Game machine
The gaming machine addresses monotony in conventional machines by varying winning probabilities and notifications, enhancing player engagement through dynamic gameplay.
Patent Information
- Application Number
- JP2024004893
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-16
- Publication Date
- 2025-07-29
AI Technical Summary
Conventional gaming machines lack variability in winning probabilities and notifications, leading to monotony and reduced amusement for players.
A gaming machine that determines winning roles with varying probabilities and executes notifications using a determining means and notification means, allowing for different probabilities of granting privileges based on role types, enhancing game variability and amusement.
The solution increases the variability of winning probabilities and notifications, thereby enhancing player engagement and amusement by providing a more dynamic gaming experience.
Smart Images

Figure 2025110827000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine including a variable display device capable of variably displaying a plurality of pieces of identification information, executing a variable display game accompanied by variable display on the variable display device, and deriving the result of the variable display game by stopping the variable display by a stop operation of a player, and generating a specific gaming state advantageous to the player according to the derived result of the variable display game.
[0003] In this type of gaming machine, there is known a gaming machine provided with a plurality of roles and giving a privilege according to the role selected for each game (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there has been room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0006] In order to solve the above problems, a gaming machine according to the present invention includes a determining means capable of determining any one of a plurality of winning roles including a first winning role, a second winning role, and a third winning role, and when the first winning role is determined, it is possible to determine whether to grant a privilege with a first probability, and when the second winning role is determined, it is possible to determine whether to grant the privilege with a second probability. A determination means, and when the third winning role is determined, a notification means capable of executing any one of a plurality of notifications including a first notification and a second notification. When the first notification is executed by the notification means, the determination means can determine whether to grant the privilege with the first probability, and when the second notification is executed by the notification means, the determination means can determine whether to grant the privilege with the second probability.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Here, a slot machine as an appropriate example of a gaming machine according to an embodiment of the present invention will be described.
[0009] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. 1 to 2. The slot machine 1 is installed in a game arcade or the like. As shown in FIGS. 1 to 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, an effect button 2d, an upper effect button 2f, a medal insertion slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout port 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decoration frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.
[0010] The main control device 10 and the sub-control device 20 each include a storage unit and a control unit, and are devices capable of performing various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit includes a CPU or the like. Each control unit realizes various functions of the present embodiment by appropriately reading and executing various programs stored in each storage unit.
[0011] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, a front door 1a is disposed on the front surface of the slot machine 1. The front door 1a is pivotally attached to one side (the left side when viewed from the front) of a main body (not shown) that is disposed on the rear side of the front door 1a and attached to island equipment (not shown), and is configured to be pivotable in a single-opening manner and openable / closable toward the front side. Hereinafter, the left-right direction is indicated in a state where the slot machine 1 is viewed from the front side.
[0012] When the slot machine 1 is viewed from the front side, a main display 8 is disposed at the center in the left-right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes a display means. In front of the main display 8 at the upper part of the front door 1a, a display decoration frame 15 having an opening at the center is disposed, and the main display 8 is disposed in a state where the display surface faces forward through the opening of the display decoration frame 15.
[0013] Speakers 9 are disposed on each of the left and right sides of the main display 8, and for example, can output sound effects corresponding to the effects displayed on the main display 8. In addition, lamps 11 made of LEDs or the like are disposed on each of the left and right sides of the main display 8, and for example, can output light in a light emission mode corresponding to the light at the time of winning of a role or the effects displayed on the main display 8.
[0014] An upper effect button 2f, which is exemplified as an operation means, is disposed on the right side of the main display 8. The upper effect button 2f is a push-type button that moves in the front-rear direction. The pressing operation of the upper effect button 2f is detected by a non-contact sensor or the like and output to the sub-control device 20 as operation information of the upper effect button 2f. In addition, a light-emitting source (not shown) made of an LED or the like is provided inside the upper effect button 2f, and it is possible to notify that the operation of the upper effect button 2f is valid by the light emission of the light-emitting source.
[0015] A flat front panel 19 with decorations and various function displays on its surface is disposed at the center in the vertical direction of the front door 1a in the slot machine 1. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as variable display means is arranged. Also, in the approximate center of the front panel 19, a display window 6 made of a translucent member through which the pattern attached to the reel 4 can be visually recognized from the front is formed.
[0016] The reel 4 is composed of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left - right direction. The rotation axes of the respective reels 4a to 4c extend in the left - right direction, and the rotation centers are set to be the same. The reel 4 (4a to 4c) has a continuous pattern (identification information) on its circumferential surface, and these patterns are configured to be distinguishable from outside the machine through the display window 6. When the reel 4 rotates in one direction, for example, the pattern can be variably displayed from top to bottom within the display window 6. A plurality of patterns (for example, 21 patterns) are represented on each of the reels 4a to 4c. Note that the form of the reel 4 is not limited to this. For example, the number of patterns on the circumferential surface may be other than 21.
[0017] Above the display window 6 in the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop button 5 described later are arranged corresponding to the respective reels 4a, 4b, 4c. Also, on the lower left side of the display window 6 in the front panel 19, for example, an advantageous section lamp 13 composed of an LED is arranged. The advantageous section lamp 13 is controlled to light during an advantageous section (described later). Note that instead of the advantageous section lamp 13, the slot machine 1 may be configured to provide a "dot" portion on a 7 - segment display (also referred to as "7 - seg") that displays, for example, the number of medals paid out, and control this to light.
[0018] On the right side of the display window 6 (reel 4) in the front panel 19, a sub - display 17 is arranged. The sub - display 17 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to an effect (effect image) as described later, and constitutes a display means. In addition, although the sub-display 17 has a smaller display area than the main display 8, it is disposed at a position closer to the reel 4 than the main display 8, and it is easy to visually recognize the displayed image while observing the rotation and stop states of the reel 4. Note that the sub-display 17 may be provided on the left side of the display window 6 (reel 4). Further, the sub-display 17 may be configured as a touch panel type display.
[0019] Below the front panel 19, a stepped portion protruding forward is formed, and a medal insertion slot 2, a bet button 2a exemplified as an operation means, and an effect button 2d are disposed on the upper surface of the stepped portion. The medal insertion slot 2 is a portion where a player inserts a medal (game medium). Inside the medal insertion slot 2, a medal selector 2b (medal detection means), which is a sensor or the like for detecting the medal inserted into the medal insertion slot 2, is provided. The bet button 2a is a push button for a player to input the number of bets that is a start condition of the game, and the maximum number of bets allowed in the slot machine 1 can be input by one operation.
[0020] The effect button 2d is a push button that moves in the vertical direction. The pressing operation of the effect button 2d is detected by a non-contact type sensor or the like and output to the sub-control device 20 as operation information of the effect button 2d. Further, inside the effect button 2d, a light emitting source (not shown) made of an LED or the like is provided, and it is possible to notify that the operation of the corresponding effect button 2d is valid by the light emission of the light emitting source. The effect button 2d is disposed at a position closer to the reel 4 than the upper effect button 2f described above.
[0021] On the front surface of the stepped portion, a start lever 3, a return button 2c, and a stop button 5 exemplified as stop operation means are disposed. The start lever 3 is a lever that a player operates to start the game. After the number of bets is input, the start lever 3 becomes effective and the game can be started. The return button 2c is a push button that moves in the front-rear direction, and is a button that is operated when canceling the set number of bets or paying out medals stored as credit medals. The stop button 5 is a button for stopping the rotating reel 4, and is composed of a push button that moves in the front-rear direction. A left stop button 5a, a middle stop button 5b, and a right stop button 5c are arranged at a predetermined interval in the horizontal direction corresponding to the left reel 4a, the middle reel 4b, and the right reel 4c.
[0022] Below the front door 1a of the slot machine 1, a medal payout port 7b through which medals paid out from the medal payout device 7 are discharged is provided.
[0023] [Block diagram showing the control configuration of the gaming machine] FIG. 2 shows a block diagram of the control system in the slot machine 1 according to the present embodiment. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs lottery of roles (internal lottery), control of game progress, etc., and a sub-control device 20 that is configured to be communicable with the main control device 10 and performs various effect controls, etc. based on control information from the main control device 10. The transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction from the main control device 10 to the sub-control device 20, preventing unauthorized signals from being input from the sub-control device 20 to the main control device 10.
[0024] The main control device 10 is connected to the bet button 2a, the medal selector 2b, the return button 2c, the start lever 3, the stop button 5, the probability setting device 14 (setting means), the external output terminal 18, the medal payout device 7, the drum unit 4d, and the advantageous section lamp 13 by communication cables, enabling control of each device. The main control device 10 is also provided with a storage unit (storage means) and a control unit.
[0025] The probability setting device 14 as a setting means can change the probability of internal lottery (winning probability) in multiple stages (for example, 6 stages), enabling the degree of advantage for the player to be changed in multiple stages. The main control device 10 performs a process of setting to any one of a plurality of probability values with different internal lottery probabilities based on the probability setting operation in the probability setting device 14. The set value set by the probability setting device 14 is such that setting 1 is the least advantageous setting for the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is for the player, with setting 6 being the most advantageous setting for the player (the setting with the highest degree of advantage).
[0026] The external output terminal 18 outputs information related to the game in the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the game parlor. It outputs information for collecting various data such as the number of executed games, the number of medal insertions, the number of medal payouts, and the number of occurrences and transition periods of advantageous game states for the player (for example, the pseudo-bonus state and the AT state described later) under the control of the main control device 10.
[0027] The drum unit 4d is a device integrally provided with the reels 4a to 4c and a stepping motor (not shown) for rotating each of the reels 4a to 4c. The medal payout device 7 has a medal storage unit (not shown) that collects the medals inserted into the medal selector 2b as pre-payout medals, and is a device that pays out the medals stored in the medal storage unit to the medal payout port 7b. The medal payout device 7 is equipped with a sensor for detecting the paid-out medals. The medal selector 2b is provided on the downstream side of the medal insertion port 2 and is equipped with a sensor for detecting the medals inserted from the medal insertion port 2.
[0028] The storage unit of the main control device 10 stores various information such as a game program related to the game, a table for executing lottery for small winning combinations and the AT state, and the like. In addition, the main control device 10 operates by a control unit and a storage unit storing a program, and thereby performs processes related to the progress of the game of the slot machine 1 and the like.
[0029] Based on the signal from the start lever 3, the main control device 10 performs processes such as game start processing and sampling of random numbers from a random number generator (not shown). Then, an internal lottery is executed based on the sampled random numbers. Also, according to the control program of the storage unit, for example, by updating the random numbers at a predetermined timing, the generation process of the random numbers is performed, and based on the generated random numbers, the transition lottery process of each game state and the like are performed.
[0030] That is, the main control device 10 is provided with lottery means for lottery (determination) as to whether to grant benefits such as small roles, pseudo bonus states, and AT states in response to the execution of the game. Also, the lottery pattern using random numbers may be other than the patterns described above. The lottery of roles may be performed based on soft-generated random numbers, and the transition lottery, additional lottery, etc. of the pseudo bonus state and the AT state may be performed based on the random numbers generated by the random number generator. Or, all lotteries may be performed using soft-generated random numbers or random numbers generated by the random number generator.
[0031] In addition, the main control device 10 performs rotation control of the reels 4 based on the signal from the start lever 3. The main control device 10 detects the rotational positions of the respective reels 4a, 4b, 4c based on signals from sensors (not shown) provided on the respective reels 4a, 4b, 4c, and can grasp the rotational positions of the symbols on the respective reels 4a, 4b, 4c. Then, based on the signal from the stop button 5, control is performed to stop a desired symbol in the display window 6.
[0032] In addition, the main control device 10 realizes the game of the slot machine 1 by performing game progress processing including internal lottery processing and the like, managing various information stored in the storage unit, and controlling devices such as the medal payout device 7 in response to operations of the operation unit such as the start lever 3.
[0033] The sub-control device 20 is connected by a communication cable to the effect button 2d, the upper effect button 2f, the speaker 9, the main display 8, the lamp 11, the navigation lamp 12, the sub-display 17, and the back lamp 21 and can communicate with them. The sub-control device 20 controls these devices according to the control information from the main control device 10. The sub-control device 20 is also provided with a storage unit and a control unit.
[0034] The storage unit of the sub-control device 20 stores various types of information such as programs related to effects, effect image data, and audio data. The sub-control device 20 operates by the control unit and the storage unit in which the program is stored, and performs processes such as effects synchronized with the game of the slot machine 1 according to commands (control information) from the main control device 10. For example, it controls the main display 8, the lamp 11, the speaker 9, etc. to perform an effect image indicating the transition of the game state, output of sound effects, lamp effects, etc. Note that the back lamp 21 is provided behind the reels 4a to 4c. The back lamp 21 illuminates the symbols of the reels 4a to 4c during the rotation of the reels 4a to 4c, and may emit light in a manner according to the lottery result of the internal lottery after the reels 4a to 4c stop. Note that the back lamp 21 may be made to emit light during the rotation of the reels 4a to 4c according to the lottery result of the internal lottery.
[0035] Also, the sub-control device 20 can control the switching timing of each effect based on signals from the effect button 2d and the upper effect button 2f.
[0036] [Basic Game of the Gaming Machine] Next, with reference to FIGS. 3 to 5, the basic game in the slot machine 1 realized by the control by the main control device 10 will be described.
[0037] First, at the start of the game, medals are inserted from the medal insertion slot 2, or the number of bets is set from the credit medals by operating the bet button 2a. When the number of beds reaches a predetermined number (for example, three), one of the game start conditions is satisfied, and the game enters a state where a game can be started, holding the right to execute one game.
[0038] In this game-startable state, the operation of the start lever 3 becomes effective. In this effective state, when the start lever 3 is tilted, the game starts, the reels 4a to 4c with a plurality of symbols start to vary, and an internal lottery process is executed to pre-determine one of a plurality of roles such as replay, small role, bonus role, or a loss before the stop of the reel 4.
[0039] Also, even when the main control device 10 receives a signal from the start lever 3, if the elapsed time from the start of the rotation of the reel 4 in the previous game has not reached a predetermined time (for example, 4.1 seconds), the start of the rotation of the reel 4 is temporarily waited for (a waiting time is inserted) to delay the start of the rotation of the reel 4, thereby performing limit control to limit the number of games so that the number of games executed per unit time (for example, one minute) is within a predetermined number (for example, 14 times). That is, the main control device 10 is provided with game number limiting means capable of limiting the number of games executed per unit time within a predetermined number. By this control, the shortest execution time required for one game is defined as a predetermined time (for example, 4.1 seconds). Note that the period for monitoring the shortest execution time may be set based on other criteria than the start point of the rotation of the reel 4 between games. For example, it may be based on the point when the stop button 5 becomes effective, or any point as long as the number of games per unit time can be monitored.
[0040] As shown in FIG. 3, each of the reels 4a to 4c is an example of a display means. On the circumferential surface of each of the reels 4a to 4c, a plurality of symbols (replay, chameleon, bell, watermelon, cherry, BAR, 7) are represented in a predetermined arrangement, and after gradually increasing the rotation speed from the stop state, it reaches a steady rotation where it rotates at a constant speed. When such a steady rotation is reached, the stop buttons 5a to 5c provided corresponding to each of the reels 4a to 4c become in a state where they can be pressed.
[0041] When each stop button 5a to 5c is pressed in this state, each reel 4a to 4c is stopped under control so as to stop at a symbol combination permitted by the operation timing and the lottery result of the internal lottery process. For the stop control of each reel 4a to 4c, a draw-in range is set for each. When a stop operation is performed, a predetermined number (for example, 4) of symbols in the counterclockwise direction (upward direction) from the symbol at the time of the stop operation can be drawn in, and the control is such that it is possible to stop on any of the symbols within this draw-in range on the valid line (draw-in stop control).
[0042] In this embodiment, among the three reels 4a, 4b, and 4c that have started rotating, the first reel to stop is referred to as the first stop reel, and its stop is referred to as the first stop. Also, its stop operation is referred to as the first stop operation.
[0043] Similarly, the second reel to stop is referred to as the second stop reel, and its stop is referred to as the second stop. Also, its stop operation is referred to as the second stop operation.
[0044] Also, the third reel to stop is referred to as the third stop reel, and its stop is referred to as the third stop or the final stop. Also, its stop operation is referred to as the third stop operation.
[0045] Furthermore, the first stop operation for first stopping reel 4a is referred to as the left first stop operation (operation of stop button 5a), the first stop operation for first stopping reel 4b is referred to as the middle first stop operation (operation of stop button 5b), and the first stop operation for first stopping reel 4c is referred to as the right first stop operation (operation of stop button 5c).
