 256 / 256, and when setting 4 is set, "456" is selected with a probability of 4 / 256, and "500" is selected with a probability of 252 / 256. Also, although detailed description is omitted, even when the set value is set 5 or 6, the lottery is executed with each probability as shown in the figure.

[0096] In this way, the probability that the initial difference number defined in the upper CZ state is a larger value is higher than the initial difference number defined in the CZ state. Thereby, variations can be provided in the initial difference number at the first entry depending on the type of CZ state passed through before the pseudo-bonus state, and the interest of the game and the player's expectation can be improved. Also, when the set value set in the probability setting device 16 is a high set value (settings 4 to 6), the initial difference number of "456" may be selected. Thereby, the player can also guess the set value based on the value of the selected initial difference number, and it is also possible to improve the interest of the game and the player's expectation.

[0097] Also, the initial difference number lottery in the upper CZ state is often executed after completing the advantageous section (reaching the advantageous section limiter). Specifically, it is assumed that it is executed after transitioning in the order of pseudo-bonus state → ending state → non-advantageous state → upper CZ state. In this case, since the number of acquirable medals in the pseudo-bonus state before the transition to the ending state has been executed in a plurality of pseudo-bonus states, there is a high possibility of reaching the upper limit value (500 medals). And in the initial difference number lottery in the upper CZ state, since there is a high possibility that "500" medals are selected as the initial difference number (see Fig. 13), the number of medals acquirable in the pseudo-bonus state before the transition to the ending state can be made to be recognized by the player as being carried over even in the pseudo-bonus state that has just entered after the start of a new advantageous section. Therefore, it is possible to avoid the feeling that the number of medals acquirable during the pseudo-bonus state decreases due to the end of the advantageous section, and it is possible to prevent the decline in interest. Also, even if, hypothetically, "456" is selected as the initial difference number of medals and the initial difference number of medals is less than the number of medals that can be obtained (500 medals) in the pseudo-bonus state before the transition to the ending state, since the high setting is determined, it is possible to prevent the interest from decreasing.

[0098] Note that the initial difference number of medals lottery in the upper CZ state is not limited to this, and a fixed initial difference number of medals (for example, 500 medals) may be defined. In addition, if it is a value larger than the initial difference number of medals in the CZ state, another fixed initial difference number of medals (for example, 300 medals) may be defined. Also, only when "pseudo-bonus state × 3" is won, the initial difference number of medals may be fixed (for example, 300 medals) to prevent the player from being in an extremely advantageous situation. Also, when fixing the initial difference number of medals, for example, during the ending state, "Next upper CZ! If you break through here, the initial difference number of medals will be 500!?" etc. may be notified. Thereby, it becomes possible to suggest the initial difference number of medals when breaking through the upper CZ state next time, and the expectation level of the player can be improved.

[0099] (Pseudo-bonus state (first game state)) The pseudo-bonus state is a game state in which it is extremely easy to obtain medals because it is controlled by the AT. The pseudo-bonus state is managed by the difference number of medals. The game progresses by the remaining difference number of medals fluctuating (the value of counter C is subtracted or added) according to the winning combination of this game, and continues until the remaining difference number of medals reaches the end value (for example, "0"). Then, in the pseudo-bonus state, when the remaining difference number of medals reaches the end value, the main control unit 10 controls to shift to the ST state (arrow h in FIG. 7).

[0100] At the start of the pseudo-bonus state, the initial difference number of medals is defined as the remaining difference number of medals. In the case of the first entry, the initial difference number of medals is defined by lottery (initial difference number of medals lottery) in the game state (CZ state, upper CZ state) before entering the pseudo-bonus state. On the other hand, in the case of entry after the second time due to consecutive wins in the pseudo-bonus state, the initial difference number of tiles is defined to be equal to or more than the number of tiles acquired during the previous pseudo-bonus state. In this case, the initial difference number of tiles can be calculated, for example, by the following formula. Initial difference number of tiles (after the second time) = "Initial difference number of tiles in the previous pseudo-bonus state" + "Additional difference number of tiles during the previous pseudo-bonus state" As can be seen from this formula, the initial difference number of tiles in the pseudo-bonus state after the second time is defined to be a value equal to or more than the number of tiles acquired during the previous pseudo-bonus state ("Initial difference number of tiles in the previous pseudo-bonus state" + "Additional difference number of tiles during the previous pseudo-bonus state").

[0101] Note that the initial difference number of tiles (after the second time) can also be calculated by the following formula. Initial difference number of tiles (after the second time) = "Initial difference number of tiles in the previous pseudo-bonus state" + "Additional difference number of tiles during the previous pseudo-bonus state" + "Other additional difference number of tiles" "Other additional difference number of tiles" is, for example, the additional difference number of tiles given during the previous ST state, the additional difference number of tiles given at the time of entry into the current pseudo-bonus state, etc. The "additional difference number of tiles given during the previous ST state" may be determined, for example, when a predetermined condition (e.g., winning a rare hand, successful technical intervention operation) is satisfied in the ST state. The "additional difference number of tiles given at the time of entry into the current pseudo-bonus state" may be determined, for example, by conducting an additional lottery based on a predetermined winning probability at the start of the pseudo-bonus state. In this case, the lottery may be conducted every time at the time of entry into the pseudo-bonus state, or may be conducted at the time of entry for the even-numbered or odd-numbered times when the pseudo-bonus state is in consecutive wins. Note that the details regarding the definition of the initial difference number of tiles will be described later.

[0102] In the pseudo-bonus state, an additional lottery for the remaining difference number of tiles is executed. When winning the additional draw, the number of additional tickets granted is added to the remaining number of tickets, and the duration of the current pseudo-bonus state is extended by the amount of the addition. That is, winning the additional draw increases the number of tickets that can be obtained during the current pseudo-bonus state. Also, when the additional number of tickets is granted in the additional draw, as described above, not only is it added to the remaining number of tickets in the current pseudo-bonus state, but it is also added to the remaining number of tickets (initial number of tickets) in the next pseudo-bonus state. That is, the granted additional number of tickets corresponds to the "additional number of tickets during the previous pseudo-bonus state" shown in the above formula and is added to the initial number of tickets in the next pseudo-bonus state (after the second time). In this way, in the current pseudo-bonus state, benefits for the next pseudo-bonus state (increasing the number of tickets that can be obtained) can be granted.

[0103] Specifically, in the additional ticket draw, the main control unit 10 operates as a determining means, refers to the "additional ticket draw table" (Figure 14), determines the number of additional tickets to be added by lottery based on the winning combination of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 14, when winning the single combination B, it is set that with a probability of 245 / 256, "10 tickets" wins, with a probability of 10 / 256, "20 tickets" wins, and with a probability of 1 / 256, "30 tickets + loop draw" wins. Also, although detailed explanations are omitted, when winning the weak rare combination or the strong rare combination, the lottery is executed with each probability as shown in the figure. Also, when winning the single combination B, the additional number of tickets is granted by a successful button press (see Figure 18(b)). On the other hand, when winning the rare combination, the additional number of tickets is granted by winning. In this way, it is more likely that a relatively large additional number of tickets will be selected when winning a combination with a low winning probability. Therefore, during the pseudo bonus state, attention can be drawn to the winning combination, which can increase the excitement of the game and the player's sense of expectation.

