Game machine

The gaming machine enhances player engagement by dynamically awarding privileges based on correct stop operations, addressing the limitations of conventional systems by incorporating a determining and variable display system to adjust privilege grants.

JP2025110828APending Publication Date: 2025-07-29KITA DENSHI CORP
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Patent Information

Application Number
JP2024004894
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-16
Publication Date
2025-07-29

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player engagement and reduce discomfort by providing varied and dynamic gaming experiences, particularly in relation to privilege granting based on stop operation modes.

Method used

A gaming machine with a determining means to identify specific combinations, a stop operation mechanism, a variable display system, and a privilege granting and holding mechanism that adjusts privilege awards based on correct or incorrect stop operations, enhancing player interaction and engagement.

Benefits of technology

The solution provides a dynamic gaming experience by varying privilege awards based on player skill, reducing player discomfort and increasing engagement through strategic gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that can reduce the discomfort of a player and improve the amusement of games.SOLUTION: In a normal AT state, a privilege is not given when a wrong answer is given in a 6-selection navigation in a game where a chameleon symbol combination is upgraded to a rare symbol combination. When the chameleon symbol combination is upgraded to the rare symbol combination in a next game to the game where the chameleon symbol combination has been upgraded to the rare symbol combination and a correct answer is given in the 6-selection navigation, the privilege is given. The privilege is not given and retention of giving the privilege is terminated when a wrong answer is given in the 6-selection navigation in a game where the chameleon symbol combination is upgraded to the rare symbol combination, and when the chameleon symbol combination is upgraded to the rare symbol combination in the next game and a wrong answer is given in the 6-selection navigation.SELECTED DRAWING: Figure 17
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Description

Technical Field

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

Background Art

[0002] Conventionally, there is known a gaming machine that includes a variable display device capable of variably displaying a plurality of identification information, executes a variable display game accompanied by variable display on the variable display device, and derives the result of the variable display game by stopping the variable display by a stop operation of a player, and generates 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 having a so-called "selection hit function" in which, when a specific combination is won, a privilege is granted if the correct stop operation mode is selected, and no privilege is granted if the incorrect stop operation mode is selected (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 combinations including a specific combination in a specific gaming state; a stop operation means operable by a player; a variable display means capable of stopping and displaying the variable display identification information in a specific stop mode when the specific combination is determined by the determining means and the operation mode of the stop operation means is a specific operation mode in the specific gaming state; a determining means capable of determining whether to grant a privilege when the specific combination is determined by the determining means in the specific gaming state; a granting means capable of granting the privilege when it is determined by the determining means to grant the privilege and the variable display means stops and displays in the specific stop mode in the specific gaming state; and a holding means capable of holding the granting of the privilege when the privilege is not granted by the granting means in the specific gaming state. The variable display means is capable of stopping and displaying the variable display identification information in a non-specific stop mode when the specific combination is determined by the determining means and the operation mode of the stop operation means is a non-specific operation mode in the specific gaming state. The granting means does not grant the privilege when it is determined by the determining means to grant 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 granted when the privilege is held by the holding means and the variable display means stops and displays in the specific stop mode in the specific gaming state. The privilege is not granted when the privilege is held by the holding means and the variable display means stops and displays in the non-specific stop mode in the specific gaming state. The holding means is capable of ending the holding of the granting of the privilege when the privilege is held by the holding means and the variable display means stops and displays in the non-specific stop mode in the specific gaming state.

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 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 parlor 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 port 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout opening 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 (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 openable and closable in a single-opening form to 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] In a state where the slot machine 1 is viewed from the front side, the 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 an effect (effect image) 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 from the opening of the display decoration frame 15.

[0013] On each of the left and right sides of the main display 8, a speaker 9 is provided, and for example, it can output sound effects corresponding to the effects displayed on the main display 8. Also, on each of the left and right sides of the main display 8, a lamp 11 composed of an LED or the like is provided, and for example, it can output light in a light emission mode corresponding to the light at the time of winning a role or the effects displayed on the main display 8.

[0014] On the right side of the main display 8, an upper production button 2f exemplified as an operation means is provided. The upper production button 2f is a push-type button that moves in the front-rear direction. The pressing operation of the upper production button 2f is detected by a non-contact type sensor or the like and output to the sub-control device 20 as operation information of the upper production button 2f. Also, inside the upper production button 2f, a light-emitting source (not shown) composed of an LED or the like is provided, and it can notify that the operation of the upper production button 2f is valid by the light emission of the light-emitting source.