[0046] Similarly, the second stop operation for second stopping reel 4a is referred to as the left second stop operation (operation of stop button 5a), the second stop operation for second stopping reel 4b is referred to as the middle second stop operation (operation of stop button 5b), and the second stop operation for second stopping reel 4c is referred to as the right second stop operation (operation of stop button 5c).
[0047] Similarly, the third stop operation for stopping the reel 4a third is called the left third stop operation (operation of the stop button 5a), the third stop operation for stopping the reel 4b third is called the middle third stop operation (operation of the stop button 5b), and the third stop operation for stopping the reel 4c third is called the right third stop operation (operation of the stop button 5c).
[0048] In the stopped state, the three vertically consecutive symbols represented on each of the reels 4a to 4c stop (stop display) so as to face outside the machine from the display window 6, and the presence or absence of winning is determined based on the stop display mode at this time. The determination of winning is made based on the symbol combination that stops on the middle winning line connecting the middle symbols of each reel 4 in the display window 6. And when the symbol corresponding to the winning combination selected by the internal lottery stops on the winning line, it is a winning. Note that the winning line is not limited to one line, and a plurality of lines may be set. Also, not limited to the middle line, lines other than the middle line such as diagonal lines, upper lines, lower lines, V-shaped lines, and L-shaped lines may be set.
[0049] As shown in FIG. 4, as winning combinations that can win by the determination of winning, a replay combination, a small combination, and a bonus combination (not shown) are provided.
[0050] When winning the replay combination, regardless of the pressing order and the timing of the stop operation, "REPLAY·REPLAY·REPLAY" stops on the winning line.
[0051] As small combinations, a cherry combination, a watermelon combination, a chance combination, a common chameleon combination, a pressing-order chameleon combination (hereinafter sometimes referred to as a chameleon combination), and a pressing-order bell combination are provided.
[0052] In the present embodiment, regarding the chameleon combination and the pressing-order bell, when the stop operation is performed in six pressing orders in which winning occurs, it is called a correct answer in terms of the pressing order, and when the stop operation is not performed in six pressing orders in which winning occurs, it may be called an incorrect answer in terms of the pressing order.
[0053] In addition, since the winning probabilities of the watermelon role, cherry role, and chance symbol role in the internal lottery are lower compared to other roles, they may be collectively referred to as rare roles. In this embodiment, the rare roles are further distinguished into weak rare roles and strong rare roles. Specifically, the cherry role includes a weak cherry role and a strong cherry role, the watermelon role includes a weak watermelon role and a strong watermelon role, and the chance symbol role includes a weak chance symbol role and a strong chance symbol role. And the weak cherry role, weak watermelon role, and weak chance symbol role are regarded as weak rare roles, while the strong cherry role, strong watermelon role, and strong chance symbol role are regarded as strong rare roles. By distinguishing the rare roles into weak rare roles and strong rare roles in this way, the variations of the lottery based on the results of the internal lottery can be increased.
[0054] When winning the weak cherry role, when the symbol corresponding to the weak cherry role is within the drawing range and the stop button 5a is operated, regardless of the pressing order, the combination of symbols corresponding to the weak cherry role will align on the winning line. As a result, the symbol combination of "Cherry·ANY·ANY" will align on the diagonal line.
[0055] When winning the strong cherry role, when the symbol corresponding to the strong cherry role is within the drawing range and the stop button 5a is operated, regardless of the pressing order, the combination of symbols corresponding to the strong cherry role will align on the winning line. As a result, "Cherry·ANY·ANY" will align on the middle line.
[0056] When winning the weak watermelon role, when the symbol corresponding to the weak watermelon role is within the drawing range and the stop buttons 5a to 5c are operated, regardless of the pressing order, the symbol combination corresponding to the weak watermelon role will align on the winning line. As a result, "Watermelon·Watermelon·Watermelon" will align on the diagonal line.
[0057] When winning the strong watermelon role, when the symbol corresponding to the strong watermelon role is within the drawing range and the stop buttons 5a to 5c are operated, regardless of the pressing order, the symbol combination corresponding to the strong watermelon role will align on the winning line. As a result, "Watermelon·Watermelon·Watermelon" will align on the middle line.
[0058] When winning the weak chance target role, if the stop buttons 5a to 5c are operated when the symbol corresponding to the weak chance target role is within the drawing range, regardless of the pressing order, the symbol combination (chance symbol) corresponding to the weak chance target role will align on the winning line. As a result, "Bell·Watermelon·Watermelon" will align on the diagonal line.
[0059] When winning the strong chance target role, if the stop buttons 5a to 5c are operated when the symbol corresponding to the strong chance target role is within the drawing range, regardless of the pressing order, the symbol combination (chance symbol) corresponding to the strong chance target role will align on the winning line. As a result, "Bell·Watermelon·Watermelon" will align on the middle line.
[0060] When winning the common chameleon target role, if the stop buttons 5a to 5c are operated, regardless of the pressing order and the operation timing of the stop operation, the symbol combination corresponding to the common chameleon target role will align on the winning line. As a result, "Chameleon·Chameleon·Chameleon" will align on the diagonal line.
[0061] The chameleon target role includes chameleon target roles A1 to A6 and chameleon target roles B1 to B6. The chameleon target roles A1 to A6 and the chameleon target roles B1 to B6 each correspond to any one of six pressing orders. The six pressing orders are "5a→5b→5c", "5a→5c→5b", "5b→5a→5c", "5b→5c→5a", "5c→5a→5b", "5c→5b→5a".
[0062] A plurality of chameleon symbols corresponding to the chameleon target role are arranged on each reel 4a to 4c so that they can be drawn into the winning line regardless of the operation timing of the stop operation. And the stop control of the reel 4 is performed so that the number of chameleon symbols that stop on the winning line varies according to the pressing order.
[0063] When winning the chameleon roles A1 to A6, if the stop buttons 5a to 5c are operated in the pressing order corresponding to the winning chameleon role, regardless of the operation timing of the stop operation, the symbol combination corresponding to the chameleon role stops on the winning line. As a result, "Chameleon·Chameleon·Chameleon" aligns on the middle line.
[0064] On the other hand, when winning any of the chameleon roles A1 to A6 and the first stop operation is performed according to the pressing order corresponding to the winning chameleon role but is incorrect in any of the six pressing orders, regardless of the operation timing of the stop operation, the chameleon symbol stops in the middle of the first stop reel. In this case, the chameleon symbol does not stop in the middle of the second stop reel and the third stop reel.
[0065] In addition, when the first stop operation is incorrect, the chameleon symbol does not stop on any of the reels 4a to 4c, and a symbol combination called the chameleon spill pattern stops on the winning line.
[0066] Therefore, when winning any of the chameleon roles A1 to A6, the number of times the chameleon symbol stops on the winning line is either 0 or 1 or 3 according to the pressing order.
[0067] When winning any of the chameleon roles B1 to B6 and the stop buttons 5a to 5c are operated in the pressing order corresponding to the winning chameleon role, regardless of the operation timing, the symbol combination corresponding to the chameleon role stops on the winning line. As a result, "Chameleon·Chameleon·Chameleon" stops on the middle line.
[0068] On the other hand, when winning any of the chameleon roles B1 to B6 and the first stop operation is performed according to the pressing order corresponding to the winning chameleon role but is incorrect in any of the six pressing orders, regardless of the operation timing of the stop operation, the chameleon symbol stops in the middle of the first stop reel and the second stop reel. In this case, the chameleon symbol does not stop in the middle of the third stop reel.
[0069] In addition, when the first stop operation is incorrect, the chameleon symbols do not stop on any of the reels 4a to 4c, and a symbol combination called the chameleon spill pattern stops on the winning line.
[0070] Therefore, when winning any of the chameleon roles B1 to B6, the number of times the chameleon symbol stops on the winning line is either 0 or 2 or 3 depending on the pressing order.
[0071] In addition, when winning any of the chameleon roles B1 to B6, only the first stop reel may be stopped in the first stop operation, the second stop reel may not be stopped in the second stop operation, and the second stop reel and the third stop reel may be stopped in the third stop operation. As a result, it is impossible to determine whether the pressing order is correct until the third stop operation, so the sense of tension for the stop operation can be enhanced.
[0072] Although an example of providing six types of chameleon roles with different pressing orders has been given, three types of chameleon roles with different first stop operations may be provided, or twelve types of chameleon roles that require button presses in addition to the pressing order may be provided. The form of the chameleon role may be set as appropriate.
[0073] The pressing order bell roles include the pressing order bell roles A1 to A6 and the pressing order bell roles B3 to B6. The pressing order bell roles A1 to A6 and the pressing order bell roles B3 to B6 each correspond to any of six types of pressing orders. The six types of pressing orders are "5a → 5b → 5c", "5a → 5c → 5b", "5b → 5a → 5c", "5b → 5c → 5a", "5c → 5a → 5b", and "5c → 5b → 5a".
[0074] The symbols corresponding to the pressing order bell roles are arranged in multiple numbers on each of the reels 4a to 4c so that they can be drawn into the winning line regardless of the operation timing of the stop operation.
[0075] When winning any of the pressing order bell roles A1 to A6 or the pressing order bell roles B3 to B6, if the stop buttons 5a to 5c are operated in the correct pressing order corresponding to the winning pressing order bell role, regardless of the operation timing, the symbol combination corresponding to the pressing order bell role stops on the winning line. As a result, "bell, bell, bell" stops on the middle line.
[0076] If the pressing order is incorrect, the symbol combination corresponding to the pressing order bell role does not stop on the winning line, and the symbol combination called the bell spill pattern stops on the winning line.
[0077] Although an example of providing six types of pressing order bell roles with different pressing orders has been given, three types of pressing order bell roles with different first stop operations may be provided, or twelve types of pressing order bell roles that require a pressing operation in addition to the pressing order may be provided. The form of the pressing order bell role may be set as appropriate.
[0078] As described above, roles other than the replay role, the chameleon role, the common chameleon role, and the pressing order bell role require a stop operation (so-called pressing operation) aiming at the symbol corresponding to winning on a predetermined reel. Even when winning and pull-in stop control is performed, the corresponding symbol combination does not necessarily stop.
[0079] Reel 4 functions as a variable display means capable of stopping and displaying the changing identification information in a specific stop mode (a symbol combination in which the chameleon symbols line up on the winning line) when, in a normal AT state or a high-level AT state which are specific game states, the chameleon role which is a specific role is determined by the main control device 10 as a determining means, and the operation mode of the stop button 5 which is a stop operation means is the correct pressing order which is a specific operation mode.
[0080] Also, in the slot machine 1 of this embodiment, in addition to the above-mentioned small roles, a bonus role can also be won. The bonus winning combination is the winning combination that changes the game state to the bonus state upon winning. When the bonus winning combination is selected, the stop control of Reel 4 is performed so as to allow a special symbol combination (e.g., "7·7·7") on the winning line. When the special symbol combination stops on the valid line and the bonus winning combination wins, the game state will change to the bonus state. During the bonus state, a lottery for winning combinations is conducted so that there is almost no increase or decrease in medals (so-called zero-bonus). Also, the right to be selected as the bonus winning combination is maintained until the bonus winning combination wins (during carry-over of the bonus). In a normal game, it will be executed during carry-over of the bonus for most periods. Note that the state where the bonus winning combination is selected but has not won (including the state carried over to the next game and subsequent games) is referred to as an internal selection of the bonus winning combination.
[0081] In addition, the main control device 10 and the sub-control device 20 can be controlled to be in the AT (assist time) state as a game state related to the push-order bell winning combination. The AT state is a state in which when the push-order bell winning combination is selected, the correct push order for the selected push-order bell winning combination to win is notified by the main display 8 and the navigation lamp 12 (executing push-order navigation). Therefore, when the AT state occurs, it is possible for the player to easily acquire medals.
[0082] The main control device 10 will execute the lottery for each of the above-mentioned winning combinations by performing an internal lottery based on the extraction of a predetermined random number when executing the game in each game state.
[0083] That is, the main control device 10 functions as a determination means capable of determining any one of a plurality of selected winning combinations including the weak cherry winning combination as the first selected winning combination, the weak watermelon winning combination as the second selected winning combination, and the chameleon winning combination as the third selected winning combination. Also, the main control device 10 functions as a determination means capable of determining any one of a plurality of selected winning combinations including the chameleon winning combination as a specific winning combination in the normal AT state and the upper AT state as specific game states.
[0084] As shown in FIG. 4, for example, when the setting value in the probability setting device 14 is setting 1, the probability of winning each role is as follows: for the replay role, it is set at a probability of 8982 / 65536; for the weak cherry role, it is set at a probability of 512 / 65536; for the strong cherry role, it is set at a probability of 256 / 65536; for the weak watermelon role, it is set at a probability of 512 / 65536; for the strong watermelon role, it is set at a probability of 128 / 65536; for the weak chance point role, it is set at a probability of 384 / 65536; for the strong chance point role, it is set at a probability of 256 / 65536; each of the chameleon roles A1 to A6 is set at a probability of 1460 / 65536; each of the chameleon roles B1 to B6 is set at a probability of 632 / 65536; each of the push order bell roles A1 to A2 is set at a probability of 4593 / 65536; each of the push order bell roles A3 to A6 is set at a probability of 4901 / 65536; each of the push order bell roles B3 to B6 is set at a probability of 3290 / 65536. Also, the winning probabilities of each role in settings 2 to 6 are set to the values as shown in the figure, although detailed explanations are omitted.
[0085] Note that the winning probabilities of each role shown in FIG. 4 are the values during the carry-over of the bonus. Even when not winning the bonus role (during non-bonus carry-over), the winning probabilities are the same. However, during non-bonus carry-over, there is a certain probability of also winning the bonus role overlapping with the winning of the replay role. Note that the role that overlaps with the bonus role and wins can be set to a role other than the replay role.
[0086] Then, based on the symbol combination stopped at the end of the game involving the lottery of each of the above roles, the winning of the minor role, replay role, and bonus role is respectively determined (determination means). As a result of the determination, when the symbol combination is the symbol combination corresponding to each of the above, a winning is established and a game value (prize) corresponding to the establishment of each winning is given. For example, when the symbol combination corresponding to the minor role stops, it is determined that the winning of the minor role is established. When the medal payout device 7 is driven and controlled, a predetermined number of medals are paid out through the medal payout port 7b.
[0087] Specifically, as shown in FIG. 5, when a winning of the replay combination is established by the stop display of the symbol combination corresponding to the replay combination, in the next game, without inserting medals (without setting the bet number), a game (replay) with the same bet number as the bet number set in the previous game becomes possible.
[0088] In addition, when a winning of these combinations is established by the stop display of the symbol combinations corresponding to the weak cherry combination, strong cherry combination, weak chance combination, strong chance combination, common chameleon combination, and chameleon combination, one medal is paid out.
[0089] In addition, when a winning of these combinations is established by the stop display of the symbol combinations corresponding to the weak watermelon combination and strong watermelon combination, three medals are paid out.
[0090] In addition, when a winning of these combinations is established by the stop display of the symbol combinations corresponding to the push order bell combinations A1 to A6, eight medals are paid out.
[0091] In addition, when a winning of these combinations is established by the stop display of the symbol combinations corresponding to the push order bell combinations B3 to B6, fifteen medals are paid out. Note that the number of medals paid out when the symbol combination corresponding to each combination stops displaying may be other than the above-mentioned number of medals. In addition, the symbol combinations corresponding to all combinations may be configured with symbols that require a pressing operation, or may be configured with symbols that do not require a pressing operation.
[0092] [Effect at the time of winning the chameleon combination] When elected as the chameleon role, the main control device 10 executes a rare role promotion lottery to determine whether to promote the chameleon role to a rare role. If elected in the rare role promotion lottery, a rare role promotion type lottery is executed to determine whether to promote the chameleon role to any of the following: weak cherry role, strong cherry role, weak watermelon role, strong watermelon role, weak chance role, or strong chance role. The sub-control device 20 executes a promotion notification effect in a manner corresponding to the results of the rare role promotion lottery and the rare role promotion type lottery. The promotion notification effect is executed by causing the chameleon symbol to emit light by means of the backlight 21.
[0093] As shown in FIG. 6, for example, when it is determined that the chameleon role is to be promoted to the weak watermelon role or the strong watermelon role, the sub-control device 20 causes the backlight 21 to emit green light when the reel 4 stops and the chameleon symbol stops and then the effect button 2d is operated, thereby executing a promotion notification effect in which the chameleon symbol emits green light. The promotion notification effect notifies the type of rare role to be promoted based on the emission color and emission mode (lighting or flashing) of the chameleon symbol (i.e., the backlight 21).