[0104] "30 coins + loop lottery" is the value obtained by adding the additional difference of 30 coins and the additional difference awarded by the loop lottery. The loop lottery is repeatedly performed based on a predetermined loop rate (80%) until no winning is obtained. Then, an additional coin difference is awarded, which is the product of the number of consecutive wins in the loop lottery (number of loop lottery wins) and the additional coin difference (for example, 10 coins). Therefore, winning many times in the loop lottery is advantageous for the player. The loop rate is not limited to 80%, and can be any probability. The upper limit for "30 coins + loop lottery" is assumed to be, for example, 200 coins, but it may be another value, or there may be no upper limit. In addition, an upper limit may be set on the number of times the loop lottery can be won. Also, the loop lottery may be set so that a winner is guaranteed to win once.

[0105] Next, with reference to FIG. 18, an example of a presentation executed on the display 8 during the pseudo bonus state will be described. As shown in Figure 18, during the pseudo bonus state, for example, the number of coins that can be won 85 and the number of coins won 86 are displayed in the upper left corner of the screen of the display 8, a number of coins won meter 87 is displayed below that, and the total number of coins won 88 is displayed in the upper right corner of the screen. The number of coins that can be won, 85, is a value indicating the number of game values ​​that can be won during the current pseudo bonus state. The number of coins acquired 86 is a value indicating the number of game values ​​acquired during the current pseudo bonus state, and indicates the number of game values ​​acquired up to now out of the number of coins that can be acquired 85. Specifically, it is a value obtained by subtracting the value of the counter C from the number of coins that can be acquired 85. The acquisition number meter 87 is configured in a meter format, and in the initial state, the meter indicates the minimum value, and as the game progresses, the meter increases and can indicate the maximum value (the upper limit of the number of coins that can be acquired). Specifically, the meter increases in conjunction with the value of the acquisition number 85. In addition, information (numerical values, icons, colors, etc.) indicating numerical values from the minimum value (e.g., 0) to the maximum value (e.g., 500) may be displayed around the acquisition meter 87 to suggest how many more difference medals can be added. The total acquired medal count 88 is a value indicating the number of game values acquired from the first entry into the pseudo-bonus state until the transition to the normal game state. That is, it indicates the number of game values acquired in the pseudo-bonus state and the ST state until the end of consecutive wins in the pseudo-bonus state is confirmed. An effect image is displayed in the center of the screen. The effect image is, for example, a predetermined image (still image or moving image), and an image for notifying winning a minor combination or a rare combination, or for enhancing the sense of expectation for winning the additional draw is displayed. In addition, during the pseudo-bonus state, not limited to these items, for example, the remaining difference medal count (value of counter C) may be displayed.

[0106] When winning the single-character combination B during the pseudo-bonus state, the sub-control unit 20 executes "Aim Navi" on the display 8. For example, as shown in FIG. 18(b), "Aim Navi" displays an image (e.g., "Aim for 7!") prompting a stop operation of the "7" symbol on the right reel 41c based on the operation of the start lever 3, and a push order guide prompting a reverse push. Then, when the symbols (7, replay, bell) corresponding to the single-character combination B stop and are displayed as the player performs an eye-push operation according to the guide, a privilege advantageous to the player (e.g., additional difference medal count) is granted. For example, as shown in FIG. 18(c), it notifies that the additional difference medal count of "20" has been won, and "20" is added to the acquirable medal count 85 (100 medals → 120 medals). On the other hand, in the game where "Aim Navi" is executed, if the symbols corresponding to the single-character combination B do not stop and are displayed due to an incorrect eye-push operation or the like, no privilege (e.g., additional difference medal count) is granted, and the right to execute "Aim Navi" is extinguished. Note that, not limited to this, the right to execute "Aim Navi" may be carried over until the single-character combination B wins the next time.

[0107] When the pseudo-bonus state ends, as shown in FIG. 18(d), the sub-control unit 20 displays a result screen on the display 8. On the result screen, information for notifying the player of the game result is displayed. For example, the number of game values (number of available winning tickets 85) obtained during the current pseudo-bonus state and the number of game values (total number of winning tickets 88) obtained since the first entry into the pseudo-bonus state are displayed. In addition, the total number of additional difference tickets awarded during the current pseudo-bonus state may be displayed.

[0108] Also, during the pseudo-bonus state, when a winning combination that triggers an additional draw (a predetermined condition is satisfied) is obtained while the number of available winning tickets 85 has reached the upper limit of the number of available winning tickets (special value) (the winning ticket meter 87 is at its maximum value), an additional draw for the remaining number of difference tickets is not performed, but an additional draw for the number of EX games is performed. The number of EX games is the number of games referred to during the ST state, is managed separately from the remaining number of games in the ST state, and consumption starts when the remaining number of games is exhausted. Therefore, during the ST state, even if the remaining number of games is exhausted, if the pseudo-bonus state is won before the number of EX games is exhausted, the pseudo-bonus state will continue (continue to win). In this case, if there are still EX games remaining, they will be carried over to the next ST state. As described above, since the number of EX games is the number of games that can extend the ST state, the higher the number of EX games, the higher the probability of winning the pseudo-bonus state. Note that although it is assumed that the initial value of the number of EX games is set to "0 games", it is not limited to this, and a predetermined number of games may be set as the initial value. Also, the initial value may be set according to the setting value set in the probability setting device 16.

[0109] As described above, in the medal-less gaming machine 1 according to the present embodiment, when the acquirable number 85 has reached the upper limit acquirable number (special value) (the state where the acquisition meter 87 is at the maximum value), a bonus is not added to the remaining difference number, but a bonus is added to the number of EX games. As a result, since a large bonus is not added to the remaining difference number, the game does not stay in a pseudo-bonus state for a long time, and it is possible to prevent the game from becoming monotonous.

[0110] Specifically, in the EX game number bonus lottery, the main control unit 10 operates as a granting means, and by referring to the "EX game number bonus lottery table" (Fig. 15), a privilege (number of EX games) can be granted based on the winning combination of the current game. For example, as shown in Fig. 15, when winning the single-coin combination B, it is set so that "1 game" is won with a probability of 255 / 256 and "until winning the pseudo-bonus state" is won with a probability of 1 / 256. Although detailed description is omitted, when winning the weak rare combination or the strong rare combination, the lottery is also executed with each probability as shown in the figure. When winning the single-coin combination B, a privilege (such as the number of EX games) is granted by a successful button press. On the other hand, when winning a rare combination, a privilege (such as the number of EX games) is granted by winning. The granted number of EX games is displayed at a predetermined position of the display 8 (for example, below the total acquired number 88) (not shown). In this way, it is easier to select a relatively large number of EX games or "until winning the pseudo-bonus state" when winning a combination with a low winning probability. Therefore, during the pseudo-bonus state, attention can be focused on the winning combination, and the interest of the game and the player's expectation can be improved.