[0015] At the vertical center of the front door 1a of the slot machine 1, a flat front panel 19 with decorations and various function displays on its surface is provided. Behind the front panel 19, a drum unit 4d having a reel 4 as a variable display means is provided. Also, at approximately the center of the front panel 19, a display window 6 made of a translucent member through which the symbols 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 symbols (identification information) continuous on the peripheral surface, and these symbols are configured to be distinguishable from the outside of the machine through the display window 6. When the reel 4 rotates in one direction, for example, the symbols can be variably displayed from top to bottom in the display window 6. A plurality of symbols (for example, 21) 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 peripheral surface may be other than 21.

[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop buttons 5 described later are arranged corresponding to the respective reels 4a, 4b, 4c. In addition, on the lower left side of the display window 6 on the front panel 19, for example, an advantageous section lamp 13 composed of LEDs 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 with, for example, a 7-segment display (also referred to as "7-seg") that constitutes a payout number display section or the like for displaying the number of medals paid out, and a "dot" portion is provided in this display and controlled to light.

[0018] On the right side of the display window 6 (reel 4) on 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 display area of the sub-display 17 is smaller than that of the main display 8, it is arranged 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). Also, 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 port 2, a bet button 2a exemplified as an operation means, and an effect button 2d are arranged on the upper surface of the stepped portion. The medal insertion port 2 is a part where a player inserts medals (game media). Inside the medal insertion port 2, a medal selector 2b (medal detection means), which is a sensor or the like for detecting the medals inserted into the medal insertion port 2, is provided. The bet button 2a is a push button for a player to input the number of bets that is a game start condition, and it enables input of the maximum number of bets allowed in the slot machine 1 with 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 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 above-described upper effect button 2f.

[0021] On the front surface of the stepped portion, a start lever 3, a return button 2c, and a stop button 5 exemplified as a stop operation means are disposed. The start lever 3 is a lever that a player operates to start a game. After input of the number of bets, the start lever 3 becomes valid and the game can be started. The return button 2c is composed of a push button that moves in the front-rear direction, and it 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 it 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 disposed 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 disposed.

[0023] [Block diagram showing the control configuration of the gaming machine] Figure 2 shows a block diagram of the control system in the slot machine 1 in the present embodiment. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs lottery of winning combinations (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. 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 signal input from the sub-control device 20 to the main control device 10.

[0024] The main control device 10 is connected to a bet button 2a, a medal selector 2b, a payout button 2c, a start lever 3, a stop button 5, a probability setting device 14 (setting means), an external output terminal 18, a medal payout device 7, a drum unit 4d, and an 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 the setting means enables setting and changing the degree of advantage for the player in multiple stages by changing the probability of internal lottery (winning probability) in multiple stages (for example, 6 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, and outputs information for collecting various data such as the number of executed games, the number of medals inserted, the number of medals paid out, 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 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 section (not shown) that collects the medals inserted into the medal selector 2b as the medals before payout, and is a device that pays out the medals stored in the medal storage section to the medal payout port 7b. The medal payout device 7 is provided 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 provided with a sensor for detecting the medals inserted from the medal insertion port 2.

[0028] The storage section of the main control device 10 stores various information such as a game program related to the game, a table for executing a lottery for small roles and AT states, and the like. Further, the main control device 10 operates by a control section and a storage section in which a program is stored, and thereby performs processing related to the progress of the game of the slot machine 1.

[0029] Based on the signal from the start lever 3, the main control device 10 performs processing such as game start processing and sampling a random number from a random number generator (not shown). Then, an internal lottery is executed based on the sampled random number. Also, according to the control program in the storage section, for example, by updating the random number at a predetermined timing, a random number generation process is performed, and based on the generated random number, a transition lottery process for 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 or not 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 for roles may be performed based on the randomly generated random numbers, and the transition lottery, additional lottery, etc. for 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 the randomly generated random numbers or the random numbers generated by the random number generator.

[0031] Further, the main control device 10 controls the rotation of the reel 4 based on a 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 in 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 a signal from the stop button 5, it performs control to stop a desired symbol in the display window 6.