[0094] As shown in FIG. 7, when the chameleon symbol lights up in white, it is notified that the chameleon role is not promoted (a loss in the figure).
[0095] When the chameleon symbol lights up in red, it is notified that the chameleon role is promoted to the weak cherry. When the chameleon symbol flashes in red, it is notified that the chameleon role is promoted to the strong cherry.
[0096] When the chameleon symbol lights up in green, it is notified that the chameleon role is promoted to the weak watermelon. When the chameleon symbol flashes in green, it is notified that the chameleon role is promoted to the strong watermelon.
[0097] When the chameleon symbol lights up in purple, it is notified that the chameleon role is promoted to the weak chance role. When the chameleon symbol flashes in purple, it is notified that the chameleon role is promoted to the strong chance role.
[0098] In addition, when the chameleon symbol blinks in rainbow colors, it is a premium effect that occurs when a one-game continuous win is determined, which continues to the pseudo-bonus after the end of the pseudo-bonus.
[0099] As described above, when the chameleon role is determined as the third winning role, the backlight 12 as the notification means functions as a notification means capable of executing any one of a plurality of notifications including light emission in red as the first notification and light emission in green as the second notification. Further, the notification means is the backlight 21 as a display means capable of displaying a predetermined color. The backlight 21 can be displayed in the first color (red) as the first notification and can be displayed in the second color (green) as the second notification. The backlight 21 as the display means can display the chameleon symbol as the identification information in the first color after the chameleon symbol as the identification information stops being displayed, and can display the chameleon symbol as the identification information in the second color after the chameleon symbol as the identification information stops being displayed.
[0100] And when the chameleon symbol blinks, the degree of advantage is higher than when it is lit.
[0101] In this embodiment, an example of notifying the promotion of the chameleon role and the type of promotion by the backlight 21 will be described. However, for example, notification may be performed using means other than the backlight 21, such as image display from the main display 8, output of sound from the speaker 9, light emission of the lamp 11, and the like.
[0102] [Regarding the game section and game state] Next, the transition of the game state in the slot machine 1 in this embodiment will be described.
[0103] The game of the slot machine 1 of this embodiment is executed in a plurality of game states. The main control device 10 can be controlled to transition from one game state to another game state based on the establishment of a predetermined transition condition.
[0104] In addition, the main control device 10 of the present embodiment includes section control means capable of controlling, separately from the above-described gaming state, to either a normal section (non-favorable section) or a favorable section as a gaming section. The normal section is a gaming section in which the push-order navigator is not executed. It starts when the next game is started after the favorable section ends, and ends when the favorable-section transition condition is satisfied. Also, it is controlled to the normal section even when the main control device 10 is reset. In the normal section, the favorable-section lamp 13 is controlled to the off state.
[0105] Also, in the normal section, when the favorable-section transition condition is satisfied, for example, when winning a predetermined combination in the internal lottery, it is determined that the game will transition to the favorable section. Note that the timing of transition to the favorable section may be other than the above-described timing. For example, it may be at the end of the game in which the favorable-section transition condition is satisfied (the moment when the pressing operation of the stop button 5 that was last operated ends, etc.). In this case, the transition to the favorable section will occur before the next game starts.
[0106] The favorable section is a gaming section in which the push-order navigator can be executed, and is a gaming section that is more favorable for the player compared to the normal section because the push-order navigator can be executed. The push-order navigator is executed, for example, by displaying a navigation image on the main display 8 or outputting navigation voice from the speaker 9. The player can play the game advantageously to win a combination (in this embodiment, the push-order bell combination) by operating the stop button 5 according to the navigation image or navigation voice. Therefore, the favorable section can be said to be a gaming section in which a navigation image or navigation voice, which is specific information regarding a favorable stop operation for the player, can be notified by the main display 8 or the speaker 9. Also, the favorable section starts when the next game is started after the favorable-section transition condition is satisfied in the normal section, and ends when a predetermined favorable-section end condition is satisfied. In the favorable section, the favorable-section lamp 13 is controlled to the on state. In addition, after the transition to the advantageous section, when the game state (for example, the AT state) in which the number of medals held by the player increases due to the execution of the push order navigation is reached, the lighting state of the advantageous section lamp 13 may be started.
[0107] Further, the advantageous section is configured to shift to the normal section based on the fulfillment of the end condition of the advantageous section during the advantageous section. Examples of the end condition of the advantageous section include the case where the slot machine 1 (main control device 10) is reset (including when the settings are changed).
[0108] Furthermore, the slot machine 1 is provided with a limiter function (hereinafter simply referred to as a limiter) for restricting the number of medals acquired by the player, and the end condition of the advantageous section is also satisfied when the limiter operates. For example, the limiter is configured to operate when the difference number of medals (number of medals paid out - number of medals inserted) in one advantageous section reaches the upper limit number of medals (for example, +2400 medals).
[0109] In addition, as the operating condition of the limiter, in addition to the above, the case where the number of games (advantageous section game number) in one advantageous section reaches the upper limit number of games (for example, 4000 games) is set. Therefore, the limiter will operate when either the difference number of medals in one advantageous section reaches the upper limit number of medals or the number of games in one advantageous section reaches the upper limit number of games is satisfied. Note that the operating condition of the limiter may be set only when the difference number of medals in one advantageous section reaches the upper limit number of medals, and the upper limit number of games may not be provided for the number of games in one advantageous section. And it may be configured such that the advantageous section ends when any of the above-described end conditions of the advantageous section is satisfied.
[0110] In addition to the limiter function, the slot machine 1 of the present embodiment is also provided with a so-called complete function (also simply referred to as "complete") that limits the number of medals actually acquired by the player (net increase in the number of medals) from when the power of the slot machine 1 is turned on until it is turned off. When the net increase in the number of medals from when the power of the slot machine 1 is turned on until it is turned off reaches a predetermined number (the complete value +19,000 medals), the game is set to an unexecutable state, and the subsequent game is set to a game stop state where it becomes impossible. Therefore, during the business hours of the game parlor, the number of medals acquired by the player side will be restricted. Also, during the business hours of the game parlor, even if the difference in the number of medals during one advantageous period is an extremely small value and the player can acquire a very large number of medals before the limiter function activates, the complete function will activate first before the limiter function. This makes it possible to prevent the disadvantage to the game parlor side from becoming extremely large even when the difference in the number of medals is an extremely small value.
[0111] [Game Section, Transition of Game State] Next, the control of the game section and the transition of the game state by the main control device 10 will be described with reference to FIGS. 8 and 9. FIG. 8 shows the non-advantageous section and will be described together with the game state. Also, the game states other than the non-advantageous section in FIG. 8 are the game states in the advantageous section.
[0112] The game states of the present embodiment can be roughly classified into an AT state in which the push order navigation can be executed, a partial AT state in which the push order navigation is restricted compared to the AT state, and a non-AT state in which the push order navigation is not executed. In the AT state, the push order navigation is executed when the push order bells A1 to A6 are won and when the push order bells B3 to B6 are won. However, in the partial AT state, the push order navigation is executed only when the push order bells A1 to A6 are won. The AT state includes a plurality of game states. Also, the partial AT state includes a plurality of game states. Also, the non-AT state includes a plurality of game states.
[0113] Specifically, in FIG. 8, the state marked with "★" is a game state included in the non-AT state. That is, the non-favorable section, the normal game state, the ST (Special Time) state, and the CZ (Chance Zone) state are non-AT states. In FIG. 8, the state marked with "●" is a game state in a partial AT state. That is, the normal AT state and the specialized zone are partial AT states. In FIG. 8, the state with "no mark" is the AT state. That is, the upper AT state, the pseudo-bonus state, the predetermined state, and the EDAT (Ending Assist Time) state are game states included in the AT state.
[0114] In this embodiment, a command capable of specifying the result of the internal lottery is transmitted from the main control device 10 to the sub-control device 20. Then, based on the command, the sub-control device 20 executes the display control of the main display 8 and the navigation lamp 12, thereby executing the push-order navigation. Note that the control regarding the display of the push-order navigation may be executed by a lamp controlled by the main control device 10.
[0115] As shown in FIGS. 8 and 9, at the time of shipment, setting change, or reset of the gaming machine 1, the game starts from the non-favorable section. The game is in a state where the bonus combination is not internally won. When winning the favorable-section transition combination during the non-internal winning of the bonus combination in the non-favorable section, the game transitions to the favorable section and also transitions to the normal game state (arrow a in FIG. 8). The favorable-section transition combination is a combination other than the chameleon combination.
[0116] When winning the common chameleon combination during the internal winning of the bonus combination in the normal game state, the game transitions to the non-favorable section (arrow b in FIG. 8).
[0117] When winning the favorable-section transition combination during the internal winning of the bonus combination in the non-favorable section, the game transitions to the favorable section and also transitions to the ST state (arrow c in FIG. 8).
[0118] When winning the CZ transition lottery in the normal game state, the game transitions to the CZ state (arrow d in FIG. 8).
[0119] When not winning the ST transition lottery in the CZ state, the game shifts to the normal game state (arrow e in Fig. 8).
[0120] When winning the ST transition lottery in the CZ state, the game shifts to the ST state (arrow f in Fig. 8).
[0121] When not winning the AT transition lottery in the ST state, the game shifts to the normal game state (arrow g in Fig. 8).
[0122] When conducting the AT transition lottery in the ST state and the cumulative winning times of the pseudo-bonus are less than 3, the game shifts to the normal AT state (arrow h in Fig. 8). Specifically, as will be described later, the cumulative winning times of the pseudo-bonus are counted based on the winning times of the privilege awarding lottery in the normal AT state or the lottery results of the one-game continuous lottery in the pseudo-bonus state.
[0123] When the normal AT state ends, the game shifts to the ST state (arrow i in Fig. 8).
[0124] When conducting the AT transition lottery in the ST state and the cumulative winning times of the pseudo-bonus are 3 or more, the game shifts to the upper AT state (arrow j in Fig. 8). Specifically, as will be described later, the cumulative winning times of the pseudo-bonus are counted based on the winning times of the privilege awarding lottery in the normal AT state or the lottery results of the one-game continuous lottery in the pseudo-bonus state.
[0125] When winning the pseudo-bonus in the privilege awarding lottery in the normal AT state, the game shifts to the pseudo-bonus state (arrow k in Fig. 8).
[0126] When the pseudo-bonus state transferred from the normal AT state ends, the game shifts to the normal AT state (arrow l in Fig. 8).
[0127] When winning the specialized zone in the privilege awarding lottery in the upper AT state, the game shifts to the specialized zone (arrow m in Fig. 8).
[0128] When not being able to obtain the pseudo-bonus state as a privilege in the specialized zone, the game shifts to the upper AT state (arrow n in Fig. 8).
[0129] If a pseudo-bonus state can be obtained as a privilege in the specialized zone, transition to the pseudo-bonus state (arrow o in Fig. 8).
[0130] When the pseudo-bonus state transferred from the specialized zone ends, transition to the upper AT state (arrow p in Fig. 8).
[0131] When the upper AT state ends, transition to the normal game state (arrow q in Fig. 8).
[0132] When a predetermined state where the difference number of sheets in the advantageous section reaches 2200 sheets is reached, transition to the EDAT state (arrow r in Fig. 8). Note that the predetermined state can be any game state other than the non-advantageous section.
[0133] When the difference number of sheets in the advantageous section reaches 2400 sheets of the limiter in the EDAT state, transition to the non-advantageous section (arrow s in Fig. 8).
[0134] As described above, the main control device 10 functions as a game state control means capable of controlling to any one of a plurality of game states including the normal game state as the first game state and the CZ state as the second game state.
[0135] [Control at the time of selecting the chameleon role] Here, the content of the control by the sub-control device 20 when the chameleon role is selected will be described with reference to Fig. 10. Fig. 10 shows, as the content of the control by the sub-control device 20, the presence or absence and mode of the push order navigation at the time of selecting the chameleon role (operation navigation in the figure), whether the operation of the effect button 2d is required to emit light from the chameleon symbol (button operation in the figure), and the presence or absence and trigger of the light emission of the chameleon symbol (presence or absence of light emission in the figure). The light emission of the chameleon symbol by the back lamp 21 is executed only after the game ends (after the third stop operation).
[0136] Note that the "Full Navigation" in FIG. 10 is a push-order navigation that can identify six correct push orders. The "6-Option Navigation" in FIG. 10 is an effect that prompts the player to perform a stop operation with any one of the six push orders aiming for the correct push order without notifying the correct push order in which the Chameleon role wins. That is, it is a selection-guessing effect of guessing which of the six push orders is the correct one. Note that the navigation mode of the push-order navigation varies depending on the gaming state because, as will be described later, the Chameleon role may be adopted as the target of the selection-guessing effect.
[0137] As shown in FIG. 10, the sub-control device 20 does not execute the push-order navigation even if the Chameleon role wins in the non-favorable section and the EDAT state. Also, even if the Chameleon symbol stops on the winning line, the Chameleon symbol does not light up. Therefore, even if the effect button 2 is operated, the Chameleon symbol does not light up.
[0138] In the normal gaming state, the sub-control device 20 executes the "Full Navigation" when winning the rare role promotion lottery or at 10% when not winning the rare role promotion lottery. That is, in 90% of the cases when not winning the rare role promotion lottery, the "Full Navigation" is not executed. Only when the "Full Navigation" is executed, the Chameleon symbol stopped on the winning line is lit when the effect button 2d is operated after the third stop operation. Note that an image prompting the operation of the effect button 2d is not displayed from the main display 8.
[0139] In the CZ state and the ST state, the sub-control device 20 executes the "Full Navigation" in all games in which the Chameleon role wins. The Chameleon symbol is lit after the end of all games in which the Chameleon role wins even if the effect button 2d is not operated.
[0140] In the normal AT state and the upper AT state, the sub-control device 20 executes the "6-Option Navigation" in games in which the rare role promotion lottery is won. The Chameleon symbol is lit after the end of the game in which the Chameleon symbols line up on the winning line even if the effect button 2d is not operated.
[0141] In the pseudo-bonus state, the sub-control device 20 executes "Full Navi" in the game in which the player wins the rare role promotion lottery. Only when "Full Navi" is executed, when the effect button 2d is operated after the third stop operation, the chameleon symbol stopped on the winning line emits light. Note that an image prompting the operation of the effect button 2d is displayed from the main display 8.
[0142] In the specialization zone, the sub-control device 20 executes "6-choice Navi" in the game in which the player wins the rare role promotion lottery. Also, even if the chameleon symbol stops on the winning line, the chameleon symbol does not emit light. Therefore, even if the effect button 2 is operated, the chameleon symbol does not emit light.
[0143] In this embodiment, by making the chameleon symbol emit light, it is possible to confirm that the chameleon role has been promoted to a rare role. However, by driving an effect device (such as the lamp 11 or the movable accessory) other than the backlight 21, it may be possible to confirm whether the chameleon role has been promoted.
[0144] Also, instead of after the game ends, it may be possible to confirm that the chameleon role has been promoted to a rare role by making the chameleon symbol emit a predetermined color of light during the game (while the reels are rotating). In this case, there is a possibility that the visibility of the symbol decreases and the progress of the game is obstructed. Therefore, it is preferable to drive an effect device other than the backlight 21 during the game.
[0145] Note that a configuration may be adopted in which the main control device 10 executes some or all of the control shown in this example.
[0146] As described above, the main control device 10 as the determination means can determine the push order bell roles A1 to A6 and B3 to B6 as special roles in the normal AT state as the specific game state. The reel 4 as the variable display means has the push order bell roles A1 to A6 and B3 to B6 as special roles determined by the determination means, and when the operation mode to the stop button 5 as the stop operation means is the special operation mode (correct push order), it is possible to stop and display the identification information (symbols) being variably displayed in the special stop mode (symbol combination in which the symbols corresponding to the push order bell roles A1 to A6 and B3 to B6 are aligned on the winning line).
[0147] Then, in the normal AT state as the specific game state, when a special role is determined by the determination means, it is provided with a navigation lamp 12 and a main display 8 as notification means capable of notifying special information (correct push order) regarding the special stop mode. The navigation lamp 12 and the main display 8 as the notification means, in the normal AT state as the specific game state, when a chameleon role as a specific role is determined by the determination means, it is possible to make non-notification (execute the 6-choice navigation and not execute all navigations) of the specific information (correct push order) regarding the specific stop mode (symbol combination in which the chameleon symbols are aligned on the winning line).
[0148] [Game section, mode of game state] Next, the game section and the mode of the game state shown in FIG. 8 will be described in detail.