[0111] In addition, the privilege to be granted is not limited to the number of EX games, and an unexpected privilege such as the right to "until winning the pseudo-bonus state" can be granted, which can improve the interest of the game. "Until winning the pseudo-bonus state" is the right to participate in the pseudo-bonus state lottery until winning the pseudo-bonus state after exhausting the remaining number of games in the ST state (for example, 32 games). While owning the right of "until winning the pseudo-bonus state", even if one owns EX game numbers, they will not be subtracted. For example, in the ST state, when the remaining number of games in the ST state is 0, the number of EX games is 4, and one has acquired the right of "until winning the pseudo-bonus state", after exhausting the remaining number of games, one can participate in the transition lottery to the pseudo-bonus state without consuming the EX game numbers (4 games). Note that it is not limited to this, and the right of "until winning the pseudo-bonus state" may be consumed after exhausting the EX game numbers. Also, the right of "until winning the pseudo-bonus state" is assumed to be carried over to the next ST state if one wins the pseudo-bonus state before the remaining number of games in the ST state reaches 0, but it is not limited to this, and the right may be extinguished.

[0112] (ST state (second game state)) Although the ST state is not an AT, it is positioned as a special time because it is easy to transition to the pseudo-bonus state again after the end of the pseudo-bonus state. The maximum number of playable games in the ST state is 32 + α games. The number of games of "+α" is the number of EX game numbers or the number of games until the right of "until winning the pseudo-bonus state" is consumed. Therefore, in the ST state, games with the continuation (consecutive wins) of the pseudo-bonus state are executed until the number of playable games is exhausted. Also, the ST state has the so-called ST type of gameplay. When the pseudo-bonus state continues (consecutive wins), the initial number of games (32 games) is reset again after the end of the pseudo-bonus state. That is, as long as one continues to win the pseudo-bonus state during the ST state, a loop will occur between the pseudo-bonus state.

[0113] In the ST state, the main control unit 10 operates as a determination means, and a pseudo-bonus state lottery is conducted. Specifically, the main control unit 10 refers to the "pseudo-bonus state lottery table" (Fig. 16) and conducts a lottery based on the number of games and the winning combination of the current game. For example, as shown in Fig. 16(a), in the case of the 1st to 32nd games, when winning a combination other than the replay combination and the rare combination (others), the winning probability is set to 1 / 256; when winning the replay combination, the winning probability is set to 8 / 256; when winning the weak rare combination, the winning probability is set to 64 / 256; and when winning the strong rare combination, the winning is determined with a probability of 192 / 256. Also, as shown in Fig. 16(b), in the case of games after the 33rd game, when winning a combination other than the replay combination and the rare combination (others), the winning probability is set to 2 / 256; when winning the replay combination, the winning probability is set to 16 / 256; when winning the weak rare combination, the winning probability is set to 128 / 256; and when winning the strong rare combination, the winning is determined.

[0114] In this way, the lower the probability of winning a combination, the higher the probability of winning the pseudo-bonus state. Also, after the 33rd game, that is, in games that consume the EX game number or games that consume the right until "winning the pseudo-bonus state", the probability of winning the pseudo-bonus state is higher than that in the 1st to 32nd games. Therefore, during the ST state, attention can be focused on the number of games and the winning combination, which can improve the interest of the game and the player's expectation. Note that this is not limited to this, and the expected winning degree of the pseudo-bonus state in games after the 33rd game and in the 1st to 32nd games may be the same, or the expected winning degree of the pseudo-bonus state in the 1st to 32nd games may be higher than that in games after the 33rd game.

[0115] When winning the pseudo-bonus state lottery in the ST state, the main control unit 10 grants the right to transition to the pseudo-bonus state as a privilege and controls to transition to the pseudo-bonus state from the next game (arrow i in Fig. 7). On the other hand, when the remaining number of games ends without winning the pseudo-bonus state lottery, that is, when the consecutive win of the pseudo-bonus state is determined, the main control unit 10 controls to transition to the normal game state after the end of the ST state (arrow j in Fig. 7).

[0116] Next, referring to Fig. 19, an example of the effect executed on the display 8 during the ST state will be described. Fig. 19(a) shows a screen display example from the 1st game to the 32nd game, and Fig. 19(b) shows a screen display example after the 33rd game. As shown in Fig. 19, during the ST state, for example, the remaining number of games 89 is displayed in the upper left corner of the screen of the display 8, and the number of EX games 90 is displayed in the upper right corner of the screen. Also, although not shown in the figure, when having the right of "until winning the pseudo-bonus state", by superimposing character information such as "Confirmed!!" on the display area of the number of EX games 90, it is notified that the ST state continues until winning the pseudo-bonus state. An effect image is displayed in the center of the screen. The effect image is, for example, a predetermined character image (still image or moving image), and an image for notifying winning a small role or a rare role, or for enhancing the expectation for the transition to the pseudo-bonus state is displayed.

[0117] Also, as shown in Fig. 19(b), after the 33rd game, character information (for example, "High probability in progress!") indicating that it is a high-probability state for the pseudo-bonus state is displayed at the bottom of the screen. Note that it may be notified to the extent that the player can predict, rather than in a display form that directly notifies the high-probability state. When transitioning to the normal game state after the end of the ST state, a result screen is displayed on the display 8 (not shown in the figure). Information for notifying the player of the result of the game is displayed on the result screen, and for example, the total number of game value points and the total number of games obtained since the first entry into the pseudo-bonus state are displayed. In addition, on the result screen, setting suggestion information for suggesting or definitely notifying the player of the set value set by the probability setting device 16 may be notified by the notification means (display 8, speaker 9).

[0118] Note that the ST state can also be controlled as follows. A plurality of ST states with different winning expectations in the pseudo-bonus state may be provided. In this case, for example, a definite ST state that continues until winning the pseudo-bonus state may be provided. Also, the first to 32nd games in the ST state may be divided into a plurality of parts at predetermined game numbers, and the winning expectations of the pseudo-bonus state may be different for each part. Also, when winning the pseudo-bonus state in the ST state, it is assumed that the initial number of games (32 games) is reset in the ST state after the end of the pseudo-bonus state, but not limited to this, the “+α games (EX game number)” may also be reset. Also, an EX game number lottery may be conducted during the ST state. For example, a lottery similar to the “EX game number increase lottery” executed during the pseudo-bonus state may be conducted, or a lottery for the EX game number may be conducted based on the number of available medals in the pseudo-bonus state before entry. Also, when owning the right to “until winning the pseudo-bonus state” in the ST state, a sense of discomfort performance may be conducted. As the sense of discomfort performance, for example, a performance may be conducted in which the EX game is subtracted even though 32 games have not been completed. Also, during the ST state, an additional lottery for the remaining difference number of medals may be conducted. In this case, for example, it may be conducted when the winning of the pseudo-bonus state is confirmed, or the additional lottery may be conducted regardless of the confirmation of winning.