[0032] Further, the main control device 10 realizes the game of the slot machine 1 by performing game progress processing including internal lottery processing, etc., managing various information stored in the storage unit, and controlling devices such as the medal payout device 7, etc., according to operations of operation units such as the start lever 3.

[0033] The sub-control device 20 is connected to the effect button 2d, upper effect button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, sub-display 17, back lamp 21 by a communication cable and can communicate. The sub-control device 20 controls these devices according to control information from the main control device 10. Further, the sub-control device 20 is provided with a storage unit and a control unit.

[0034] The storage unit of the sub-control device 20 stores various information such as programs related to effects, effect image data, audio data, etc. 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, lamp 11, speaker 9, etc. to output an effect image indicating the transition of the game state, a sound effect, a lamp effect, etc. Note that the back lamp 21 is provided behind the reels 4a to 4c. The back lamp 21 illuminates the symbols on 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] Further, 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 of 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. Then, when the number of bets reaches a predetermined number (for example, 3), one of the game start conditions is satisfied, and a game startable state is reached in which the right to execute one game is held.

[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 determine in advance one of a plurality of roles such as a replay role, a minor role, a 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 elapsed for a predetermined time (for example, 4.1 seconds), the main control device 10 temporarily waits for the start of the rotation of the reel 4 (insert a waiting time) and delays 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, 1 minute) is within a predetermined number (for example, 14). 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 above-mentioned shortest execution time may be set based on other criteria than the start time of the rotation of Reel 4 between games. For example, it may be based on the time when the stop button 5 is enabled, or any time 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 surfaces 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 stopped state, a steady rotation at a constant speed is reached. When such a steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become in a state where they can be pressed.

[0041] When the stop buttons 5a to 5c are pressed in this state, the reels 4a to 4c are stopped under control so as to stop at an allowable symbol combination according to the operation timing and the lottery result of the internal lottery process. For the stop control of each of the reels 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 reverse rotation direction (upward direction) from the symbol at the time of the stop operation can be drawn in, and the control is such that it can 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] Further, 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] Further, the first stop operation for first stopping the reel 4a is referred to as the left first stop operation (operation of the stop button 5a), the first stop operation for first stopping the reel 4b is referred to as the middle first stop operation (operation of the stop button 5b), and the first stop operation for first stopping the reel 4c is referred to as the right first stop operation (operation of the stop button 5c).

[0046] Similarly, the second stop operation for second stopping the reel 4a is referred to as the left second stop operation (operation of the stop button 5a), the second stop operation for second stopping the reel 4b is referred to as the middle second stop operation (operation of the stop button 5b), and the second stop operation for second stopping the reel 4c is referred to as the right second stop operation (operation of the stop button 5c).

[0047] Similarly, the third stop operation for third stopping the reel 4a is referred to as the left third stop operation (operation of the stop button 5a), the third stop operation for third stopping the reel 4b is referred to as the middle third stop operation (operation of the stop button 5b), and the third stop operation for third stopping the reel 4c is referred to as the right third stop operation (operation of the stop button 5c).

[0048] In the stopped state, the three symbols that are continuous in the vertical direction and 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 winning determination 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 in 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 winning determination, a replay combination, a small combination, and a bonus combination (not shown) are provided.

[0050] When winning the replay role, regardless of the pressing order and the timing of the stop operation, "REPLAY·REPLAY·REPLAY" stops on the winning line.

[0051] As minor roles, there are provided a cherry role, a watermelon role, a chance eye role, a common chameleon role, a pressing order chameleon role (hereinafter sometimes referred to as the chameleon role), and a pressing order bell role.

[0052] In this embodiment, regarding the chameleon role and the pressing order bell, when the stop operation is performed in six pressing orders in which a winning occurs, it is called a correct answer in the pressing order, and when the stop operation is not performed in six pressing orders in which a winning occurs, it may be called an incorrect answer in the pressing order.

[0053] Also, the watermelon role, the cherry role, and the chance eye role may be collectively referred to as rare roles because their winning probabilities in the internal lottery are lower than those of other 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 eye role includes a weak chance eye role and a strong chance eye role. And the weak cherry role, the weak watermelon role, and the weak chance eye role are regarded as weak rare roles, and the strong cherry role, the strong watermelon role, and the strong chance eye 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 result of the internal lottery can be increased.