[0149] (Non-favorable section) The non-favorable section is a non-AT state that ends when winning the favorable section transition role. The favorable section transition role is a role other than the chameleon role. When the timing of winning the favorable section transition role is during the non-internal winning of the bonus role, it transitions to the favorable section and also transitions to the normal game state.
[0150] When the timing of winning the advantageous section transition role is during the internal winning of the bonus role, it transitions to the advantageous section and also transitions to the ST state. When transitioning from the non-advantageous section to the ST state, since it is considered a specific state (a state where the cumulative number of winning times of the pseudo-bonus is 3 times), when winning the AT transition lottery in the ST state, it transitions to the upper AT level.
[0151] (Normal game state) The normal game state is a non-AT state that aims to transition to the CZ state after winning the chameleon role or the rare role through internal lottery. When winning the chameleon role, a rare role promotion lottery is executed to determine whether to regard the winning chameleon role as a rare role. When winning the rare role promotion lottery, a rare role type lottery is executed to determine the type of rare role to which the chameleon role will be promoted. That is, when winning the rare role promotion lottery, it is regarded as if the rare role determined by the rare role type lottery has won.
[0152] When the type of the rare role is determined by the rare role type lottery when winning the chameleon role, an order navigation (full navigation) that notifies the correct pressing order in which the chameleon symbols line up on the winning line is executed. Then, after all four reels have stopped, the operation of the effect button 2d is enabled. When the operation of the enabled effect button 2d is received, the control of the backlight 21 is performed so that the chameleon symbols emit light in the color corresponding to the rare role promoted from the chameleon role.
[0153] Even if not winning the rare role promotion lottery, an order navigation (full navigation) that notifies the correct pressing order in which the chameleon symbols line up on the winning line with a predetermined probability (such as 1 / 10) is executed. Thereby, the player can be made to have an expectation of promotion from the chameleon role to the rare role. However, since not winning the rare role promotion lottery, even if the effect button 2d is operated, the chameleon symbols emit light in white (see Fig. 7). That is, even if not winning the rare role promotion lottery or when winning the rare role promotion lottery, the effect that occurs is executed as a fake effect, and the player's expectation of winning the rare role promotion lottery can be enhanced.
[0154] In the normal game state, an internal lottery is conducted to win a rare combination, or when a player upgrades from a rare combination to a chameleon combination, a CZ transition lottery is executed. When winning the CZ transition lottery, the game state changes from the normal game state to the CZ state.
[0155] <Rare combination upgrade lottery> In each game state, the main control device 10 executes a rare combination upgrade lottery to determine whether to upgrade the selected chameleon combination to a rare combination when winning the chameleon combination in the internal lottery.
[0156] Figure 11(a) shows the rare combination upgrade lottery table used in the rare combination upgrade lottery in the main control device 10. The rare combination upgrade lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the game state. When winning, it is processed as having been upgraded to a rare combination (when a rare combination is won). When winning the rare combination upgrade lottery, the player upgrades to a rare combination.
[0157] As shown in Figure 11(a), for example, when the game state is the "normal game state", it is controlled to result in a "loss" with a probability of 254 / 256 and a "win" with a probability of 2 / 256. Also, for the "CZ state", "ST state", "normal AT state", "pseudo-bonus state", and "upper AT state", the description is omitted, but the lottery is controlled to be conducted with the illustrated probabilities. In this way, the backlight 21 as the notification means can execute red light emission as the first notification with a higher probability in the CZ state as the second game state than in the normal game state as the first game state when the chameleon combination as the third winning combination is determined by the main control device 10 as the determination means.
[0158] As described above, since the probability of the chameleon combination being upgraded varies according to the game state, the variations of the game can be increased and the interest of the game can be improved.
[0159] <Rare combination type lottery> When the main control device 10 wins the rare combination promotion lottery in each gaming state, it executes a rare combination type lottery to determine which of the multiple rare combinations to promote to (which rare combination to consider winning).
[0160] Figure 11(b) shows the rare combination type lottery table used in the rare combination type lottery in the main control device 10. The rare combination type lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the gaming state.
[0161] As shown in Figure 11(b), for example, when the gaming state is the "normal gaming state", it is controlled to promote to the "weak cherry combination" with a probability of 64 / 256, to the "strong cherry combination" with a probability of 32 / 256, to the "weak watermelon combination" with a probability of 64 / 256, to the "strong watermelon combination" with a probability of 32 / 256, to the "weak chance combination" with a probability of 32 / 256, and to the "strong chance combination" with a probability of 32 / 256. Also, regarding the "CZ state", "ST state", "normal AT state", "pseudo bonus state", and "upper AT state", the explanation is omitted, but it is controlled to be lottery-drawn with the illustrated probabilities.
[0162] As described above, since the probability of promoting to each rare combination varies according to the gaming state, the variations of the game can be increased and the interest of the game can be improved.
[0163] <CZ transition lottery> The main control device 10 executes a CZ transition lottery to determine whether to win a rare combination in the internal lottery or to transition to the CZ state when the chameleon combination is promoted to a rare combination. For example, the CZ transition lottery table corresponding to the strong cherry is referred to when winning the strong cherry in the internal lottery and when winning the chameleon combination in the internal lottery and winning the rare combination promotion lottery, and the strong cherry is determined in the rare combination type lottery.
[0164] FIG. 12 shows a CZ transition lottery table used in the CZ transition lottery in the main control device 10. The CZ transition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game, the result of the internal lottery, and a set value. When winning the chameleon role, the CZ transition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game, the result of the rare role type lottery, and a set value. When "winning" in the CZ transition lottery, the right to transition to the CZ state is granted.
[0165] As shown in FIG. 12(a), for example, when winning "weak cherry" in the internal lottery or being determined as "weak cherry" in the rare role type lottery, when the odd number setting is made, it is controlled to be "losing" with a probability of 240 / 256 and "winning" with a probability of 16 / 256.
[0166] Although the description of rare roles other than "weak cherry" is omitted, the lottery is controlled to be conducted with the probabilities shown in FIGS. 12(b) to 12(f).
[0167] In this way, when the weak cherry as the first winning role is determined, the main control device 10 can determine whether to grant a privilege with the first probability, and when the weak watermelon as the second winning role is determined, it can function as a determination means for determining whether to grant the privilege with a second probability of 32 / 256. And when the main control device 10 as the determination means executes red light emission as the first notification by the back lamp 12 as the notification means, it can determine whether to grant the CZ state, which is a privilege, with the first probability, and when the green light emission as the second notification is executed by the back lamp 21 as the notification means, it can determine whether to grant the CZ state, which is a privilege, with the second probability.
[0168] In addition, when the chameleon character is determined as the third winning character, the backlight 21 as the notification means can execute white light emission as the third notification. When the main control device 10 as the determination means executes white light emission as the third notification by the backlight 21 as the notification means, it determines whether to give the privilege CZ state. That is, when the main control device 10 does not promote to a rare character, it does not execute the CZ transition lottery.
[0169] As described above, since the probability of promoting to each rare character varies according to the game state, the variations of the game can be increased and the interest of the game can be improved.
[0170] (CZ state) The CZ state is a non-AT state aiming to shift to the ST state by winning the chameleon character or a rare character in the internal lottery. When winning the chameleon character, a push order navigation (all navigation) occurs every time, and after all the reels 4 stop, the chameleon symbol stopped on the winning line emits light in a predetermined color regardless of the operation of the effect button 2d (see FIG. 7).
[0171] When winning the chameleon character, a rare character promotion lottery is executed using the rare character promotion lottery table shown in FIG. 11(a), and when a rare character promotion lottery is performed, a rare character type lottery is executed using the rare character type lottery table shown in FIG. 11(b).
[0172] <ST transition lottery> The main control device 10 executes an ST transition lottery to determine whether to shift to the ST state according to the result of the internal lottery.
[0173] FIG. 13 shows an ST transition lottery table used in the CZ transition lottery in the main control device 10. The ST transition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery. When winning in the ST transition lottery, the right to transition to the ST state is granted. In FIG. 13, for the weak rare role and the strong rare role, the names "Chameleon" and "Non - Chameleon" are defined. "Chameleon" indicates the case where the chameleon role wins in the internal lottery and is promoted to a rare role, and "Non - Chameleon" indicates the case where a rare role wins in the internal lottery.
[0174] As shown in FIG. 13(a), for example, when winning "Replay" among the "Non - rare roles" in the internal lottery, it is controlled to result in a "Loss" with a probability of 240 / 256 and a win with a probability of 16 / 256. When winning "Bell" among the "Non - rare roles" in the internal lottery, it is controlled to result in a loss with a probability of 248 / 256 and a "Win" with a probability of 8 / 256.
[0175] Explanation of the "weak rare role" and the "strong rare role" is omitted, but the lottery is controlled to be conducted with the probabilities shown in FIGS. 13(b) to 13(c). Note that the winning probability of the ST transition lottery for "Chameleon" may be higher than that for "Non - Chameleon".
[0176] As described above, when the chameleon role is promoted to a rare role, the expectation of winning in the ST transition lottery is lower than when a rare role wins. However, as shown in the rare role promotion lottery table in FIG. 11(a), when winning the chameleon role, it is easier to be promoted to a rare role when staying in the CZ state (16 / 256) than when staying in the normal game state (2 / 256). Therefore, since the CZ state can give the player the impression that the winning frequency of rare roles is higher than in the normal game state, the interest of the game can be improved.
[0177] (ST state) The ST state is a non-AT state that wins the chameleon role or the rare role in the internal lottery and aims for the normal AT state or the upper AT state. When winning the chameleon role, a push-order navigation (full navigation) occurs every time. After all the reels 4 stop, the chameleon symbol emits light in a predetermined color regardless of the operation of the effect button 2d.
[0178] Note that when winning the chameleon role, a rare role promotion lottery is executed using the rare role promotion lottery table shown in FIG. 11(a), and when winning the rare role promotion lottery, a rare role type lottery is executed using the rare role type lottery table shown in FIG. 11(b).
[0179] <AT Transition Lottery> The main control device 10 executes an AT transition lottery to determine whether to transition to the AT state according to the result of the internal lottery.
[0180] As shown in FIG. 14, when winning the AT transition lottery, the transition destination changes according to the cumulative winning times of the pseudo bonus in the privilege awarding lottery in the normal AT state. Specifically, the main control device 10 is equipped with a winning times counter that counts the cumulative winning times of the pseudo bonus. The main control device 10 counts the cumulative winning times of the pseudo bonus by updating the value of the winning times counter every time it wins the pseudo bonus in the privilege awarding lottery or wins the 1-game continuous lottery. Then, based on the value of the winning times counter, when winning the AT transition lottery, if the cumulative winning times of the pseudo bonus is less than 3 times, the main control device 10 makes a transition to the normal AT state, and if the cumulative winning times of the pseudo bonus is 3 times or more when winning the AT transition lottery, the main control device 10 makes a transition to the upper AT state.
[0181] Note that the main control device 10 resets the cumulative winning times of the pseudo bonus when transitioning to the normal game state or when the advantageous section ends.
[0182] Further, when the main control device 10 transitions to the non - advantageous section during the bonus combination, it sets "3" in the winning count counter. Therefore, when transitioning from the non - advantageous section to the ST state, it transitions to the ST state with the cumulative winning count of the pseudo - bonus being 3 times. For this reason, when transitioning from the non - advantageous section to the ST state and winning the AT transition lottery, it transitions to the upper AT state. Also, since a large number of medals can be expected in the upper AT state, when transitioning to the upper AT state, it is easy to reach 2200 difference medals and transition to the EDAT state. For this reason, the game states are likely to transition in the order of upper AT state → EDAT state → non - advantageous section → ST state → upper AT state (see Fig. 8). As a result, a so - called loop of the upper AT state is likely to occur, and the expectation of obtaining a large amount of profit can be enhanced.
[0183] Fig. 15 shows the AT transition lottery table used in the AT transition lottery in the main control device 10. The AT transition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of the internal lottery. When "winning" in the AT transition lottery, the right to transition to the AT state is granted. In Fig. 15, for the weak rare combination and the strong rare combination, the names of "chameleon" and "non - chameleon" are defined. "Chameleon" indicates the case where the chameleon combination wins in the internal lottery and is promoted to the rare combination, and "non - chameleon" indicates the case where the rare combination wins in the internal lottery.
[0184] As shown in Fig. 15(a), for example, when the chameleon combination wins in the internal lottery and is promoted to the "weak rare combination" (corresponding to chameleon in the figure), it is controlled to be "lost" with a probability of 208 / 256 and "win" with a probability of 48 / 256. When the "weak rare combination" wins in the internal lottery (corresponding to non - chameleon in the figure), it is controlled to be "lost" with a probability of 160 / 256 and "win" with a probability of 96 / 256.
[0185] The description of the "strong rare role" is omitted, but it is controlled so that the lottery is conducted with the probability shown in Fig. 15(b). Note that the winning probability of the AT transition lottery for "Chameleon" may be higher than that for "non-Chameleon".
[0186] As described above, when the Chameleon role is promoted to a rare role, the expectation of winning the AT transition lottery is lower than when winning the rare role in the internal lottery. However, as shown in the rare role promotion lottery table shown in Fig. 11(a), when winning the Chameleon role, it is easier to be promoted to a rare role when staying in the ST state (24 / 256) than when staying in the CZ state (16 / 256). Therefore, since the ST state can give the player an impression that the winning frequency of the rare role is higher than that of the CZ state, the interest of the game can be improved.
[0187] <Production screen in ST state> Next, an example of the production screen in the ST state, the production screen during ST, will be described with reference to Fig. 16. The production screen is displayed from the main display 8.
[0188] Fig. 16(a) shows an example of the production screen displayed from the main display 8 when the cumulative winning times of the pseudo bonus are 0 to 2 times. Fig. 16(b) shows an example of the production screen displayed from the main display 8 when the cumulative winning times of the pseudo bonus are 3 times. Note that the production screen during ST is not limited to this example.
[0189] As shown in Fig. 16(a), in the production screen during ST, the remaining game number in the ST state is displayed in the remaining game number display section 50. The remaining game number displayed in the remaining game number display section 50 is counted down every time a game is played.
[0190] Also, in the production screen during ST, the cumulative winning times of the pseudo bonus lottery are displayed in the pseudo bonus winning history display section 51. In this example, the case where the cumulative winning times are 2 times is shown.
[0191] In the ST in-game screen, a battle scene where friendly characters and enemy characters battle is executed. When the chameleon role is promoted to a rare role or when winning the rare role in the internal lottery, when the third stop operation is performed (when releasing the stop button), the friendly character attacks the enemy character. And when winning the AT transition lottery, the enemy character can be defeated.
[0192] Note that when the chameleon role is promoted to a rare role, a push order navigation image that notifies the correct push order in which the chameleon symbols line up on the winning line is displayed when operating the start lever 3. When the chameleon role is promoted to a rare role and wins the AT transition lottery, when performing the stop operation in the correct push order, the chameleon symbols glow and the friendly character wins, so an impact can be given to the player.
[0193] As shown in FIG. 16(b), when the cumulative winning times of the pseudo bonus are 3 times or more, it is a chance to transition to the upper AT state. Therefore, in the ST in-game screen, different enemy characters appear compared to the case where the cumulative winning times of the pseudo bonus are 0 to 2 times. Therefore, the cumulative winning times of the pseudo bonus can also be detected from the enemy characters.
[0194] (Normal AT state) The normal AT state is a game number management type (initial 50G) AT state that aims to transition to the pseudo bonus state while winning the chameleon role or rare role in the internal lottery and adding extra game numbers in the normal AT state.
[0195] Note that when winning the chameleon role, the rare role promotion lottery is executed using the rare role promotion lottery table shown in FIG. 11(a), and when performing the rare role promotion lottery, the rare role type lottery is executed using the rare role type lottery table shown in FIG. 11(b).
[0196] Normally, in the AT state, when the chameleon role is promoted to a rare role, the correct pressing order (full navigation) in which the chameleon symbols line up on the winning line is not notified. However, a 6-choice navigation is generated that prompts the player to perform a stop operation in any one of the six pressing orders. When the pressing order is correct (when the chameleon symbols line up), after all the reels 4 have stopped, regardless of the operation of the effect button 2d, the chameleon symbols emit light in a predetermined color and a privilege is granted. On the other hand, if the pressing order is incorrect (when the chameleon symbols do not line up) even though the 6-choice navigation has occurred in a specific game where the chameleon role is promoted to a rare role, the granting of the privilege is postponed. Specifically, when the pressing order is incorrect in a specific game, the main control device 10 retains the granting of the privilege by storing the privilege data regarding the privilege that was to be granted.