[0119] (Ending state (fifth game state)) The ending state is a game state that is controlled by AT and can be shifted when approaching the end of the advantageous section, and is positioned as the end game of an advantageous game state for the player. The ending state enters when the ending limiter is reached (the specified conditions are met) during the advantageous section and continues until the advantageous section limiter is reached. Specifically, when the value indicated by counter B reaches a predetermined value (for example, +2200 sheets) (reaching the ending limiter), it enters from a predetermined gaming state (arrow k in Fig. 7), and ends when the value indicated by counter B reaches a specific value (+2400 sheets) (reaching the advantageous section limiter). When the advantageous section limiter is reached, the main control unit 10 controls to end the advantageous section and shift to the non-advantageous state (arrow l in Fig. 7). Also, during the ending state, basically, various lotteries related to the payout of balls are not executed, but it is not limited to this, and various lotteries related to the payout of balls may be executed. For example, a lottery for adding extra sheets based on the winning combination may be executed. The number of extra sheets awarded by the lottery for adding extra sheets is not limited to values such as 10, 20, 50, 100, etc., and the number of extra sheets until the advantageous section limiter is reached may be awarded.

[0120] (Specification of the initial number of extra sheets in the pseudo-bonus state) As described above, in the medal-less gaming machine 1 of the present embodiment, at the start of the pseudo-bonus state, the initial number of extra sheets is specified as the remaining number of extra sheets. Hereinafter, with reference to Fig. 20, the specification of the initial number of extra sheets in the pseudo-bonus state will be specifically described. Fig. 20 is a diagram showing the variation of various numerical values including the initial number of extra sheets according to the progress of the game with the horizontal axis as the time axis. In Fig. 20, a case where the pseudo-bonus state is won in the CZ state or the upper CZ state during one advantageous section and then the pseudo-bonus state continues is illustrated.

[0121] ·The first pseudo-bonus state (the first first gaming state): t1~t4 By winning the pseudo-bonus state in the CZ state or the upper CZ state, it shifts to the first pseudo-bonus state (t1). At this time, the initial difference number of medals in the first pseudo-bonus state is defined by the result determined by the initial difference number lottery in the gaming state (CZ state, upper CZ state) before entering the pseudo-bonus state. Here, the case where "100 medals" is selected as the initial difference number is illustrated. Also, the value of the counter C (remaining difference number of medals) is set to "100" of the initial difference number of medals. Also, on the display 8, "100" is displayed for the available number of medals 85, and "0" is displayed for the acquired number of medals 86.

[0122] After that, as the game progresses, by winning the additional lottery during the pseudo-bonus state, the additional difference number of medals is determined (t2, t3). At the timing of t2, the case where, for example, "20 medals" is determined as the additional difference number of medals is shown, and at the timing of t3, the case where, for example, "100 medals" is determined as the additional difference number of medals is shown. With the granting of the additional difference number of medals, at the timing of t2, "20" is added to the value of the counter C, and "120" which is "20" added to the available number of medals 85 is displayed. At the timing of t3, "100" is added to the value of the counter C, and "220" which is "100" added to the available number of medals 85 is displayed. In this way, when the additional difference number of medals is granted in the additional lottery, an addition (increment) is made to the remaining difference number of medals (value of the counter C) in the current pseudo-bonus state, and the current pseudo-bonus state is extended. After that, when the remaining difference number of medals (value of the counter C) reaches the end value (0), the first pseudo-bonus state ends (t4). At this time, "220" is displayed for the available number of medals 85 on the display 8, and "220" is displayed for the acquired number of medals 86.

[0123] ·The first ST state (the first second gaming state): t5~t7 After the end of the first pseudo-bonus state, a transition is made to the first ST state (t5). By winning the pseudo-bonus state lottery during the ST state, the transition (continuous win) to the next pseudo-bonus state is determined (t6). After that, when the remaining number of games (32 games) ends, the first ST state ends (t7).

[0124] ·Second pseudo-bonus state (second first game state): t8~t10 After the end of the first ST state, it transitions to the second pseudo-bonus state (t8). At this time, the initial difference number of the second pseudo-bonus state is defined as follows. Initial difference number of the second pseudo-bonus state = "Initial difference number of the first pseudo-bonus state" + "Additional difference number during the first pseudo-bonus state" + "Other additional difference number" That is, it is calculated as "100 sheets" + "120 sheets (20 sheets + 100 sheets)" + "0 sheets", and "220 sheets" is defined as the initial difference number of the second pseudo-bonus state. In this way, the initial difference number (second variation value) of the second pseudo-bonus state is defined to be equal to or greater than the value obtained by adding the additional difference number (added value) during the first pseudo-bonus state to the initial difference number (first variation value) of the first pseudo-bonus state. That is, the number of sheets that can be obtained during the second pseudo-bonus state can be made equal to or greater than the number of sheets obtained during the first pseudo-bonus state. Also, when an additional difference number is given during the first pseudo-bonus state, not only is it added (added) to the remaining difference number of the first pseudo-bonus state, but it is also added (added) to the remaining difference number (initial difference number) of the second pseudo-bonus state. That is, during the first pseudo-bonus state, the benefits of the second pseudo-bonus state can be given (the number of sheets that can be obtained can be increased).

[0125] Also, at the timing of t8, the value of counter C (remaining difference number) is set to the initial difference number "220". Also, on display 8, "220" is displayed for the number of obtainable sheets 85, and "0" is displayed for the number of obtained sheets 86. After that, as a result of winning the additional drawing during the pseudo-bonus state due to the progress of the game, the additional difference number of sheets is determined (t9). At the timing of t9, it shows a case where, for example, "80 sheets" is determined as the additional difference number of sheets. With the granting of the additional difference number of sheets, "80" is added to the value of the counter C, and "300" obtained by adding "80" to the available number of sheets 85 is displayed. In the subsequent game, when the remaining difference number of sheets (the value of the counter C) reaches the end value (0), the second pseudo-bonus state ends (t10). At this time, "300" is displayed in the available number of sheets 85 of the display 8, and "300" is displayed in the acquired number of sheets 86.