[0054] When winning the weak cherry role, when the stop button 5a is operated when the symbol corresponding to the weak cherry role is located within the drawing range, regardless of the pressing order, the combination of symbols corresponding to the weak cherry role aligns on the winning line. As a result, the symbol combination of "CHERRY·ANY·ANY" aligns on the diagonal line.

[0055] When winning the strong cherry role, if the stop button 5a is operated when the symbol corresponding to the strong cherry role is within the drawing range, 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, if the stop buttons 5a to 5c are operated when the symbol corresponding to the weak watermelon role is within the drawing range, regardless of the pressing order, the combination of symbols 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, if the stop buttons 5a to 5c are operated when the symbol corresponding to the strong watermelon role is within the drawing range, regardless of the pressing order, the combination of symbols 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 point role, if the stop buttons 5a to 5c are operated when the symbol corresponding to the weak chance point role is within the drawing range, regardless of the pressing order, the combination of symbols (chance point) corresponding to the weak chance point 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 point role, if the stop buttons 5a to 5c are operated when the symbol corresponding to the strong chance point role is within the drawing range, regardless of the pressing order, the combination of symbols (chance point) corresponding to the strong chance point 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 role, if the stop buttons 5a to 5c are operated, regardless of the pressing order and the operation timing of the stop operation, the combination of symbols corresponding to the common chameleon role will align on the winning line. As a result, "Chameleon·Chameleon·Chameleon" will align on the diagonal line.

[0061] The chameleon roles include chameleon roles A1 to A6 and chameleon roles B1 to B6. The chameleon roles A1 to A6 and the chameleon 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", and "5c → 5b → 5a".

[0062] A plurality of chameleon symbols corresponding to the chameleon roles are arranged 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. Then, the stop control of the reel 4 is performed so that the number of chameleon symbols stopped on the winning line varies according to the pressing order.

[0063] When winning on 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, the symbol combination corresponding to the chameleon role stops on the winning line regardless of the operation timing of the stop operation. As a result, "Chameleon · Chameleon · Chameleon" aligns on the middle line.

[0064] On the other hand, if one wins on 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 it is incorrect for any of the six pressing orders, the chameleon symbol stops in the middle of the first stop reel regardless of the operation timing of the stop operation. In this case, the chameleon symbols do 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 symbols do not stop on any of the reels 4a to 4c, and a symbol combination called a chameleon spill pattern stops on the winning line.

[0066] Therefore, when winning on any of the chameleon roles A1 to A6, the number of chameleon symbols that stop on the winning line is either 0 or 1 or 3 according to the pressing order.

[0067] When any one of the chameleon roles B1 to B6 is selected and the stop buttons 5a to 5c are operated in the pressing order corresponding to the selected 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 any one of the chameleon roles B1 to B6 is selected and the first stop operation is performed according to the pressing order corresponding to the selected chameleon role but is incorrect in any of the six pressing orders, regardless of the operation timing of the stop operation, the chameleon symbols stop in the middle of the first stop reel and the second stop reel. In this case, the chameleon symbols do 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 chameleon spill stops on the winning line.

[0070] Therefore, when any one of the chameleon roles B1 to B6 is selected, the number of times the chameleon symbols stop on the winning line is either 0 or 2 or 3 depending on the pressing order.

[0071] In addition, when any one of the chameleon roles B1 to B6 is selected, 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 not possible to detect whether the pressing order is correct until the third stop operation, so the sense of tension for the stop operation can be increased.

[0072] In addition, an example of providing six types of chameleon roles with different pressing orders has been given, but 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 push-order bell roles include push-order bell roles A1 to A6 and push-order bell roles B3 to B6. The push-order bell roles A1 to A6 and push-order bell roles B3 to B6 each correspond to any one of six push orders. The six push 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 push-order bell roles are arranged in multiples 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 in any of the push-order bell roles A1 to A6 or push-order bell roles B3 to B6, if the stop buttons 5a to 5c are operated in the correct push order corresponding to the winning push-order bell role, regardless of the operation timing, the symbol combination corresponding to the push-order bell role stops on the winning line. As a result, "bell · bell · bell" stops on the middle line.