[0197] In this case, when the chameleon role is promoted to a rare role again in the next game of the specific game, the 6-choice navigation occurs again. In the present embodiment, the said 6-choice navigation is also referred to as a comeback performance for the loser. When the pressing order is correct in the next game of the specific game, in addition to the privilege granted in the next game of the specific game, the privilege that was to be granted in the specific game is also granted. That is, the main control device 10 refers to the privilege data stored in the specific game and grants the privilege, and also grants the privilege determined in the next game of the specific game. However, when the pressing order is incorrect in the next game of the specific game, the postponement of the granting of the privilege ends. Specifically, the main control device 10 clears the privilege data stored in the specific game.
[0198] In this way, by setting the 6-choice navigation in the next game of the specific game as a comeback performance for the loser, privileges that should not have been granted are added and granted, so that the interest of the game can be improved.
[0199] In addition, when winning a rare role in the internal lottery, the privilege to be granted is also determined by the privilege granting lottery, but when a privilege is granted, the privilege is always granted.
[0200] In this embodiment, an example is given in which the suspension of the awarding of a bonus is terminated when the button press sequence is incorrect (when the chameleon symbols are not aligned) in the normal AT state. However, it is also possible to stock bonuses each time the button press sequence is incorrect in the six-choice navigation, and award the stocked bonus when the button press sequence is correct in the six-choice navigation (when the chameleon symbols are aligned). In this case, a large number of bonuses can be awarded at once, which increases the excitement of playing. Furthermore, since it is difficult to stop playing when bonuses are stocked, the operating rate of the slot machine 1 can be increased.
[0201] <Bonus lottery> In the normal AT state, the main control device 10 executes a bonus lottery to determine the bonus to be awarded to the player.
[0202] FIG. 17 shows a bonus award lottery table used in the bonus award lottery in the main control device 10. As shown in FIG. The lottery for awarding the bonus is carried out based on the random number value (with a range of 256 types) extracted when the game is executed and the result of the internal lottery. As mentioned above, if a rare combination is won, a bonus is always awarded, and if the chameleon combination is promoted to a rare combination, a bonus is awarded when the button presses are pressed correctly. The bonus in this embodiment is the "number of additional games" or "pseudo bonus win" in the normal AT state.
[0203] In Figure 17, "0", "10", "20", "30", "50", and "100" indicate the number of games added in the normal AT state. "Pseudo Bonus" indicates that a pseudo bonus has been won and that the game will transition to a pseudo bonus.
[0204] As shown in FIG. 17, for example, when winning the "Weak Cherry Role" in the internal lottery, the "Number of Additional Games for 0 Games" is selected with a probability of 128 / 256, the "Number of Additional Games for 10 Games" is selected with a probability of 64 / 256, the "Number of Additional Games for 20 Games" is selected with a probability of 32 / 256, the "Number of Additional Games for 30 Games" is selected with a probability of 8 / 256, the "Number of Additional Games for 50 Games" is selected with a probability of 8 / 256, the "Number of Additional Games for 100 Games" is selected with a probability of 8 / 256, and it is controlled to be selected with a probability of 8 / 256 for "Pseudo Bonus Win".
[0205] Explanation is omitted for rare roles other than "Weak Cherry", "Weak Rare Roles" promoted from Chameleon roles, and "Strong Rare Roles", but it is controlled to be lottery-drawn with the probabilities shown in FIG. 17. Regarding the "Weak Rare Role" and "Strong Rare Role" promoted from the Chameleon role, when the "Number of Additional Games for 0 Games" is selected, the number of additional games for 10 games may be forcibly given. Thereby, it is possible to suppress the dissatisfaction of players regarding the situation where no privilege is given even though they have answered correctly in the 6-choice navigation.
[0206] As described above, when winning the "Rare Role" in the internal lottery, the "Number of Additional Games" may be 0G, so there is a possibility that no privilege is given. On the other hand, when the Chameleon role is promoted to a Rare role, the "Number of Additional Games" will not be 0G, and one of the privileges will be given, so it is possible to increase the players' interest in the promotion of the Chameleon role to a Rare role.
[0207] <Production screen in normal AT state> Next, an example of the production screen during normal AT, which is the production screen in the normal AT state, will be described with reference to FIG. 18. The said production screen is displayed from the main display 8.
[0208] FIG. 18(a) shows an example of the normal screen displayed in the normal state. FIG. 18(b1) shows an example of the 6-choice guessing production screen. FIG. 18(b2) shows an example of the resurrection production screen. Note that the production screen during normal AT is not limited to this example.
[0209] As shown in FIG. 18(a), in the production screen during normal AT, the remaining number of games in the normal AT state is displayed from the remaining game number display section 60. The remaining number of games displayed in the remaining game number display section 60 is counted down every time a game is played.
[0210] Also, in the production screen during normal AT, the cumulative number of acquired medals in the normal AT state is displayed from the acquired medal number display section 61. The cumulative number of acquired medals is the difference in medals. Also, in the production screen during normal AT, the correct pressing order for the pressing order bell and the chameleon role is displayed from the pressing order display section 62. In the illustrated example, the correct pressing order for reverse pressing is displayed.
[0211] As shown in FIG. 18(b1), when the chameleon role is promoted to a rare role, a message "Guess the pressing order" indicating the occurrence of a 6-choice navigator that allows the player to select the 6-choice pressing order is displayed. At this time, in the pressing order display section 62, "???" is displayed so that the correct pressing order cannot be specified. Also, the content of the privilege given when the 6-choice pressing order is answered correctly is displayed from the privilege display section 63. In the illustrated example, it is displayed that 50 games are given as a privilege of the "bonus game number" in the normal AT state. If the 6-choice pressing order is incorrect, the granting of the 50-game privilege is postponed.
[0212] As shown in FIG. 18(b2), if the 6-choice pressing order is incorrect, when the chameleon role is promoted to a rare role again in the next game, a message "Guess the pressing order" that allows the player to select the 6-choice pressing order is displayed again.
[0213] At this time, the content of the privilege given when the 6-choice pressing order is answered correctly is displayed from the privilege display section 63, and the privilege reserved in the previous game and the privilege given in this game are displayed in total.
[0214] Note that the privilege reserved in the previous game and the privilege given in this game may be displayed separately, and it may be possible to recognize them separately.
[0215] In addition, when the privilege of the previous game or the current game includes a winning of a pseudo-bonus, the display mode (display color, size, etc.) when displaying the content of the privilege may be made different to suggest the winning of the pseudo-bonus.
[0216] For example, when 50 additional games were given in the previous game and 100 additional games are given in the current game, the content of the privilege is displayed in "white". And when a pseudo-bonus winning was given in the previous game and 100 additional games are given in the current game, the content of the privilege is displayed in "red" (the same applies when 100 additional games were given in the previous game and a pseudo-bonus winning is given in the current game). Furthermore, when a pseudo-bonus winning was given in both the previous game and the current game, the content of the privilege is displayed in "rainbow color".
[0217] In the illustrated example, the "additional games" for which the granting of the normal AT state is reserved is 50 games, and it is determined that 50 games will be newly granted as a privilege as the "additional games", and it is displayed that a total of 100 games will be granted. When the correct answer is given in the order of pressing in the 6-choice in the game, 100 games are granted, while when the answer is incorrect in the order of pressing in the 6-choice, 100 games are not granted, and the reservation of the granting of 50 games from the previous game also ends.
[0218] As described above, the main control device 10 functions as a determination means capable of determining whether to grant a privilege (additional games in the normal AT state or winning of a pseudo-bonus) when, in the normal AT state as a specific game state, a chameleon role as a specific role is determined by the determination means by executing a privilege granting lottery.
[0219] And the main control device 10 functions as a granting means capable of granting a privilege when, in the normal AT state as a specific game state, it is determined by the determination means to grant a privilege (additional games in the normal AT state or winning of a pseudo-bonus), and when the variable display means stops and displays in a specific stop mode (a combination of symbols in which chameleon symbols line up on the winning line).
[0220] In addition, when no privilege is granted by the granting means in the normal AT state as a specific gaming state, the main control device 10 functions as a holding means capable of holding the granting of the privilege.
[0221] Then, in the normal AT state as a specific gaming state, when the chameleon combination is determined as a specific combination by the determining means in the reel 4 as a variable display means, and the operation mode to the stop button 5 as a stop operation means is a non-specific operation mode (incorrect pressing order), it is possible to stop and display the variable-displayed identification information in a non-specific stop mode (a combination of symbols where the chameleon symbols are not aligned on the winning line).
[0222] Furthermore, in the normal AT state as a specific gaming state, when it is determined by the determination means to grant a privilege, and the reel 4 as a variable display means is stopped and displayed in a non-specific stop mode (a combination of symbols where the chameleon symbols are not aligned on the winning line), the privilege is not granted.
[0223] Also, in the normal AT state as a specific gaming state, when a privilege is held by the holding means and the reel 4 as a variable display means is stopped and displayed in a specific stop mode (a combination of symbols where the chameleon symbols are aligned on the winning line), the privilege can be granted.
[0224] Then, in the normal AT state as a specific gaming state, when the privilege is held by the holding means and the reel 4 as a variable display means is stopped and displayed in a non-specific stop mode (a combination of symbols where the chameleon symbols are not aligned on the winning line), the privilege is not granted.
[0225] In addition, in the normal AT state as a specific gaming state, when a privilege is held by the holding means and the variable display means is stopped and displayed in a non-specific stop mode (a combination of symbols where the chameleon symbols are not aligned on the winning line), the main control device 10 as the holding means can end the holding of the granting of the privilege by clearing the stored privilege data.
[0226] Furthermore, in the normal AT state as a specific gaming state, when it is determined by the determination means to grant a privilege and the privilege is being held by the holding means, when the reel 4 as the variable display means stops and is displayed in a specific stop mode (a combination of symbols where the chameleon symbols line up on the winning line), the privilege determined by the determination means and the privilege held by the holding means can be granted.
[0227] (Pseudo-bonus state) The pseudo-bonus state is an AT state of 20 games aiming for a 1-game consecutive (1G consecutive) of the pseudo-bonus by winning the chameleon role or a rare role in an internal lottery. The 1-game consecutive of the pseudo-bonus means a consecutive win of the pseudo-bonus where the pseudo-bonus state shifts to the next game after the game where the pseudo-bonus state ended. Since the condition for shifting to the upper AT state is that the cumulative number of wins of the pseudo-bonus is 3 or more, it is possible to give an expectation of shifting to the upper AT state by winning the 1-game consecutive.
[0228] When winning the chameleon role, a push order navigation (full navigation) occurs every time. And when a 1-game consecutive of the pseudo-bonus occurs, after all the reels 4 stop, when the operation of the effect button 2d is performed, the chameleon symbol glows in rainbow color. On the other hand, when a 1-game consecutive of the pseudo-bonus does not occur, after all the reels 4 stop, when the operation of the effect button 2d is performed, the chameleon symbol glows in white.
[0229] When winning the chameleon role, a rare role promotion lottery is executed using the rare role promotion lottery table shown in Fig. 11(a), and when a rare role promotion lottery is performed, a rare role type lottery is executed using the rare role type lottery table shown in Fig. 11(b).
[0230] <1-game consecutive lottery> The main control device 10 executes a 1-game consecutive lottery during the pseudo-bonus state to determine whether to shift the next game after the game where the pseudo-bonus state ended back to the pseudo-bonus state.
[0231] Figure 19 shows the 1G consecutive lottery table used during one-game consecutive lottery in the main control device 10. In the figure, "G" indicates "game".
[0232] The one-game consecutive lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the extraction result of the role. When winning in the one-game consecutive lottery, the right to transition to the pseudo-bonus state is granted. In Figure 19, for the weak rare role and the strong rare role, the names "Chameleon" and "Non-Chameleon" are defined. "Chameleon" indicates the case where the chameleon role wins in the internal lottery and is promoted to a rare role, and "Non-Chameleon" indicates the case where a rare role wins in the internal lottery.
[0233] If winning multiple times in the one-game consecutive lottery during the pseudo-bonus state, the rights to re-transition to the pseudo-bonus state are stored multiple times. And if winning multiple times in the one-game consecutive lottery during the pseudo-bonus state, it continues to transition to the pseudo-bonus state until all rights are released. In this embodiment, the state where winning in the one-game consecutive lottery and the right to re-transition to the pseudo-bonus state is stored is called the stock of one-game consecutive, and the number of such rights is called the stock number of one-game consecutive.
[0234] As shown in Figure 19, for example, when winning the chameleon role in the internal lottery and being promoted to the "weak rare role" (corresponding to chameleon in the figure), it is controlled to lose with a probability of 252 / 256 and win with a probability of 4 / 256. When winning the "weak rare role" in the internal lottery (corresponding to non-chameleon in the figure), it is controlled to lose with a probability of 248 / 256 and win with a probability of 8 / 256.
[0235] The description of the "strong rare role" is omitted, but it is controlled to be drawn with the probabilities shown in Figure 19.
[0236] As described above, by winning a consecutive draw in one game, the pseudo-bonus state continues to hold the dealer position, and it becomes easier to shift from the ST state to the upper AT state. This can enhance the expectation of obtaining a large amount of profit and improve the interest of the game.
[0237] (Upper AT state) The upper AT state is a difference-number management type (initial 500 pieces) AT state that aims to shift to the specialization zone while adding to the difference number of the upper AT state by winning the chameleon role or a rare role in the internal lottery.
[0238] When winning the chameleon role, a rare role promotion lottery is executed using the rare role promotion lottery table shown in Fig. 11(a). When a rare role promotion lottery is conducted, a rare role type lottery is executed using the rare role type lottery table shown in Fig. 11(b).
[0239] When winning the chameleon role and being promoted to a rare role, the correct pressing order (full navigation) in which the chameleon symbols line up on the winning line is not notified. However, a 6-choice navigation that prompts a stop operation for any of the 6 pressing orders occurs. When the pressing order is correct (when the chameleon symbols line up), after all the reels 4 have stopped, the chameleon symbols emit light in a predetermined color regardless of the operation of the effect button 2d, and a privilege is granted.
[0240] Even in the upper AT state, similar to the normal AT state, if the pressing order is incorrect (when the chameleon symbols do not line up) despite the occurrence of a 6-choice navigation in a specific game where the chameleon role has been promoted to a rare role, the granting of the privilege is postponed.
[0241] However, unlike the normal AT state, the upper AT state can have the privilege withheld not only for the next game but also until the next game in which the Chameleon role is promoted to a rare role again. That is, the privilege can be withheld even after the next game of a specific game. At this time, unlike the normal AT state, the granting of the privilege is not necessarily withheld. That is, if the pressing order is incorrect despite the occurrence of the 6-choice navigation in the specific game where the Chameleon role was promoted to a rare role, a loser revival lottery is executed, and if the lottery is won, the granting of the privilege is withheld. And if the lottery is won and the granting of the privilege is withheld, the 6-choice navigation occurs again when the Chameleon role is promoted to a rare role again in the games after the next game of the specific game. In this embodiment, the 6-choice navigation is also referred to as a loser revival effect. If the pressing order is correct in the game, in addition to the privilege granted in the game, the privilege that was originally planned to be granted in the specific game is also granted. However, if the pressing order is incorrect in the game where the Chameleon role is promoted to a rare role again, the withholding of the withheld privilege ends. The control related to the withholding of the privilege grant is executed by the main control device 10 in the same manner as in the normal AT state.
[0242] In this way, by setting the 6-choice navigation after the next game of a specific game as a loser revival effect, privileges that should not have been granted are added and granted, thus improving the interest of the game. Also, unlike the normal AT state, the period during which the privilege can be withheld is long, so the interest in the upper AT state can be improved.
[0243] In addition, even when winning a rare role in the internal lottery, the privilege to be granted is determined by a privilege grant lottery, and in this case, the privilege is always granted.
[0244] In the present embodiment, an example has been described in which, when the pressing order is incorrect (when the chameleon symbols do not match) in the upper AT state, the withholding of the privilege is terminated. However, each time the pressing order is incorrect in the 6-choice navigation, the privilege may be stocked, and when the pressing order is correct in the 6-choice navigation (when the chameleon symbols match), the stocked privilege may be granted. In this case, since a large amount of privileges can be granted at once, the interest in the game can be enhanced. Also, since it becomes difficult to stop the game when the privilege is stocked, the operation rate of the slot machine 1 can be increased.
[0245] <Privilege Granting Lottery> The main control device 10 executes a privilege granting lottery for determining the privilege to be granted to the player.