[0126] ·Second ST state (second second game state): t11~t14 After the end of the second pseudo-bonus state, it shifts to the second ST state (t11). As a result of winning the pseudo-bonus state lottery during the ST state, the transition to the next pseudo-bonus state is determined (t12). After that, as a result of winning the additional drawing during the ST state due to the progress of the game, the additional difference number of sheets is determined (t13). At the timing of t13, it shows a case where, for example, "30 sheets" is determined as the additional difference number of sheets. After that, when the remaining number of games (32 games) ends, the second ST state ends (t14).

[0127] ·Third pseudo-bonus state: t15~t18 After the end of the second ST state, it shifts to the third pseudo-bonus state (t15). At the timing of t15 at the start of the pseudo-bonus state, as a result of winning the additional drawing, the additional difference number of sheets is determined. At the timing of t15, it shows a case where, for example, "50 sheets" is determined as the additional difference number of sheets. At this time, the initial difference number of sheets in the third pseudo-bonus state is defined as follows. Initial difference number of sheets in the third pseudo-bonus state = "Initial difference number of sheets in the second pseudo-bonus state" + "Additional difference number of sheets during the second pseudo-bonus state" + "Other additional difference number of sheets" That is, it is calculated as "220 sheets" + "80 sheets" + "80 sheets (30 sheets + 50 sheets)", and "380 sheets" is defined as the initial difference number of sheets in the third pseudo-bonus state. In this way, the number of sheets that can be obtained during the third pseudo-bonus state can be made greater than or equal to the number of sheets obtained during the second pseudo-bonus state.

[0128] Also, at the timing of t15, the value of counter C (remaining difference number of sheets) is set to the initial difference number of sheets, "380". Also, on the display 8, "380" is displayed for the obtainable number of sheets 85, and "0" is displayed for the obtained number of sheets 86. After that, as the game progresses, the additional difference number of sheets is determined by winning the additional draw (t16). The timing of t16 shows a case where, for example, "150 sheets" is determined as the additional difference number of sheets. With the granting of the additional difference number of sheets, "150" is added to the value of counter C, and "500" is displayed for the obtainable number of sheets 85. Also, at this time, the obtained number meter 87 is displayed in a state indicating the maximum value. In this way, at the timing of t16, since the obtainable number of sheets 85 has reached the upper limit obtainable number of sheets (500 sheets), the obtainable number of sheets 85 is displayed as the maximum value "500". Therefore, in subsequent games, when a winning combination that triggers the additional draw is obtained, an additional draw for the number of EX games is conducted without adding to the remaining difference number of sheets. After that, as the game progresses, the number of EX games is determined by winning the additional draw (t17). The timing of t17 shows a case where, for example, "3 games" is determined as the number of EX games. After that, when the remaining difference number of sheets (the value of counter C) reaches the end value (0), the third pseudo-bonus state ends (t18). At this time, "500" is displayed on the acquirable number 85 of the display 8, and "500" is displayed on the acquired number 86.

[0129] ·After the 3rd ST state: t19~ After the end of the 3rd pseudo-bonus state, it shifts to the 3rd ST state (t19). Winning the pseudo-bonus state lottery during the ST state determines the shift to the next pseudo-bonus state (t20). After that, as the game progresses, when the remaining number of games (32 games + 3 games (number of EX games)) ends, the 3rd ST state ends (t21). After the end of the 3rd ST state, it shifts to the 4th pseudo-bonus state (t22). At this time, the initial difference number of the 4th pseudo-bonus state is defined as the upper limit acquirable number (500).

[0130] Thus, in the medal-less gaming machine 1 according to this embodiment, the initial difference number of the pseudo-bonus state is defined so that "the number acquirable in the 1st pseudo-bonus state" <= "the number acquirable in the 2nd pseudo-bonus state" <= "the number acquirable in the 3rd pseudo-bonus state". That is, the remaining difference number (initial difference number) of the next pseudo-bonus state is defined to be equal to or more than the number acquired during the current pseudo-bonus state. Thereby, as the pseudo-bonus state continues to win, the number acquirable in the next pseudo-bonus state increases (grows), so the interest of the pseudo-bonus state itself can be enhanced. Also, in the current pseudo-bonus state, the number acquirable in the next pseudo-bonus state can be increased. Thereby, the anticipation for the next pseudo-bonus state can be enhanced, and the interest of the game can be enhanced. As described above, the medal-less gaming machine 1 of the first embodiment is configured.

[0131] (Second Embodiment) Next, the second embodiment will be described with reference to FIGS. 21 to 29. The medal-less gaming machine 1 according to the second embodiment differs from the medal-less gaming machine 1 according to the first embodiment in terms of transition control of the gaming state and having an ST mode during the ST state, etc. Therefore, regarding the other points, they are the same as those of the medal-less gaming machine 1 of the first embodiment described above. Thus, only the different points will be described below.

[0132] As shown in FIG. 21, the transition of the gaming state of the medal-less gaming machine 1 according to the present embodiment is different in that it can also transition from the normal gaming state to the upper CZ state, the pseudo-bonus state, and the ST state (the dashed-dotted line part in the figure) compared to the transition of the gaming state of the medal-less gaming machine 1 according to the first embodiment (FIG. 7). That is, in the medal-less gaming machine 1 according to the first embodiment, only the transition to the CZ state was possible from the normal gaming state, whereas in this case, transitions to a number of gaming states are possible.

[0133] (ST Mode) The medal-less gaming machine 1 according to the present embodiment is controlled by the ST mode during the ST state. The ST mode is a mode that affects the execution probability of the push-order navigation when the push-order bell role B is won, and is set, for example, in four levels (mode 1 to mode 4). Although details will be described later, the ST mode is set such that the higher the mode selected, the higher the execution probability of the push-order navigation. That is, the higher the ST mode, the larger the number of gaming medals (net increase) that the player can obtain during the ST state. When first entering the ST state, the ST mode starts from mode 1, and the mode is upgraded by an ST mode upgrade lottery described later. Note that this is not the only case, and it may start from mode 2 or higher at the first entry. For example, when entering via the upper CZ state, it may start from mode 4. Although it is assumed that the ST mode is reset (set to mode 1) when transitioning from the ST state to the normal gaming state, this is not the only case, and it may not be reset when transitioning to the normal gaming state. In addition, the ST mode is not limited to four levels, and may be three levels or less or five levels or more.

[0134] (Normal game state) In the normal game state, a privilege awarding lottery is conducted based on the winning role of the current game. Specifically, the main control unit 10 refers to the "privilege awarding lottery table" (Figure 22) and conducts a lottery based on the winning role of the current game, the number of CZ throughs, and the set values set in the probability setting device 16. As shown in Figure 22(a), for example, when the number of CZ throughs is less than 3 and settings 1 to 3 are set, if a role other than the rare role (others) is won, the probability of non-winning is 256 / 256. If a weak rare role is won, the probability of winning is 32 / 256. If a strong rare role is won, the probability of winning is set to 64 / 256. Also, as shown in Figure 22(b), for example, when the number of CZ throughs is less than 3 and settings 4 to 6 are set, if a role other than the rare role (others) is won, the probability of non-winning is 256 / 256. If a weak rare role is won, the probability of winning is 48 / 256. If a strong rare role is won, the probability of winning is set to 80 / 256. Also, as shown in Figure 22(c), for example, when the number of CZ throughs is 3 or more, if a role other than the rare role (others) is won, the probability of winning is 1 / 256. If a weak rare role is won, the probability of winning is 128 / 256. If a strong rare role is won, the probability of winning is set to 192 / 256.