[0076] If the push order is incorrect, the symbol combination corresponding to the push-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 different push-order bell roles for the six push orders has been given, it is also possible to provide three push-order bell roles with different first stop operations, or to provide twelve push-order bell roles that require a pressing operation in addition to the push order. The form of the push-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 push-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] In the normal AT state and the upper AT state, which are specific gaming states, the main control device 10 as a determining means determines the chameleon combination, which is a specific combination. When 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, the variable display means functions to stop and display the variable display identification information in a specific stop mode (a combination of symbols where the chameleon symbols line up on the winning line).

[0080] In addition, in the slot machine 1 of the present embodiment, in addition to the above-mentioned small combinations, a bonus combination can also be won. The bonus combination is a combination that shifts the gaming state to the bonus state when a winning occurs. When the bonus combination is won, the stop control of the reel 4 is performed so as to allow a special combination of symbols (for example, "7·7·7") on the winning line. When the special combination of symbols stops on the valid line and the bonus combination wins, the gaming state will shift to the bonus state. Note that during the bonus state, a combination lottery is performed so that there is almost no increase or decrease in medals (so-called zero ball). In addition, the right to win the bonus combination is maintained (during bonus carry-over) until the bonus combination wins, and in a normal game, it will be executed during bonus carry-over for most periods. Note that the state where the bonus combination has been won but has not won (including the state carried over to the next game and subsequent games) is referred to as an internal win of the bonus 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 gaming state related to the pressing order bell combination. The AT state is a state in which when the pressing order bell combination is won, the correct pressing order in which the winning pressing order bell combination wins is notified by the main display 8 and the navigation lamp 12 (executing the pressing order navigation). Therefore, when the AT state occurs, it is possible for the player to easily acquire medals.

[0082] The main control device 10 executes the lottery for each of the above-mentioned roles by executing an internal lottery based on the extraction of a predetermined random number during the execution of the game in each gaming state.

[0083] That is, the main control device 10 functions as a determination means capable of determining any one of a plurality of winning roles including the weak cherry role as the first winning role, the weak watermelon role as the second winning role, and the chameleon role as the third winning role. Further, the main control device 10 functions as a determination means capable of determining any one of a plurality of winning roles including the chameleon role as a specific role in the normal AT state and the upper AT state as specific gaming states.

[0084] As shown in FIG. 4, the probability of winning for each role is, for example, when the set value in the probability setting device 14 is set 1, the replay role is set with a probability of 8982 / 65536, the weak cherry role is set with a probability of 512 / 65536, the strong cherry role is set with a probability of 256 / 65536, the weak watermelon role is set with a probability of 512 / 65536, the strong watermelon role is set with a probability of 128 / 65536, the weak chance point role is set with a probability of 384 / 65536, the strong chance point role is set with a probability of 256 / 65536, each of the chameleon roles A1 to A6 is set with a probability of 1460 / 65536, each of the chameleon roles B1 to B6 is set with a probability of 632 / 65536, each of the push order bell roles A1 to A2 is set with a probability of 4593 / 65536, each of the push order bell roles A3 to A6 is set with a probability of 4901 / 65536, and each of the push order bell roles B3 to B6 is set with a probability of 3290 / 65536. Also, the winning probabilities of each role in settings 2 to 6 are also set to 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. However, even when not winning the bonus role (during non-carry-over of the bonus), the same winning probabilities apply. However, during non-carry-over of the bonus, there is a certain probability of also winning the bonus role overlapping with the winning of the replay role. Note that a role other than the replay role that wins overlapping with the bonus role may be set.

[0086] And 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, the replay role, and the 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 (privilege) corresponding to the establishment of each winning is given. For example, when the establishment of a minor role winning is determined by the stop of the symbol combination corresponding to the minor role, and 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 the winning of the replay role is established by the stop display of the symbol combination corresponding to the replay role, 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] Also, when the winning of these roles is established by the stop display of the symbol combinations corresponding to the weak cherry role, the strong cherry role, the weak chance eye role, the strong chance eye role, the common chameleon role, and the chameleon role, one medal is paid out.

[0089] Also, when the winning of these roles is established by the stop display of the symbol combinations corresponding to the weak watermelon role and the strong watermelon role, three medals are paid out.

[0090] Also, when the winning of these roles is established by the stop display of the symbol combinations corresponding to the push order bell roles A1 to A6, eight medals are paid out.

[0091] In addition, when winning of these winning combinations is established by the stop display of the symbol combinations corresponding to the push order bells B3 to B6, 15 medals are paid out. Note that the number of medals paid out when the symbol combination corresponding to each winning combination stops displaying may be other than the number described above. Also, the symbol combinations corresponding to all winning combinations may be composed of symbols that require a pressing operation, or may be composed of symbols that do not require a pressing operation.