[0246] FIG. 20(a) shows a privilege granting lottery table used in the privilege granting lottery in the main control device 10. The privilege granting lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of the internal lottery. As described above, when winning a rare combination, a privilege is always granted, and when the chameleon combination is upgraded to a rare combination, a privilege is granted when the pressing order is correct. Note that the privilege in the present embodiment is the "additional number of sheets" or "specialized zone win" in the upper AT state.
[0247] In FIG. 20(a), "0", "100", "200", "300", "500" indicate the additional number of sheets added in the upper AT state. "Specialized zone" means a specialized zone win and indicates a transition to the specialized zone.
[0248] As shown in Fig. 20(a), for example, when winning the "Weak Rare Role" in the internal lottery, the "Number of additional cards without additional cards" is selected with a probability of 128 / 256, the "Number of additional cards of 100 additional cards" is selected with a probability of 84 / 256, the "Number of additional cards of 200 additional cards" is selected with a probability of 16 / 256, the "Number of additional cards of 300 additional cards" is selected with a probability of 8 / 256, the "Number of additional cards of 500 additional cards" is selected with a probability of 4 / 256, and it is controlled so that the "Specialized Zone Win" is selected with a probability of 16 / 256.
[0249] Explanation of the "Strong Rare Role", the "Weak Rare Role" promoted from the Chameleon Role and the "Strong Rare Role" is omitted, but it is controlled so that the lottery is conducted with the probability shown in Fig. 20(a).
[0250] As described above, when winning a rare role in the internal lottery, there is a possibility that the number of additional cards is 0, so there is a possibility that no privilege is given. On the other hand, when the chameleon role is promoted to a rare role, there is no possibility that the number of additional cards is 0, and any privilege is given, so the player's interest in the chameleon role being promoted to a rare role can be enhanced.
[0251] <Loser Revival Lottery> The main control device 10 executes a loser revival lottery to determine whether to withhold the granting of a privilege when the answer is incorrect in the 6-choice navigation in a game where the chameleon role is promoted to a rare role in the upper AT state. That is, the loser revival lottery determines whether to store the missed privilege as privilege data. Storing the missed privilege as privilege data is also referred to as the stock of loser revival.
[0252] Fig. 20(b) shows a loser revival lottery table used in the loser revival lottery in the main control device 10. The loser revival lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game. When winning the loser revival lottery, the granting of the missed privilege is withheld.
[0253] As shown in Fig. 20(b), for example, when the missed privilege is the "number of additional sheets of 100 sheets", it is controlled to result in a "loss" with a probability of 224 / 256 and a "win" with a probability of 32 / 256.
[0254] Explanation is omitted for cases where the missed privilege is other than the "number of additional sheets of 100 sheets", but it is controlled so that the lottery is conducted with the probabilities shown in Fig. 20(b). Although an example is given where the probability of retaining the privilege increases as the benefit of the missed privilege increases, the probability of retaining the privilege may be increased as the benefit of the missed privilege decreases.
[0255] As described above, since the probability of retaining the privilege increases as the benefit of the missed privilege increases, the sense of anticipation of retaining the privilege can be enhanced.
[0256] When it is decided to retain the missed privilege, it is preferable to suggest that fact through the presentation. For example, after notifying that it is an incorrect answer in the 6-choice navigator, a presentation suggesting that fact is executed.
[0257] As described above, the privilege includes the number of additional sheets of 500 sheets in the upper AT state as the first privilege and the specialization zone win in the upper AT state as the second privilege. The main control device 10 as the retaining means can retain the granting of the privilege with a higher probability when it is determined by the determination means that the specialization zone win in the upper AT state as the second privilege is to be granted than when it is determined that the number of additional sheets of 500 sheets in the upper AT state as the first privilege is to be granted.
[0258] <Presentation screen in the upper AT state> Next, an example of the upper AT in-presentation screen, which is the presentation screen in the upper AT state, will be described with reference to Fig. 21. The said presentation screen is displayed from the main display 8.
[0259] FIG. 21(a) shows an example of a normal screen that is normally displayed. FIG. 21(b1) shows an example of a six-choice guessing performance screen. FIG. 21(b2) shows an example of a revival performance screen. Note that the in-play screen during the upper AT is not limited to this example.
[0260] As shown in FIG. 21(a), in the in-play screen during the upper AT, the remaining number of difference tickets is displayed from the remaining difference ticket display section 70 in the upper AT state. The cumulative number of acquired tickets is displayed from the acquired ticket display section 71 in the upper AT state. The cumulative number of acquired tickets is the number of difference tickets. The number of difference tickets displayed in the remaining difference ticket display section 70 is updated every time a medal is inserted or paid out. Also, in the in-play screen during the upper AT, the correct pressing order for the pressing order bell or the chameleon role is displayed from the pressing order display section 72. In the illustrated example, the correct pressing order for reverse pressing is displayed.
[0261] As shown in FIG. 21(b1), when the chameleon role is promoted to a rare role, a message "Guess the pressing order" is displayed to let the player select the six-choice pressing order. At this time, in the pressing order display section 72, "???" is displayed so that the correct pressing order cannot be specified. Also, the details of the privilege given when the six-choice pressing order is correct are displayed from the privilege display section 73. In the illustrated example, it is displayed that 500 tickets are given as a privilege of the additional difference ticket number in the upper AT state. If the six-choice pressing order is incorrect but the player wins the loser revival lottery (a lottery based on the loser revival lottery table shown in FIG. 20(b)), the granting of the 500-ticket privilege is postponed.
[0262] Note that if the player does not win the loser revival lottery, the specific details of the privilege may not be displayed. That is, the winning of the loser revival lottery can be suggested by displaying the specific details of the privilege. Also, regardless of the result of winning the loser revival lottery, the specific details of the privilege may be displayed. That is, when the six-choice navigation is executed, a sense of anticipation for the execution of the loser revival can be given.
[0263] As shown in FIG. 21(b2), when the incorrect answer is given in the order of pressing for the six-choice, when the player is promoted from the Chameleon role to the Rare role again after the next game, the message "Guess the order of pressing" that allows the player to select the order of pressing for the six-choice is displayed again.
[0264] At this time, the content of the privilege given when the correct answer is given in the order of pressing for the six-choice is displayed from the privilege display unit 73, but the privilege that was put on hold and the privilege given in this game are combined and displayed.
[0265] In addition, the privilege that was put on hold by winning the loser revival lottery and the privilege that will be given after the next game may be displayed separately, and it may be possible to recognize them separately so that the privilege that was put on hold by winning the loser revival lottery and the privilege that will be given after the next game can be distinguished.
[0266] Also, when the privilege that was put on hold by winning the loser revival lottery and the privilege that will be given after the next game include winning a pseudo-bonus, the display mode (display color, size, etc.) when displaying the content of the privilege may be made different to suggest winning the pseudo-bonus.
[0267] For example, when winning the loser revival lottery and 100 additional sheets are put on hold, and 200 additional sheets are given after the next game, the content of the privilege is displayed in "white". And when winning the loser revival lottery and winning the specialization zone is put on hold, and 200 additional sheets are given after the next game, the content of the privilege is displayed in "red" (the same applies when winning the loser revival lottery and 200 additional sheets are put on hold, and winning the specialization zone is given after the next game). Furthermore, when winning the loser revival lottery and winning the specialization zone is put on hold, and winning the specialization zone is given after the next game, the content of the privilege is displayed in "rainbow color".
[0268] In the illustrated example, the number of additional tickets on hold is 500, and it has been decided to grant an additional 100 tickets as a privilege, for a total of 600 tickets to be granted. It is shown that 600 tickets are granted when the correct order of pressing is selected out of six options in the game, but if the order of pressing out of six options is incorrect, 600 tickets are not granted, and the hold on granting 500 tickets also ends.
[0269] As described above, the specific game state includes the normal AT state as the first specific game state and the upper AT state as the second specific game state, and the holding means can hold the privilege for a longer period of time when controlled in the second specific game state than when controlled in the first specific game state.
[0270] (Special Zone) The special zone is an AT state that continues until winning the chameleon role in an internal lottery. When winning the chameleon role, a six-option navigator is generated. However, regardless of the operation of the effect button 2d, the chameleon symbol does not light up even when it stops on the winning line.
[0271] When winning the chameleon role, a rare role promotion lottery is executed using the rare role promotion lottery table shown in Fig. 11(a), and when the rare role promotion lottery is performed, a rare role type lottery is executed using the rare role type lottery table shown in Fig. 11(b), but the lottery results are not adopted. That is, the chameleon role is treated as a role other than a rare role. In the special zone, it is not necessary to execute the rare role promotion lottery and the rare role type lottery when winning the chameleon role.
[0272] <Effect Screen in the Special Zone> Fig. 22 shows an example of the effect screen for the first game in the special zone. The specific game content in the special zone will be described with reference to Fig. 22.
[0273] As shown in FIG. 22(a), in the production screen displayed in the first game of the specialization zone, the screen of the main display 8 is horizontally divided into three parts. Then, a privilege corresponding to the reel 4a is displayed in the display area 8a of the main display 8. A privilege corresponding to the reel 4b is displayed in the display area 8b of the main display 8. A privilege corresponding to the reel 4c is displayed in the display area 8c of the main display 8.
[0274] In this example, in the display area 8a, it is displayed that the additional number of tickets of 100 sheets in the upper AT state is a privilege. Also, in the display area 8b, it is displayed that the pseudo-bonus winning is a privilege. Also, in the display area 8c, it is displayed that the specialization zone winning is a privilege.
[0275] As shown in FIG. 22(b), for example, assume that in the state of winning the Chameleon B3 (middle → left → right) in the internal lottery, the first stop operation in the middle → the second stop operation on the right → the third stop operation on the left are performed. In this case, although the first stop operation in the middle is correct, it is incorrect in all the pressing orders, so the Chameleon symbol stops on the winning lines in the middle stages of the reels 4b and 4c. As a result, a stock of pseudo-bonus and specialization zone is granted.
[0276] In this way, in the first game of the specialization zone, the privileges corresponding to the reels 4a to 4c are displayed in the display areas 8a to 8c. The privileges corresponding to the reels 4a to 4c are determined by a reel-specific privilege lottery. Then, the privilege corresponding to the reel 4a to 4c on which the Chameleon symbol has stopped on the winning line is granted. In addition, when the specialization zone continues after the second game without ending in the first game, a specialization zone stock lottery for stocking the specialization zone when winning a rare combination is executed.
[0277] In the specialized zone, when elected as the chameleon role, a six-choice navigation is generated. Therefore, when elected as the chameleon role in the first game of the specialized zone, the six-choice navigation is displayed from the main display 8 without the display of benefits. In this case, since the benefits to be granted cannot be specified, the player's interest in the benefits can be enhanced and the interest of the game can be improved. Note that benefits may be displayed together with the six-choice navigation.
[0278] <Reel-specific benefit lottery> The main control device 10 executes a reel-specific benefit lottery for determining benefits corresponding to each of the reels 4a to 4c in the first game of the specialized zone.
[0279] Figure 23(a) shows a reel-specific benefit lottery table used in the reel-specific benefit lottery. The reel-specific benefit lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of the internal lottery.
[0280] Note that in the reel-specific benefit lottery table, the chameleon role is included in "others". The reel-specific benefit lottery is executed three times in the order of reel 4a → reel 4b → reel 4c. Note that benefits are associated with each of the reels 4a to 4c, and the benefits to be associated with the reels 4a to 4c may be determined by determining any one of a plurality of benefit-granting patterns in which the benefits associated with at least any one reel are different. Note that the benefits of the present embodiment are the "additional number of sheets", "pseudo bonus winning", or "specialized zone winning" in the upper AT state.
[0281] In Figure 23(a), "100", "200", "300", and "500" indicate the additional number of sheets added in the upper AT state. "Pseudo bonus" indicates a pseudo bonus win and indicates a transition to the pseudo bonus after the end of the specialized zone. "Specialized zone" indicates a specialized zone win and indicates stocking the specialized zone.
[0282] The stock of the transition of the specialized zone is synonymous with one winning of the chameleon role. And as long as the stock of the specialized zone is held, the specialized zone continues without interruption. That is, when winning the chameleon role, the stock of the specialized zone is consumed, and the specialized zone continues as it is.
[0283] In addition, the privilege corresponding to Reels 4a to 4c determined in the first game of the specialized zone can be continuously held until the stocked specialized zone ends, but the privilege may be determined again every time the stocked specialized zone is consumed.
[0284] As shown in FIG. 23(a), for example, when the result of the internal lottery is "other" than the weak rare role and the strong rare role, the "additional difference number is 100" in the upper AT state with a probability of 128 / 256, the "additional difference number is 200" in the upper AT state with a probability of 32 / 256, the "additional difference number is 300" in the upper AT state with a probability of 24 / 256, the "additional difference number is 500" in the upper AT state with a probability of 8 / 256, "pseudo-bonus winning" with a probability of 32 / 256, and "specialized zone winning" with a probability of 32 / 256.
[0285] Regarding the "weak rare role" and the "strong rare role", the description is omitted, but the lottery is controlled to be performed with the probabilities shown in FIG. 23(a).
[0286] As described above, other roles with a higher winning probability than the rare role are given any privilege, so the opportunity to be given a privilege can be increased, and the interest of the game can be improved.
[0287] <Specialized Zone Stock Lottery> When the main control device 10 does not win the chameleon role in the first game of the specialized zone and the specialized zone continues after the second game, the main control device 10 executes a specialized zone stock lottery to determine whether to stock the specialized zone. The stock of the specialized zone means holding the right to transition the specialized zone.
[0288] Figure 23(b) shows a specialized zone stock lottery table used in the specialized zone stock lottery. The specialized zone stock lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of the internal lottery. When "winning" in Figure 23(b), the specialized zone is stocked. Note that the rare roles shown in Figure 23(b) do not include the rare roles promoted from the chameleon role.
[0289] As shown in Figure 23(b), for example, when the result of the internal lottery is a "weak rare role", it is controlled to result in "losing" with a probability of 224 / 256 and "winning" with a probability of 32 / 256.
[0290] Although the explanation of the "strong rare role" is omitted, it is controlled to stock the specialized zone with the probability shown in Figure 23(b).
[0291] As described above, since there is a possibility that the specialized zone is stocked when the specialized zone continues, it is possible to increase the interest in the continuation of the specialized zone and improve the enjoyment of the game.
[0292] (EDAT state) The EDAT state is an AT state that continues until the end of the advantageous section. By setting the transition conditions for each game state, it is possible to hope that the game progresses such that the game state transitions in the flow of upper-level AT state → EDAT state → non-advantageous section → ST state → upper-level AT state. Therefore, when transitioning to the EDAT state, the upper-level AT state is likely to loop.
[0293] [Modification example] Next, a modification example of this embodiment will be described. The description of the parts identical to the above embodiment will be omitted, and the parts different from the above embodiment will be described. In the modification example, the mode of the normal AT state is different from that of the above embodiment. The normal AT state according to the modification example is an AT state of 30 games per set.
[0294] <Production screen of the normal AT state> FIG. 24 shows an example of a production screen in the normal AT state according to a modified example. The production screen is displayed from the main display 8.
[0295] As shown in FIG. 24, in the normal AT in-production screen which is a production screen in the normal AT state, the remaining game number in the normal AT state is displayed in the remaining game number display section 80. The remaining game number displayed in the remaining game number display section 80 is counted down every time a game is played.
[0296] Also, in the normal AT in-production screen, the cumulative acquired medal number in the normal AT state is displayed in the acquired medal number display section 81. The cumulative acquired medal number is the difference medal number. The difference medal number displayed in the acquired medal number display section 81 is updated every time a medal is inserted or paid out. Also, in the normal AT in-production screen, the correct pressing order for the pressing order bell or the chameleon role is displayed in the pressing order display section 82. In the illustrated example, the correct pressing order for reverse pressing is displayed.
[0297] Also, in the normal AT in-production screen, the type of color state (any one of states 1 to 7) is displayed in the color state display section 83. Which of the states 1 to 7 the color state is set to is determined at the start of one set in the normal AT state. The color state display section 83 includes three display sections 83a to 83c arranged side by side. When the leftmost display section 83a lights up, it emits light in "red". When the central display section 83b lights up, it emits light in "green". When the rightmost display section 83c lights up, it emits light in "purple".
[0298] "Red" displayed from the display section 83a is a color suggesting the cherry symbol. "Green" displayed from the display section 83b is a color suggesting the watermelon symbol. "Purple" displayed from the display section 83c is a color suggesting the corresponding symbol for the chance roll role.
[0299] And when winning the chameleon role and winning the rare role promotion lottery, there is a bias in the type of rare role promoted from the chameleon role depending on which of the states 1 to 7 the color state is. The bias of the rare role will be described with reference to FIG. 25(a).