[0135] In this way, the higher the number of CZ throughs, the higher the winning probability. Therefore, attention can be focused on the consecutive non-winning times in the CZ state, and it is possible to enhance the player's sense of expectation. Also, since winning a role with a low winning probability increases the winning probability, it is possible to enhance the player's sense of expectation. Also, when a specific role (for example, the strong cherry role) is won, it may be set to always win.

[0136] When winning the privilege awarding lottery in the normal gaming state, the main control unit 10 determines the type of privilege (destination of the gaming state transition) by lottery. Specifically, the main control unit 10 refers to the "privilege type lottery table" (Fig. 23) and conducts a lottery based on the set values set in the probability setting device 16. For example, as shown in Fig. 23, when setting 1 is set, "CZ state" is selected with a probability of 235 / 256, "pseudo bonus state" is selected with a probability of 12 / 256, "ST state" is selected with a probability of 8 / 256, and "upper CZ state" is selected with a probability of 1 / 256. Also, although detailed explanations are omitted, when the set values are set 2 to 5, the lottery is executed with the respective probabilities as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the more advantageous transition destination (type) for the player is selected.

[0137] Also, in the privilege type lottery, when the "pseudo bonus state" is selected, the main control unit 10 conducts an initial difference number lottery. The initial difference number determined in this lottery is defined as the remaining difference number when first entering the pseudo bonus state (at the first entry). Specifically, the main control unit 10 refers to the "initial difference number lottery table (pseudo bonus state)" (Fig. 24) and conducts a lottery based on the set values set in the probability setting device 16. For example, as shown in Fig. 24, when setting 1 is set, "100" is selected with a probability of 195 / 256, "150" is selected with a probability of 32 / 256, "200" is selected with a probability of 16 / 256, "250" is selected with a probability of 8 / 256, and one of "300" to "500" is selected with a probability of 1 / 256. Also, although detailed explanations are omitted, when the set values are set 2 to 5, the lottery is executed with the respective probabilities as shown in the figure. In this way, the higher the set value set in the probability setting device 16, the relatively larger difference number (initial difference number) is selected. Note that the initial difference number lottery is not limited to this, and for example, a fixed initial difference number (for example, 100) may be defined for some or all of them.

[0138] Then, when the "CZ state" is selected in the privilege type lottery, the main control unit 10 controls to shift to the CZ state from the next game (arrow c in FIG. 21). When the "pseudo-bonus state" is selected, it controls to shift to the pseudo-bonus state from the next game (arrow n in FIG. 21). When the "ST state" is selected, it controls to shift to the ST state from the next game (arrow o in FIG. 21). When the "upper CZ state" is selected, it controls to shift to the upper CZ state from the next game (arrow m in FIG. 21). As described above, in the medal-less gaming machine 1 according to the present embodiment, since it is possible to shift from the normal gaming state to a large number of gaming states, the gaming properties can be diversified, and the interest of the game and the expectation of the player can be improved. Note that when shifting to each gaming state, it may be shifted after executing a preliminary performance for a predetermined number of games (for example, 5 games). Further, when a rare combination is won during the preliminary performance, a privilege may be further granted.

[0139] (Upper CZ state) In the upper CZ state, when the "pseudo-bonus state" is won in the pseudo-bonus state lottery of the first embodiment described above, the initial difference number lottery is performed. The initial difference number determined by the lottery is defined as the remaining difference number when first entering the pseudo-bonus state (at the first entry). Specifically, the main control unit 10 refers to the "initial difference number lottery table (upper CZ state)" (FIG. 25) and performs a lottery based on the set value set in the probability setting device 16. For example, as shown in FIG. 25, when setting 1 is set, "500" is selected with a probability of 240 / 256, and "700" is selected with a probability of 16 / 256. When setting 6 is set, "500" is selected with a probability of 220 / 256, "666" is selected with a probability of 8 / 256, and "700" is selected with a probability of 28 / 256. Also, although detailed description is omitted, even when the set value is other than settings 1 and 6, the lottery is executed with each probability as shown in the figure.

[0140] In this way, the probability that the initial difference number defined in the upper CZ state defines a larger value is higher than the initial difference number defined in the CZ state. Also, when transitioning to the pseudo-bonus state via the upper CZ state, the initial difference number may be defined exceeding the upper limit acquirable number (500). Thereby, depending on the type of CZ state passed through before the pseudo-bonus state, the initial difference number at the first entry can have variations, and the interest of the game and the player's expectation can be improved.

[0141] (Pseudo-bonus state) During the pseudo-bonus state, similar to the first embodiment, a lottery for adding to the remaining difference number is executed. In this embodiment, when winning the lottery for adding to the difference number and the additional difference number is given, the addition is made only to the remaining difference number (initial difference number) of the next pseudo-bonus state. That is, different from the first embodiment, the given additional difference number is controlled so as not to be added to the remaining difference number of the current pseudo-bonus state. In this way, in the current pseudo-bonus state, by winning the lottery for adding to the difference number, a privilege for the next pseudo-bonus state (increasing the acquirable number) can be given. Note that for the lottery for adding to the difference number, similar to the first embodiment, by referring to the "lottery table for adding to the difference number" (FIG. 14), the additional difference number to be added is determined by lottery based on the winning combination of the current game.

[0142] Next, with reference to FIG. 28, an effect example executed on the display 8 during the pseudo-bonus state will be described. When winning the additional lottery during the pseudo-bonus state and an additional number of tickets (for example, 20 tickets) is awarded, the sub-control unit 20 notifies that the additional number of tickets of "20 tickets" has won, as shown in FIG. 28(a), for example. At this time, different from the first embodiment, "20" is not added to the acquirable number 85 (100 tickets → 100 tickets). Also, in the next game, as shown in FIG. 28(b), "Next additional number of tickets" is displayed in the lower right of the screen. The example shown in FIG. 28(b) indicates that 20 tickets will be added (added) in the next pseudo-bonus state. In this way, it is configured to notify that the additional number of tickets given during the current pseudo-bonus state is added to the remaining number of tickets in the next pseudo-bonus state. Also, at the end of the pseudo-bonus state, as shown in FIG. 28(c), on the result screen, in addition to the number of game values acquired during the current pseudo-bonus state (acquirable number 85) and the number of game values acquired since the first entry into the pseudo-bonus state (total acquired number 88), the total additional number of tickets given during the current pseudo-bonus state, that is, the total number of tickets to be added in the next pseudo-bonus state is displayed.