[0092] [Effect when winning the chameleon winning combination] When winning the chameleon winning combination, the main control device 10 executes a rare winning combination promotion lottery to determine whether to promote the chameleon winning combination to a rare winning combination. If winning the rare winning combination promotion lottery, a rare winning combination promotion type lottery is executed to determine which of the weak cherry winning combination, strong cherry winning combination, weak watermelon winning combination, strong watermelon winning combination, weak chance point winning combination, and strong chance point winning combination to promote the chameleon winning combination to. The sub-control device 20 executes a promotion notification effect in a manner corresponding to the results of the rare winning combination promotion lottery and the rare winning combination promotion type lottery. The promotion notification effect is executed by causing the chameleon symbol to emit light by the backlight 21.

[0093] As shown in FIG. 6, for example, when it is determined that the chameleon winning combination is to be promoted to the weak watermelon winning combination or the strong watermelon winning combination, 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 of causing the chameleon symbol to emit green light. The promotion notification effect notifies the type of rare winning combination to which it is promoted by the emission color and emission mode (lighting or blinking) of the chameleon symbol (that is, the backlight 21).

[0094] As shown in FIG. 7, when the chameleon symbol lights up white, it is notified that the chameleon winning combination 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 a weak cherry. When the chameleon symbol blinks in red, it is notified that the chameleon role is promoted to a strong cherry.

[0096] When the chameleon symbol lights up in green, it is notified that the chameleon role is promoted to a weak watermelon. When the chameleon symbol blinks in green, it is notified that the chameleon role is promoted to a strong watermelon.

[0097] When the chameleon symbol lights up in purple, it is notified that the chameleon role is promoted to a weak chance eye role. When the chameleon symbol blinks in purple, it is notified that the chameleon role is promoted to a strong chance eye role.

[0098] In addition, when the chameleon symbol blinks in rainbow color, it is a premium effect that occurs when a continuous winning streak of one game that continues to the pseudo bonus after the end of the pseudo bonus is determined.

[0099] As described above, when the chameleon role as the third winning role is determined, 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 a 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, which is the identification information, in the first color after the chameleon symbol, which is the identification information, stops being displayed, and can display the chameleon symbol, which is the identification information, in the second color after the chameleon symbol, which is the identification information, stops being displayed.

[0100] And when the chameleon symbol blinks, the degree of advantage is higher than when it lights up.

[0101] In the present embodiment, an example will be described in which the backlight 21 notifies the promotion of the chameleon role and the type of promotion. However, for example, notification may be made using means other than the backlight 21, such as image display from the main display 8, output of sound from the speaker 9, and emission of light from the lamp 11.

[0102] [Regarding the game section and game state] Next, the transition of the game state in the slot machine 1 in the present embodiment will be described.

[0103] The game of the slot machine 1 of the present 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 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 that can control to either a normal section (non-favorable section) or a favorable section as a game section, separately from the above game state. The normal section is a game 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 role in an internal lottery, it is determined that the game will transition to the favorable section. Note that the timing of transitioning 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 game will transition to the favorable section before the next game starts.

[0106] The favorable section is a game section in which the push order navigator can be executed, and it is a game section that is more favorable for the player compared to the normal section because the push order navigator can be executed. The pressing order guidance is executed, for example, by displaying a guidance image on the main display 8 or outputting guidance voice from the speaker 9. The player can advantageously proceed with the game to win a role (in this embodiment, the pressing order bell role) by operating the stop button 5 according to the guidance image or guidance voice. Therefore, the advantageous section can be said to be a game section in which specific information regarding a stop operation advantageous to the player, that is, a guidance image or guidance voice, can be notified by the main display 8 or the speaker 9. In addition, the advantageous section starts when the advantageous section transition condition is satisfied in the normal section and the next game is started, and ends when a predetermined advantageous section end condition is satisfied. In the advantageous section, the advantageous section lamp 13 is controlled to be in a lit state. Note that 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 pressing order guidance is reached, the lit state of the advantageous section lamp 13 may be started.