[0300] As shown in FIG. 25(a), in state 1 where "red" of display unit 83a, "green" of display unit 83b, and "purple" of display unit 83c are lit, the chameleon role is promoted to any one of the weak cherry role, strong cherry role, weak watermelon role, strong watermelon role, weak chance square role, and strong chance square role.
[0301] In state 2 where "red" of display unit 83a and "green" of display unit 83b are lit, the chameleon role is promoted to any one of the weak cherry role, strong cherry role, weak watermelon role, and strong watermelon role.
[0302] In state 3 where "red" of display unit 83a and "purple" of display unit 83c are lit, the chameleon role is promoted to any one of the weak cherry role, strong cherry role, weak chance square role, and strong chance square role.
[0303] In state 4 where "green" of display unit 83b and "purple" of display unit 83c are lit, the chameleon role is promoted to any one of the weak watermelon role, strong watermelon role, weak chance square role, and strong chance square role.
[0304] In state 5 where only "red" of display unit 83a is lit, the chameleon role is promoted to the weak cherry role or the strong cherry role.
[0305] In state 6 where only "green" of display unit 83b is lit, the chameleon role is promoted to the weak watermelon role or the strong watermelon role.
[0306] In state 7 where only "purple" of display unit 83c is lit, the chameleon role is promoted to the weak chance square role or the strong chance square role.
[0307] <Color state lottery> The main control device 10 executes a color state lottery for determining the color state at the start of one set in the normal AT state.
[0308] FIG. 25(b) shows a color state lottery table used in the color state lottery. The color state lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game.
[0309] As shown in FIG. 25(b), for example, "State 1" is selected with a probability of 64 / 256, "State 2" is selected with a probability of 48 / 256, "State 3" is selected with a probability of 48 / 256, "State 4" is selected with a probability of 48 / 256, "State 5" is selected with a probability of 16 / 256, "State 6" is selected with a probability of 16 / 256, and "State 7" is selected with a probability of 16 / 256.
[0310] <Rare Role Type Lottery> After determining the type of color state as described above, the main control device 10 executes a rare role type lottery to determine which of the multiple rare roles to promote to when winning the rare role promotion lottery. In a modified example, the rare role type lottery is executed using a rare role promotion lottery table with a configuration different from the rare role promotion lottery table shown in FIG. 11(b).
[0311] FIG. 26 shows a rare role type lottery table used in the rare role type lottery in the main control device 10 in a modified example. The rare role type lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the type of color state.
[0312] As shown in FIG. 26, for example, when the color state is "State 1", it is controlled to be promoted to "Weak Cherry" with a probability of 64 / 256, promoted to "Strong Cherry" with a probability of 32 / 256, promoted to "Weak Watermelon" with a probability of 48 / 256, promoted to "Strong Watermelon" with a probability of 32 / 256, promoted to "Weak Chance Point Role" with a probability of 48 / 256, and promoted to "Strong Chance Point Role" with a probability of 32 / 256.
[0313] Also, the description of States 2 to 7 is omitted, but it is controlled to be lottery-drawn with the probabilities shown in FIG. 26.
[0314] As described above, the probability of ascending to a single color is higher for a color state with fewer color elements.
[0315] As shown in FIG. 24, in the normal AT performance screen, the benefits that can be granted to the player are displayed on the benefit grant map 84. The benefit grant map 84 includes five cells 84a to 84e arranged vertically. Note that the display mode of the benefit grant map 84 may be a different display mode from this example, such as displaying in cells arranged horizontally.
[0316] The benefits that can be granted over five games are displayed in the five cells 84a to 84e. Specifically, in the uppermost cell 84a, the benefits that can be granted to the player during the current game are displayed. In the cell 84b one row below the uppermost row, the benefits that can be granted after one game are displayed. In the cell 74c two rows below the uppermost row, the benefits that can be granted after two games are displayed. In the cell 84d three rows below the uppermost row, the benefits that can be granted after three games are displayed. In the lowermost cell 84e, the benefits that can be granted after four games are displayed.
[0317] Then, a map benefit grant lottery is determined to decide whether to grant the benefit displayed in the cell 84a of the benefit grant map 84. The map benefit grant lottery is executed based on the probability according to the result of the internal lottery. If the player wins the map benefit grant lottery, the benefit is granted.
[0318] The benefits displayed in the five cells 84a to 84e shift to the cell one row above each time a game is played. As a result, a new benefit is displayed in the blank cell 84e. The player can know the benefits over five games by checking the benefits displayed on the benefit grant map 84.
[0319] <Map lottery> The main control device 10 executes a map lottery to determine the benefits to be displayed in each of the cells 84a to 84e on the benefit grant map 84 in the normal AT state. At the start of the normal AT state, the benefits to be displayed in all the cells 84a to 84e of the benefit grant map 84 are determined by the map lottery, and thereafter, each time a game is completed, the benefit to be displayed in the blank cell 84e is determined by the map lottery.
[0320] Note that the method for updating the benefits displayed on the benefit map, such as determining the benefits for five games for all the squares 84a to 84e again after five games corresponding to all the squares 84a to 84e have been played, is not limited to the method of this embodiment.
[0321] FIG. 27 shows a map lottery table used in the map lottery. The map lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and a set value.
[0322] As shown in FIG. 27, for example, in the case of setting 1, the "additional game count of 10 games" is selected with a probability of 64 / 256, the "additional game count of 20 games" is selected with a probability of 64 / 256, the "additional game count of 30 games" is selected with a probability of 32 / 256, the "additional game count of 50 games" is selected with a probability of 32 / 256, the "additional game count of 100 games" is selected with a probability of 32 / 256, and the "pseudo bonus winning" is selected with a probability of 32 / 256.
[0323] Note that the descriptions of settings 2 to 6 are omitted, but the lottery is controlled to be executed with the probabilities shown in FIG. 27.
[0324] As described above, since benefits with greater profits are given as the setting becomes higher, it is possible to increase the expectation for a higher setting and improve the interest of the game.
[0325] <Color mode> In addition, in the normal AT state according to the modification example, a game mode called the color mode is provided. The color mode is a state different from the game state and the game section, and different controls from the game state and the game section are executed.
[0326] Normally, in the AT state, it stays in one of multiple types of color modes. The map privilege awarding lottery for determining whether to award the privilege displayed on the square 84a of the privilege map 84 is executed according to the result of the internal lottery or the probability corresponding to the promotion type of the chameleon role. And, among the roles that trigger the map privilege awarding lottery, for the role corresponding to the color mode during the stay, the winning probability of the map privilege awarding lottery becomes higher.
[0327] On the screen during normal AT, a background with a background color corresponding to the color mode is displayed. For example, in the colorless mode, a daytime background is displayed, and in other color modes, a background related to the color of the color mode during the stay is displayed.
[0328] The color modes include five types of modes: colorless mode, red mode, green mode, purple mode, and rainbow mode.
[0329] In the colorless mode, regardless of the type of the role that triggers the map privilege awarding lottery, the probability of awarding a privilege is not higher than that of other color modes.
[0330] In the red mode, when the role that triggers the map privilege awarding lottery is a weak cherry role or a strong cherry role, the probability of awarding a privilege is higher than that of other color modes.
[0331] In the green mode, when the role that triggers the map privilege awarding lottery is a weak watermelon role or a strong watermelon role, the probability of awarding a privilege is higher than that of other color modes.
[0332] In the purple mode, when the role that triggers the map privilege awarding lottery is promoted to a strong chance role, the probability of awarding a privilege is higher than that of other color modes.
[0333] In the rainbow mode, when the role that triggers the map privilege awarding lottery is any rare role, the probability of awarding a privilege is higher than that of other color modes.
[0334] In this way, the probability of awarding a bonus displayed in the squares 84a of the bonus awarding map 84 varies depending on the type of color mode, so for example, when the color mode is controlled to "red mode" and the color state is controlled to "state 5," a bonus is likely to be awarded when a weak cherry role or a strong cherry role is won in "red mode," and since the chameleon role is promoted only to a "weak cherry role" or a "strong cherry role" in "state 5," a bonus is likely to be awarded by the combination of "red mode" and "state 5." In other words, the probability of awarding a bonus varies depending on the combination of the color mode and the color state.
[0335] <Color mode lottery> The main control device 10 executes a color mode lottery at the start of one set in the normal AT state.
[0336] FIG. 28 shows a color mode lottery table used in the color mode lottery. The color state lottery is executed based on a random number value (with a range of 256 types of random number value) sampled when the game is executed, and a set value.
[0337] As shown in FIG. 28, for example, in the case of setting 1, the colorless mode is selected with a probability of 104 / 256, the red mode with a probability of 48 / 256, the green mode with a probability of 48 / 256, the purple mode with a probability of 48 / 256, and the rainbow mode with a probability of 8 / 256.
[0338] Although explanations for settings 2 to 6 will be omitted, the lottery is controlled to be executed with the probabilities shown in FIG.
[0339] As described above, the higher the setting, the lower the probability that the colorless mode will be selected, which increases the expectation for a high setting and improves the enjoyment of the game.
[0340] <Map Bonus Lottery> The main control device 10 executes a map bonus granting lottery to determine whether or not to grant a bonus displayed on the square 84a of the bonus granting map 84 in the normal AT state.
[0341] Figure 29 shows a map privilege awarding lottery table used in the map privilege awarding lottery. The map lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game, the result of the internal lottery, and the type of the color mode in which the player is staying.
[0342] Note that the map privilege awarding lottery table is composed of four tables: "Others" corresponding to the lottery results other than the rare roles, "Cherry" including weak cherry and strong cherry, "Watermelon" including weak watermelon and strong watermelon, and "Chance Point Role" including weak chance point role and strong chance point role. The rare roles include the rare roles promoted from the chameleon role. When "winning" in the map awarding lottery, a privilege is awarded.
[0343] As shown in Fig. 29(a), for example, when the result of the internal lottery is "Others" and the color mode is "Colorless Mode", it is controlled to result in "losing" with a probability of 252 / 256 and "winning" with a probability of 4 / 256. When the result of the internal lottery is "Others" and the color mode is "Red Mode", it is controlled to result in "losing" with a probability of 252 / 256 and "winning" with a probability of 4 / 256. When the result of the internal lottery is "Others" and the color mode is "Green Mode", it is controlled to result in "losing" with a probability of 252 / 256 and "winning" with a probability of 4 / 256. When the result of the internal lottery is "Others" and the color mode is "Purple Mode", it is controlled to result in "losing" with a probability of 252 / 256 and "winning" with a probability of 4 / 256. When the result of the internal lottery is "Others" and the color mode is "Rainbow Mode", it is controlled to result in "losing" with a probability of 248 / 256 and "winning" with a probability of 8 / 256.
[0344] Note that the explanations for the "Cherry Role", "Watermelon Role", and "Chance Point Role" are omitted, but the lottery is controlled to be executed with the probabilities shown in Figs. 29(b) to (d).
[0345] In addition, when winning a strong rare role and winning the map privilege lottery, a privilege twice as much as in other cases is granted. That is, although the probability of granting a privilege does not change when winning a weak rare role, the privilege granted is doubled.
[0346] As described above, since the probability of granting a privilege for a rare role having a color pattern suggested by the color mode is increased, it becomes possible to arouse interest in the combination of the color state and the color mode, and the interest of the game can be improved.
[0347] [Other Modifications] <Regarding the Performance of the Gaming Machine> In the above embodiment, an example was given in which the execution probability of the push order navigation is varied by varying the number of push order bells for performing the push order navigation in the upper AT state compared to the normal AT state. However, for example, in the upper AT state, the execution probability of the push order navigation may be relatively increased for the push order bell roles A1 to A6 and the push order bell roles B3 to B6 compared to the normal AT state, and the execution probability of the push order navigation may be varied by an appropriate method. Further, the execution probability of the push order navigation may be made the same in the normal AT state and the upper AT state.
[0348] In the above embodiment, an example was given in which the normal AT state is used for game number management and the upper AT state is used for difference number management. However, the normal AT state or the upper AT state may be managed by information other than game number management and difference number management. For example, it may be managed by the number of wins of a specific role or the number of paid-out coins.
[0349] In the above embodiment, an example was given in which the ST state is set as a non-AT state. However, at least a part of the ST state may be set as an AT state. Thereby, it is possible to prevent the decrease of medals in the ST state or to improve the interest of the game by increasing the medals.
[0350] In the above-described embodiment, an example was given in which the cumulative winning times of the pseudo-bonus are reset when shifting to the normal game state or when the advantageous section ends. However, the cumulative winning times of the pseudo-bonus may be reset each time shifting from the normal AT state to the ST state, and the cumulative winning times in one normal AT state may be referred to.
[0351] <Regarding the chameleon symbol> In the above-described embodiment, an example was given in which the type of the rare combination upgraded according to the emission color of the chameleon symbol is notified. However, the type of the rare combination upgraded from the chameleon symbol may be notified by other aspects such as numbers or logos.
[0352] In the above-described embodiment, an example was given in which whether it is a weak rare combination or a strong rare combination is notified depending on whether the emission mode of the chameleon symbol is lighting or blinking. However, whether it is a weak rare combination or a strong rare combination may be notified by the number of lamp lighting targets. For example, when only the red light of the chameleon symbol is on, it can be notified that it is a weak cherry, and when the red light of the chameleon symbol and the red light of the lamp 11 are on, it can be notified that it is a strong cherry.
[0353] In the above-described embodiment, an example was given in which when the chameleon combination is upgraded to a rare combination, it is possible to notify that the chameleon combination has been upgraded regardless of the game state. However, a notification mode for notifying that the chameleon combination has been upgraded and a non-notification mode for non-notification may be provided.
[0354] In the above-described embodiment, an example was given in which the chameleon combination can be upgraded to a rare combination regardless of the game state. However, a section in which the chameleon combination can be upgraded to a rare combination may be provided. For example, an example can be given in which an upgrade confirmation zone in which the chameleon combination can be upgraded is provided, and when transition conditions such as winning a rare combination are satisfied, it transitions to the upgrade confirmation zone.
[0355] In this case, the type of the promotion confirmation zone may be varied according to the type of the rare role selected in the internal lottery. For example, an example can be given where the promotion confirmation zone for the chameleon role that transitions after winning the weak watermelon or the strong watermelon is a zone where the promotion to the watermelon role is confirmed when the chameleon role is won. Also, a rare role that can only be won by the promotion of the chameleon role may be provided. For example, an example can be given where the strongest cherry role, which is more advantageous than the cherry role selected in the internal lottery, is provided.
[0356] Note that the emission color and emission mode of the chameleon symbol are not limited to the emission color and emission mode shown in FIG. 7. For example, the emission of the chameleon symbol may be used for notifications other than the notification of the promotion to the rare role, such as making the chameleon symbol emit light as a precursor effect to the transition to the pseudo-bonus state.
[0357] <Regarding the loser resurrection lottery> In the above embodiment, an example has been described in which it is determined whether to grant a privilege based on whether the pressing order at the time of winning the chameleon role is correct, but it may be determined whether to grant a privilege based on whether the technical intervention in the stop operation is successful. For example, an example can be given where a privilege is granted when the so-called vita press is successful, and no privilege is granted when the vita press fails.
[0358] In the above embodiment, an example has been described in which no difference is provided in the appearance rate of the "6-choice navi" in the normal AT state and the upper AT state, but the appearance rate of the "6-choice navi" may be varied in at least one of the normal AT state and the upper AT state. For example, in the low-probability state of the "6-choice navi", when a predetermined condition (winning the rare role, winning the transition lottery to the high-probability state based on winning the rare role, etc.) is satisfied, a transition to the high-probability state is made, and when the chameleon role is won, an example can be given where the "6-choice navi" appears at a probability three times that of the low-probability state in the high-probability state.
[0359] Further, by setting the promotion rate of the chameleon role as the appearance rate corresponding to the low-probability state in the normal AT state (the appearance rate of the above embodiment), and the promotion rate corresponding to the high-probability state in the upper AT state (the appearance rate three times that of the above embodiment), the appearance rate of the "6-choice navigation" may be varied for each type of AT state.
[0360] In the above embodiment, an example of performing "6-choice navigation" in both the normal AT state and the upper AT state has been described, but the number of choices may be varied. For example, in the low-probability state of "6-choice navigation", when a predetermined condition (selection of a rare role, winning a high-probability transition lottery based on the selection of a rare role, etc.) is satisfied, a transition to the high-probability state is made, and when a predetermined condition (selection of a rare role, winning a lottery for transition to the high-probability state based on the selection of a rare role, etc.) is satisfied in the high-probability state, a transition to the ultra-high-probability state is made.