[0143] Also, during the pseudo-bonus state, when a winning combination that triggers the additional lottery is won while the acquirable number 85 has reached the upper limit acquirable number (500 tickets) (the state where the acquired number meter 87 is at the maximum value), no additional tickets are added to the remaining number of tickets, and the ST mode upgrade lottery and the EX game number increase lottery are conducted. Specifically, when the ST mode is modes 1 to 3, the ST mode upgrade lottery is executed, and when the ST mode is mode 4, the EX game number increase lottery is executed.

[0144] In the ST mode upgrade lottery, the main control unit 10 refers to the "simulated bonus state lottery table" (Fig. 26) to conduct a lottery based on the ST mode and the winning combination of this game. As shown in Fig. 26(a), for example, when the ST mode is mode 1 and the winning combination is a single-card combination B, the winning probability is set to 32 / 256; when the winning combination is a weak rare combination, the winning probability is set to 64 / 256; when the winning combination is a strong rare combination, the winning probability is set to 128 / 256. Although detailed description is omitted, when the ST mode is mode 2 or mode 3, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the smaller the ST mode, the easier it is for the mode to be upgraded. If the ST mode upgrade lottery fails, the current ST mode is maintained; if it wins, the ST mode is upgraded by one level. Note that this is not limited to this, and it may be upgraded by two or more levels with a predetermined probability (for example, 10%) when winning. Also, the ST mode may be downgraded with a predetermined probability (for example, 5%) when winning a combination other than a single-card combination and a rare combination. For example, during the stay in modes 2 to 4, when winning a combination other than a single-card combination and a rare combination, the mode may drop by one level, and it is not limited to one level, and it may drop by two or more levels.

[0145] In the EX game count bonus lottery, the main control unit 10 (granting means) can grant a privilege (EX game count) based on the winning combination of this game by referring to the "EX game count bonus lottery table" (Fig. 15). Note that the details of the EX game count bonus lottery are the same as those in the first embodiment and are thus omitted.

[0146] (ST state) In the ST state, the push order nav lottery is conducted when the winning combination of the push order bell combination B occurs. That is, the execution lottery of the push order nav related to the push order bell combination B is conducted. Specifically, the main control unit 10 refers to the "nav lottery table" (Fig. 27) to determine the execution of the push order nav based on the current ST mode. As shown in FIG. 27, for example, when the ST mode is mode 1, it is set to be selected with a probability of 32 / 256, when it is mode 2, it is set to be selected with a probability of 64 / 256, when it is mode 3, it is set to be selected with a probability of 128 / 256, and when it is mode 4, it is set to be selected with a probability of 256 / 256. When winning in the lottery, the main control unit 10 grants the right to execute the pressing order navigation, and the sub-control unit 20 executes the pressing order navigation on the display 8. Note that when the ST mode is mode 1, it may be set as non-winning with a probability of 256 / 256, and when the ST mode is mode 4, it may be set as winning with a probability other than 256 / 256.

[0147] Next, referring to FIG. 29, an example of the effect executed on the display 8 during the ST state will be described. As shown in FIG. 29, during the ST state, in addition to the remaining game number 89 and the EX game number 90, the next initial difference number 92 indicating the initial difference number of the pseudo bonus state to be shifted to next and the character information 93 suggesting the ST mode are displayed. The next initial difference number 92 indicates the number that can be obtained in the next pseudo bonus state. The character information 93, for example, suggests mode 1 for "normal mode", mode 2 for "high probability mode", mode 3 for "ultra high probability mode", and mode 4 for "strongest mode". As described above, the medal-less gaming machine 1 of the second embodiment is configured. Also in such a medal-less gaming machine 1 according to the present embodiment, it can have the same features as those of the aforementioned first embodiment and exhibit the same effects.

[0148] As described above, in the present invention, control means (main control unit 10) capable of controlling from a first gaming state (pseudo bonus state) advantageous to the player to a second gaming state (ST state), determination means (main control unit 10) capable of determining whether to shift to the first gaming state in the second gaming state, Prescribing means (main control unit 10) capable of prescribing variable values (for example, initial difference number of sheets, remaining difference number of sheets) that can vary according to the progress of the game in the first game state, Counting means (main control unit 10) capable of counting the variable value in the first game state, Determining means (main control unit 10) capable of determining an addition value (additional difference number of sheets) when a predetermined condition (for example, winning of a rare combination, success of a technical intervention operation) is satisfied in the first game state, The control means, In the first first game state (the current pseudo-bonus state), when the first variable value (for example, the remaining difference number of sheets in the current pseudo-bonus state) counted by the counting means reaches the end value, it is possible to control from the first first game state to the first second game state (the current ST state), In the second first game state (the next pseudo-bonus state) shifted from the first second game state, when the second variable value (for example, the remaining difference number of sheets in the next pseudo-bonus state) counted by the counting means reaches the end value, it is possible to control from the second first game state to the second second game state (the next ST state), The prescribing means, The second variable value (for example, the initial difference number of sheets in the next pseudo-bonus state) is configured to be a value equal to or greater than the value obtained by adding the addition value (additional difference number of sheets) determined by the determining means in the first first game state to the first variable value (for example, the initial difference number of sheets in the current pseudo-bonus state).

[0149] The gaming machine according to the present invention having such a configuration can prescribe the initial difference number of sheets in the next pseudo-bonus state to be equal to or greater than the value obtained by adding the additional difference number of sheets given in the current pseudo-bonus state to the initial difference number of sheets in the current pseudo-bonus state. That is, it is possible to prescribe the number of sheets that can be acquired during the next pseudo-bonus state to be equal to or greater than the number of sheets acquired during the current pseudo-bonus state (second variable value >= first variable value + addition value). As a result, the more consecutive pseudo-bonus states occur, the more the number of available medals (grows) increases in the next pseudo-bonus state, so the interest in the pseudo-bonus state itself can be enhanced. Also, in the current pseudo-bonus state, a privilege (increasing the number of available medals) for the next pseudo-bonus state can be given. This can enhance the anticipation for the next pseudo-bonus state and the interest in the game.

[0150] In contrast, Patent Document 1 discloses a gaming machine that gives a privilege (additional game count) for extending the current specific gaming state in the current specific gaming state (ART). However, in this gaming machine, since no privilege for the next specific gaming state is given, the interest in the next specific gaming state has not been sufficiently enhanced. Thus, according to the medal-less gaming machine 1 of the present embodiment, all or part of such problems that the conventional gaming machine should improve can be solved.