[0107] In addition, the advantageous section is configured to transition to the normal section based on the establishment 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 limiting 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 an operating condition of the limiter, a 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 in addition to the above. Therefore, the limiter will operate when either the difference in the number of medals in one advantageous period reaches the upper limit number, or the number of games in one advantageous period reaches the upper limit number of games. Note that the operating condition of the limiter may be set only when the difference in the number of medals in one advantageous period reaches the upper limit number, and the upper limit number of games may not be provided for the number of games in one advantageous period. And it may be that the advantageous period ends when any of the above-described end conditions of the advantageous period is satisfied.

[0110] In addition to the limiter function, the slot machine 1 of the present embodiment is provided with a so-called complete function (also simply referred to as complete) that limits the number of medals actually obtained 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 +19000 medals), the game is set to an unexecutable state, and the subsequent games are set to a game stop state where the games are disabled. Therefore, during the business hours of the game arcade, the number of medals obtained by the player side will be restricted. Also, during the business hours of the game arcade, even if the difference in the number of medals during one advantageous period is an extremely small value and the player can obtain an extremely large number of medals until the limiter function operates, the complete function will operate first until the limiter function operates. Thus, it is possible to prevent the disadvantage to the game arcade side from becoming extremely large even when the difference in the number of medals is an extremely small value.

[0111] [Game Period, Transition of Game State] Next, the control of the game period 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 period and will be described together with the game state. Also, the game states other than the non-advantageous period in FIG. 8 are the game states in the advantageous period.

[0112] The game states of this 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 as compared with 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, the state marked with "★" in FIG. 8 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. The state marked with "●" in FIG. 8 is a game state in the partial AT state. That is, the normal AT state and the specialization zone are partial AT states. The state with "no mark" in FIG. 8 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 display control of the main display 8 and the navigation lamp 12, whereby the push order navigation is executed. 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 non-internal winning state of the bonus combination. 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 role during the internal winning of the bonus role in the normal gaming state, it transitions to the non-favorable section (arrow b in Fig. 8).

[0117] When winning the favorable-section transition role during the internal winning of the bonus role in the non-favorable section, it transitions to the favorable section and also to the ST state (arrow c in Fig. 8).

[0118] When winning the CZ transition lottery in the normal gaming state, it transitions to the CZ state (arrow d in Fig. 8).

[0119] When not winning the ST transition lottery in the CZ state, it transitions to the normal gaming state (arrow e in Fig. 8).

[0120] When winning the ST transition lottery in the CZ state, it transitions to the ST state (arrow f in Fig. 8).

[0121] When not winning the AT transition lottery in the ST state, it transitions to the normal gaming state (arrow g in Fig. 8).

[0122] When conducting the AT transition lottery in the ST state, when the cumulative winning times of the pseudo-bonus are less than 3 times, it transitions 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-giving 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, it transitions to the ST state (arrow i in Fig. 8).

[0124] When winning the AT transition lottery in the ST state, when the cumulative winning times of the pseudo-bonus are 3 times or more, it transitions 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-giving lottery in the normal AT state or the lottery results of the one-game continuous lottery in the pseudo-bonus state.

[0125] When a pseudo-bonus winning occurs in the privilege-awarding lottery in the normal AT state, it shifts to the pseudo-bonus state (arrow k in Fig. 8).

[0126] When the pseudo-bonus state shifted from the normal AT state ends, it shifts to the normal AT state (arrow l in Fig. 8).

[0127] When a specialized zone winning occurs in the privilege-awarding lottery in the upper AT state, it shifts to the specialized zone (arrow m in Fig. 8).

[0128] If the pseudo-bonus state cannot be obtained as a privilege in the specialized zone, it shifts to the upper AT state (arrow n in Fig. 8).

[0129] If the pseudo-bonus state can be obtained as a privilege in the specialized zone, it shifts to the pseudo-bonus state (arrow o in Fig. 8).

[0130] When the pseudo-bonus state shifted from the specialized zone ends, it shifts to the upper AT state (arrow p in Fig. 8).

[0131] When the upper AT state ends, it shifts to the normal gaming state (arrow q in Fig. 8).

[0132] When it reaches a predetermined state where the difference number of sheets in the advantageous section reaches 2200 sheets, it shifts to the EDAT state (arrow r in Fig. 8). Note that the predetermined state can be any gaming 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, it shifts to the non-advantageous section (arrow s in Fig. 8).