[0361] And, an example can be given where "4-choice navigation" (such as presenting a navigation with 2 choices for the first stop operation and the second stop operation like "×??") is executed in the high-probability state, and "2-choice navigation" (such as presenting all navigations only when the first stop operation is correct after presenting "×??" with the first stop operation) is performed in the ultra-high-probability state.
[0362] Also, by setting the normal AT state as "6-choice navigation" and the upper AT state as "4-choice navigation", the number of choices in the presentation may be varied for each type of AT state.
[0363] In the above embodiment, an example of executing a loser revival lottery in the upper AT state has been described, but a loser revival lottery may also be executed in the normal AT state.
[0364] In the above embodiment, an example has been described where, in the upper AT state, when the pressing order at the occurrence of "6-choice navigation" is incorrect, a loser revival presentation is executed when the chameleon role is promoted to a rare role in the subsequent games. However, in the upper AT state as well, a loser revival presentation may be executed only in the game subsequent to the game in which "6-choice navigation" occurs, similar to the normal AT state.
[0365] In the above-described embodiment, an example was given in which, when the pressing order during the generation of the "6-choice navigation" is incorrect, a privilege that was missed when the correct pressing order was achieved in the "6-choice navigation" that is executed again is granted. However, in the next game of the game in which the "6-choice navigation" occurred, or in a game that holds a privilege whose granting has been postponed, a privilege that was missed when winning a rare role may be granted. That is, the opportunity to grant the postponed privilege may be winning a rare role, and the rare role may play the role of success in the loser revival performance.
[0366] [Effects of the Present Invention] (a1) As described above, in the present invention, determination means (in this example, internal lottery by the main control device 10) capable of determining any one of a plurality of winning roles including a first winning role (in this example, a weak cherry role), a second winning role (in this example, a weak watermelon role), and a third winning role (in this example, a chameleon role), and when the first winning role is determined, it is possible to determine whether to grant a privilege (in this example, transition to the CZ state) with a first probability (in this example, the winning probability of 16 / 256 shown by the odd setting value in FIG. 12(a)), and when the second winning role is determined, determination means (in this example, CZ transition lottery by the main control device 10) capable of determining whether to grant the privilege with a second probability (in this example, the winning probability of 32 / 256 shown by the odd setting value in FIG. 12(b)), and notification means (in this example, the backlight 21) capable of executing any one of a plurality of notifications including a first notification (in this example, the backlight 21 lights up in red as shown in FIG. 7) and a second notification (in this example, the backlight 21 lights up in green as shown in FIG. 7) when the third winning role is determined. The determination means can determine whether to grant the privilege with the first probability when the first notification is executed by the notification means (in this example, for the weak cherry role promoted from the chameleon role, execute the CZ transition lottery with the winning probability of 16 / 256 shown by the odd setting value in FIG. 12(a)), and can determine whether to grant the privilege with the second probability when the second notification is executed by the notification means (in this example, for the weak watermelon role promoted from the chameleon role, execute the CZ transition lottery with the winning probability of 32 / 256 shown by the odd setting value in FIG. 12(a)). Therefore, since the winning of the third winning combination can vary the winning probabilities of the first and second winning combinations, it is possible to eliminate the monotony of the game and enhance the amusement of the game. Also, by varying the probabilities of the first notification and the second notification according to the game state, a favorable game state can be made even more favorable, so that the monotony of the game can be eliminated and the amusement of the game can be enhanced. Further, without increasing the number of combinations that can be won in the internal lottery, the number of types of combinations can be increased, so that the monotony of the game can be eliminated and the amusement of the game can be enhanced.
[0367] (a2) A game state control means (in this example, the game state control shown in FIG. 8 by the main control device 10) that can be controlled to any one of a plurality of game states including a first game state (in this example, a normal game state) and a second game state (in this example, a CZ state), and when the third winning combination (in this example, a chameleon combination) is determined by the determination means (in this example, the internal lottery by the main control device 10), the notification means (in this example, the backlight 21) can execute the first notification (in this example, the backlight 21 is lit in red as shown in FIG. 7) with a higher probability in the second game state than in the case of the first game state (in this example, as shown in FIG. 11(a), the probability of being promoted to a rare combination in the normal game state is 2 / 256, and in the CZ state is 16 / 256; as shown in FIG. 11(b), the probability of selecting a weak cherry combination in the normal game state is 16 / 256, and in the CZ state is 96 / 256). Therefore, it becomes possible to enhance the sense of satisfaction regarding the determination of the third winning combination in the second game state, and the amusement of the game can be enhanced. In particular, it is configured to determine whether to grant a privilege with a first probability when the first notification is executed in the first gaming state, and to determine whether to grant a privilege with a second probability when the second notification is executed in the first gaming state. After that, when the first notification is executed in the second gaming state, it is configured to determine whether to grant a privilege different from that in the first gaming state (in this example, transition to the ST state) (in this example, the ST transition lottery with the chameleon shown in FIG. 13(b)). By doing so, it becomes possible to enhance the expectation of privilege granting in the second gaming state and improve the interest of the game.
[0368] (a3) When the third winning combination (in this example, the chameleon combination) is determined, the notification means (in this example, the backlight 21) can execute a third notification (in this example, the backlight 21 lights up in white as shown in FIG. 7). When the third notification is executed by the notification means, the determination means does not determine whether to grant the privilege (in this example, transition to the CZ state) (in this example, when the main control device 10 does not promote to the rare combination as shown in FIG. 12, it does not execute the CZ transition lottery). Therefore, even if one wins the third winning combination, it is not always determined that a privilege will be granted. Thus, the tension of the game can be increased and the interest in the game can be improved.
[0369] (a4) The notification means is a display means (in this example, the backlight 21) capable of displaying a predetermined color. As the first notification, the display means can display in a first color (in this example, the red color shown in FIG. 7), and as the second notification, it can display in a second color (in this example, the green color shown in FIG. 7). Therefore, by performing the first notification and the second notification according to the colors of the symbols corresponding to the first winning combination and the second winning combination, it is possible to associate that when the first notification is performed, a determination is made as to whether to grant a privilege in the same manner as for the first winning combination, and when the second notification is performed, a determination is made as to whether to grant a privilege in the same manner as for the second winning combination. Thus, the interest in the game can be improved.
[0370] (a5) Identification information (in this example, a symbol) can be variably displayed, and the display means (in this example, the backlight 21) can display the identification information in the first color (in this example, as shown in FIG. 7, the backlight 21 is lit in red) after the identification information has stopped being displayed, and can display the identification information in the second color (in this example, as shown in FIG. 7, the backlight 21 is lit in green) after the identification information has stopped being displayed. Therefore, it is possible to prevent the visibility of the identification information from being impaired.
[0371] On the other hand, Patent Document (Japanese Patent Application Laid-Open No. 2013-066635) discloses a gaming machine in which a plurality of roles are provided and benefits corresponding to the role selected for each game are given. However, in the gaming machine disclosed in the patent document, since the winning probability of the role does not vary, the game becomes monotonous and the interest in the game is reduced. Therefore, an object of the present invention is to provide a gaming machine that can eliminate the monotony of the game and improve the interest in the game. And the gaming machine (slot machine 1) of the present invention can solve such problems that the conventional gaming machine should improve.
[0372] (b1) In a specific gaming state (in this example, the normal AT state and the upper AT state), a determining means (in this example, an internal lottery by the main control device 10) capable of determining any one of a plurality of winning roles including a specific role (in this example, the chameleon role), a stop operation means (in this example, the stop button 5) operable by a player, and in the specific gaming state, when the specific role is determined by the determining means and the operation mode to the stop operation means is a specific operation mode (in this example, the correct pressing order), a variable display means (in this example, the reel 4) capable of stopping and displaying the identifying information (in this example, the symbol) being variably displayed in a specific stop mode (in this example, the symbol combination where the chameleon symbols line up on the winning line), a determining means (in this example, a privilege awarding lottery by the main control device 10) capable of determining whether to award a privilege (in this example, the additional game number or pseudo bonus winning in the normal AT state shown in FIG. 17) in the specific gaming state when the specific role is determined by the determining means, an awarding means (in this example, the main control device 10) capable of awarding the privilege in the specific gaming state when it is determined by the determining means to award the privilege and the variable display means stops and displays in the specific stop mode, and a holding means (in this example, the main control device 10) capable of holding the awarding of the privilege when the privilege is not awarded by the awarding means in the specific gaming state. The variable display means is capable of stopping and displaying the identifying information being variably displayed in a non-specific stop mode (in this example, the symbol combination where the chameleon symbols do not line up on the winning line) in the specific gaming state when the specific role is determined by the determining means and the operation mode to the stop operation means is a non-specific operation mode (in this example, the incorrect pressing order). The awarding means does not award the privilege (in this example, in the normal AT state, when the chameleon role is promoted to a rare role and the player gets an incorrect answer in the 6-choice navigation and the chameleon symbols do not line up on the winning line, the privilege is not awarded) in the specific gaming state when it is determined by the determining means to award the privilege and the variable display means stops and displays in the non-specific stop mode. In the specific gaming state, the privilege can be awarded when the privilege is held by the holding means and the variable display means stops and displays in the specific stop mode (in this example, in the normal AT state,In the next game where the Chameleon role is promoted to a rare role, if the Chameleon role is promoted to a rare role and the player answers correctly on the 6-choice navigator and the Chameleon symbols line up on the winning line, a privilege is granted). In the specific gaming state, when the privilege is reserved by the reservation means and the variable display means stops and is displayed in the non-specific stop mode, the privilege is not granted (in this example, in the normal AT state, when the Chameleon role is promoted to a rare role in the next game where the granting of the privilege is reserved, if the player answers incorrectly on the 6-choice navigator and the Chameleon symbols do not line up on the winning line, the privilege is not granted). The reservation means can end the reservation of the granting of the privilege when the privilege is reserved by the reservation means in the specific gaming state and the variable display means stops and is displayed in the non-specific stop mode (in this example, in the normal AT state, when the Chameleon role is promoted to a rare role in the next game where the granting of the privilege is reserved, if the player answers incorrectly on the 6-choice navigator and the Chameleon symbols do not line up on the winning line, the reservation of the granting of the privilege is ended). Therefore, even when the operation mode to the stop operation means is a non-specific operation mode when it is determined to grant a privilege, there is a possibility that the privilege will be granted again, so it is possible to reduce the discomfort of the player and improve the interest of the game.
[0373] (b2) In the specific gaming state, when it is determined by the determination means to grant a privilege and the privilege is reserved by the reservation means, and the variable display means stops and is displayed in the specific stop mode, the privilege determined by the determination means and the privilege reserved by the reservation means can be granted (in this example, in the normal AT state, when the Chameleon role is promoted to a rare role in the next game where the granting of the privilege is reserved, if the player answers correctly on the 6-choice navigator and the Chameleon symbols line up on the winning line, the reserved privilege and the privilege granted in the next game are granted). Therefore, even when the operation mode to the stop operation means is a non-specific operation mode when it is determined to grant a privilege, it is possible to take back the privilege, so it is possible to reduce the discomfort of the player and improve the interest of the game.
[0374] (b3) The determining means (in this example, internal lottery by the main control device 10) can determine special roles (in this example, push order bell roles A1 to A6, B3 to B6) in the specific gaming state (in this example, normal AT state, upper AT state). When the special role is determined by the determining means and the operation mode to the stop operation means is a special operation mode (in this example, correct push order), the variable display means (in this example, reel 4) can stop and display the identifying information (in this example, symbols) being variably displayed in a special stop mode (in this example, a symbol combination in which the symbols corresponding to the push order bell roles A1 to A6, B3 to B6 are aligned on the winning line). In the specific gaming state, when the special role is determined by the determining means, it is provided with a notification means (in this example, navigation lamp 12, main display 8) capable of notifying special information (in this example, correct push order) regarding the special stop mode. In the specific gaming state, when a specific role (in this example, chameleon role) is determined by the determining means, the notification means can non-notify (execute 6-choice navigation and not execute full navigation) specific information (in this example, correct push order, full navigation) regarding the specific stop mode (in this example, a symbol combination in which chameleon symbols are aligned on the winning line). Therefore, it is possible to enhance the sense of tension regarding the operation to the stop operation means when a specific role is determined, and the interest of the game can be improved.
[0375] (b4) The benefits include a first benefit (in this example, 500 additional inserted credits in the upper AT state) and a second benefit (in this example, winning the specialization zone in the upper AT state). The holding means can hold the granting of the benefit with a higher probability when it is determined by the determination means that the second benefit is to be granted than when it is determined that the first benefit is to be granted (in this example, as shown in FIG. 20(b), when the 500 additional inserted credits are missed, the probability of holding the granting of the additional inserted credits is 80 / 256. When the winning of the specialization zone is missed, the probability of holding the granting of the specialization zone is 96 / 256). Therefore, it is possible to enhance the interest in the type of benefit to be granted, and the interest of the game can be improved.
[0376] (b5) The specific gaming state includes a first specific gaming state (in this example, the normal AT state) and a second specific gaming state (in this example, the upper AT state), and the holding means can hold the privilege for a longer period when controlled to the second specific gaming state than when controlled to the first specific gaming state (in this example, in the normal AT state, it can only be held for the next game, while in the upper AT state, it can be held even after the next game). Therefore, since it is easier to obtain benefits in the second specific gaming state than in the first specific gaming state, it becomes possible to increase the interest in transitioning to the second specific gaming state, and the interest of the game can be improved.
[0377] On the other hand, Patent Document (Japanese Patent Application Laid-Open No. 2021-166598) discloses a gaming machine having a so-called "selection-winning function" in which, when a specific winning combination is won, a privilege is granted if the stop operation mode is the correct one, and no privilege is granted if the stop operation mode is incorrect. However, in the above "selection-winning function", players who can guess the correct stop operation mode can be given a privilege, so a sense of satisfaction can be given, but players who cannot guess the correct stop operation mode will have a sense of discomfort because no privilege is granted. Therefore, an object of the present invention is to provide a gaming machine that can reduce the discomfort of players and improve the interest of the game. And the gaming machine (slot machine 1) of the present invention can solve such problems that the conventional gaming machine should improve.
[0378] As described above, the preferred embodiments of the gaming machine of the present invention have been described, but it goes without saying that the gaming machine according to the present invention is not limited only to the above-described embodiments, and various modifications can be implemented within the scope of the present invention.
[0379] Also, in this embodiment, the numerical values defined in various tables are examples, and they may be numerical values with a range (2 or more) or numerical values without a range (1).
[0380] In addition, although the present invention has been applied to a slot machine, it can also be applied to other gaming machines such as pachinko machines (e.g., ball slots). The present invention can also be applied to so-called enclosed gaming machines that can execute games using pseudo gaming media in data form without using physical gaming media such as medals and gaming balls.
Explanation of Signs
[0381] 1: Slot machine 2a: Bet button 4: Reel 5: Stop button 8: Main display 10: Main control device 20: Sub-control device
Claims
1. Determination means capable of determining any one of a plurality of elected members including a first elected member, a second elected member, and a third elected member; Determination means capable of determining whether to grant a privilege with a first probability when the first elected member is determined, and capable of determining whether to grant the privilege with a second probability when the second elected member is determined; Notification means capable of executing any one of a plurality of notifications including a first notification and a second notification when the third elected member is determined; Comprising: The determination means: When the first notification is executed by the notification means, it is possible to determine whether to grant the privilege with the first probability; When the second notification is executed by the notification means, it is possible to determine whether to grant the privilege with the second probability A gaming machine characterized by the above.
2. Equipped with gaming state control means capable of controlling to any one of a plurality of gaming states including a first gaming state and a second gaming state; The notification means: When the third elected member is determined by the determination means, the first notification can be executed with a higher probability in the second gaming state than in the first gaming state The gaming machine according to claim 1, characterized by the above.
3. The notification means: When the third elected member is determined, it is possible to execute a third notification; The determination means: When the third notification is executed by the notification means, it does not determine whether to grant the privilege The gaming machine according to claim 1, characterized by the above.
4. The notification means: It is display means capable of displaying a predetermined color, The display means: As the first notification, it can be displayed in a first color; As the second notification, it can be displayed in a second color The gaming machine according to claim 1, characterized by the above.
5. Equipped with variable display means capable of variably displaying identification information; The display means: After the identification information stops being displayed, the identification information can be displayed in the first color; After the identification information stops being displayed, the identification information can be displayed in the second color The gaming machine according to claim 4, characterized by the above.
Citation Information
Patent Citations
Slot machine
JP2013066635A