[0151] As described above, the preferred embodiments of the gaming machine of the present invention have been described. Needless to say, the gaming machine according to the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. For example, in the pseudo-bonus state according to the first embodiment described above, when an additional difference number of medals is given in the additional lottery, it is added to the remaining difference number of medals in the current pseudo-bonus state and the remaining difference number of medals (initial difference number) in the next pseudo-bonus state. In the pseudo-bonus state according to the second embodiment described above, it has been described as being added only to the remaining difference number of medals (initial difference number) in the next pseudo-bonus state. However, it is not limited to this. For example, the pseudo-bonus state may be controllably switched between state A where it is added to the remaining difference number of medals in the current pseudo-bonus state and state B where it is added to the remaining difference number of medals in the next pseudo-bonus state. For example, it may be controlled to be in state A for two games and in state B for eight games, and state A and state B may be alternately executed.

[0152] In the above-described embodiment, the pseudo-bonus state has been described in the case of being controlled by the difference-number management type AT. However, the present invention is not limited thereto. For example, it may be managed by at least one of the number of games, the number of occurrences of the push-order navigator, the number of winning times of minor winning combinations (such as the push-order bell winning combination A), the number of medals acquired, the number of medals paid out, and the like. Also, the ST state has been described in the case of being controlled by the game-number type AT. However, the present invention is not limited thereto. For example, it may be managed by at least one of the difference number, the number of occurrences of the push-order navigator, the number of winning times of minor winning combinations (such as the push-order bell winning combination A), the number of medals acquired, the number of medals paid out, and the like.

[0153] In the above-described embodiment, the case of the AT machine has been described. However, the present invention may be applied to machines other than the AT machine (for example, the RT machine, the ART machine). Also, the functions provided in the pseudo-bonus state may be applied to a set-continuous game state (AT state) in which the game progresses with a predetermined number of games as one set. In the above-described embodiment, the case where the difference-number subtraction method is applied during AT has been described. However, the present invention is not limited thereto. It may also be a difference-number addition method in which the AT ends when the difference number added for each game reaches the end value.

[0154] In the above-described embodiment, the non-favorable state is assumed to be controlled in the normal section, and the game states other than the non-favorable state are assumed to be controlled in the favorable section. However, the present invention is not limited thereto. Each game state may be controlled to either one or both of the normal section and the favorable section.

[0155] In the above-described embodiment, the tables referred to in various processes are merely examples and are not limited to the tables described above. Furthermore, the winning probabilities related to various tables are not limited to the values described above and can be changed as appropriate. In addition, in various tables, there are those where the winning probabilities are common for all setting values and those where the winning probabilities differ for each setting value. However, this is not the only case. Even if the winning probabilities are common for all setting values in all tables or different, it is acceptable. Also, the winning probabilities or the tables to be referred to may differ only for some setting values (only even settings, only odd settings, only high settings). In addition, in the above-described embodiment, when expressing content such as "the probability of one is higher than that of the other" or "the probability of one is lower than that of the other", one probability shall include 0% and the other probability shall include 100%. In addition, in the above-described embodiment, the numerical values defined in terms of control are just examples, and they may be numerical values with a range (2 or more) or numerical values without a range (1).

[0156] In addition, in the above-described embodiment, the advantageous interval limiter has been described as operating when the number of difference sheets in one advantageous interval reaches the upper limit number. However, this is not the only case. The advantageous interval limiter may be made to operate when the number of games in one advantageous interval reaches the upper limit number of games. For example, the end condition of the advantageous interval may be made to hold when the condition of "the number of games (advantageous interval games) in one advantageous interval reaches the upper limit number of games (for example, 4000 games)" is satisfied.

[0157] In addition, vibration means for vibrating the front door 1a by the operation of a motor, a speaker, etc. may be provided on the front door 1a, and when a relatively highly anticipated effect is performed, the vibration means may be operated to enhance the player's sense of anticipation. In addition, blowing means for blowing air toward the player may be provided on the front door 1a, and when a relatively highly anticipated effect is performed, the blowing means may be operated to enhance the player's sense of anticipation.

[0158] In addition, in the above-described embodiment, the main control unit 10 performed the operations as various means such as the game state control means. However, the sub-control unit 20 may perform part or all of them, and the sub-control unit 20 may also operate as various means. Conversely, although the sub-control unit 20 operates as a means for executing effects on the display 8 or the like, the main control unit 10 may perform part or all of them, and the main control unit 10 can also operate as various means.

[0159] Also, in the above-described embodiment, an example where the gaming machine is a slot machine is shown, but it is not limited thereto. The gaming machine may be, for example, other gaming machines such as pachinko and ball slot machines. Also, the gaming machine may be a gaming machine (slot machine) that uses physical game media such as medals.

[0160] Also, in the above-described embodiment, the reel 41 driven and controlled by a motor is used as the variable display means. Instead of or in addition to this, an image in which symbols such as reels vary is displayed on the display 8 such as a liquid crystal display, whereby the display can also be used as the variable display means for the identification information.

Description of Reference Numerals

[0161] 1 Medal-less gaming machine (gaming machine) 10 Main control unit (control means, regulation means, determination means, counting means, decision means, granting means) 20 Sub-control unit

Claims

1. control means capable of controlling from a first game state advantageous to a player to a second game state; determination means capable of determining whether to shift to the first game state in the second game state; prescribing means capable of prescribing a variable value that can vary according to the progress of the game in the first game state; counting means capable of counting the variable value in the first game state; determination means capable of determining an addition value when a predetermined condition is satisfied in the first game state; The control means is in the first first game state, when the first variable value counted by the counting means reaches the end value, it is possible to control from the first first game state to the first second game state; in the second first game state shifted from the first second game state, when the second variable value counted by the counting means reaches the end value, it is possible to control from the second first game state to the second second game state; The prescribing means is able to prescribe the second variable value as a value equal to or greater than the value obtained by adding the addition value determined by the determination means in the first first game state to the first variable value A gaming machine characterized by that.

2. The control means is in the first first game state, when the value obtained by adding the addition value determined by the determination means in the first first game state to the first variable value reaches the end value, it is possible to control to the first second game state The gaming machine according to claim 1, characterized by that.

3. In a state of being controlled to the second first game state and in a state where the number of acquirable game values based on the second variable value has reached a special value, when the predetermined condition is satisfied, there is provided granting means capable of granting a privilege for extending the second second game state The gaming machine according to claim 1 or 2, characterized by that.

4. The control means is able to control to a third game state and a fourth game state; The prescribing means is The probability of prescribing a larger value for the variable value prescribed at the start of the first game state shifted from the fourth game state than the variable value prescribed at the start of the first game state shifted from the third game state is high The gaming machine according to claim 1 or 2, characterized by that.

5. The control means is able to control to a fifth game state based on the establishment of a specific condition; It is possible to control from the fifth gaming state to the fourth gaming state The gaming machine according to claim 4, characterized in that.

Citation Information

Patent Citations

  • Game machine

    JP2019030649A