[0134] As described above, the main control device 10 functions as a gaming state control means capable of controlling to any one of a plurality of gaming states including the normal gaming state as the first gaming state and the CZ state as the second gaming state.

[0135] [Control at the time of winning the chameleon role] Here, the content of the control by the sub-control device 20 when elected as the chameleon role 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 (operation navigation in the figure) when elected as the chameleon role, whether the operation of the effect button 2d is required to emit the chameleon symbol (button operation in the figure), and the presence or absence and timing of the emission of the chameleon symbol (presence or absence of emission in the figure). The emission of the chameleon symbol by the backlight 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 specify six correct push orders. The "6-choice navigation" in FIG. 10 is an effect that prompts the player to perform a stop operation in any of the six push orders aiming for the correct push order without notifying the correct push order for the chameleon role to win. That is, it is a selection guessing effect to guess which of the six push orders is the correct one. Note that the navigation mode of the push order navigation varies depending on the game 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 when elected as the chameleon role 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 emit light. Therefore, even if the effect button 2 is operated, the chameleon symbol does not emit light.

[0138] In the normal game state, the sub-control device 20 executes "full navigation" when winning the rare role promotion lottery or at 10% when not winning the rare role promotion lottery. That is, 90% when not winning the rare role promotion lottery does not execute "full navigation". Only when "full navigation" is executed, the chameleon symbol that has stopped on the winning line is made to emit light 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 "Full Navigation" in all games selected as the chameleon role. Even if the operation of the effect button 2d is not performed, the chameleon symbol is made to emit light after the end of all games selected as the chameleon role.

[0140] In the normal AT state and the upper AT state, the sub-control device 20 executes "6-Selection Navigation" in the game selected in the rare role promotion lottery. Even if the operation of the effect button 2d is not performed, the chameleon symbol is made to emit light after the end of the game in which the chameleon symbols are aligned on the winning line.

[0141] In the pseudo-bonus state, the sub-control device 20 executes "Full Navigation" in the game selected in the rare role promotion lottery. Only when "Full Navigation" is executed, the chameleon symbol stopped on the winning line is made to emit light when the effect button 2d is operated after the third stop operation. In addition, an image prompting the operation of the effect button 2d is displayed from the main display 8.

[0142] In the specialized zone, the sub-control device 20 executes "6-Selection Navigation" in the game selected in 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 the present 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, it may be possible to confirm whether the chameleon role has been promoted by driving an effect device (such as the lamp 11 or the movable accessory) other than the back lamp 21.

[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 back lamp 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 gaming state. When the push order bell roles A1 to A6 and B3 to B6 as special roles are determined by the determination means, and the operation mode to the stop button 5 as the stop operation means is the special operation mode (correct push order), the identification information (symbols) being variably displayed can be stopped and displayed in the special stop mode (a 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 gaming state, when a special role is determined by the determination means, the navigation lamp 12 and the main display 8 as notification means capable of notifying special information (correct push order) regarding the special stop mode are provided. The navigation lamp 12 and the main display 8 as notification means, in the normal AT state as the specific gaming state, when the chameleon role as the specific role is determined by the determination means, can make the specific information (correct push order) regarding the specific stop mode (a symbol combination in which the chameleon symbols are aligned on the winning line) non-notified (execute the 6-choice navigation and do not execute all navigations).

[0148] [Game section, mode of gaming state] Next, the game section and the mode of the gaming 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 gaming state.

[0150] When the timing of winning the advantageous area transition role is during the internal winning of the bonus role, it transitions to the advantageous area and also transitions to the ST state. When transitioning from the non-advantageous area to the ST state, since it is considered a specific state (a state where the cumulative winning times of the pseudo-bonus is 3 times) and transitions to the ST state, if 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 aiming to transition to the CZ state after winning the chameleon role or the rare role by 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 winning the rare role determined by the rare role type lottery.

[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 stop, the operation of the effect button 2d is enabled. When accepting the operation of the enabled effect button 2d, 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 Figure 7). That is, even if not winning the rare role promotion lottery or winning the rare role promotion lottery, an 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 gaming state, an internal lottery is conducted to win a rare combination, or a CZ transition lottery is executed when promoted from a rare combination to a chameleon combination. When winning the CZ transition lottery, the state transitions from the normal gaming state to the CZ state.

[0155] <Rare combination promotion lottery> In each gaming state, the main control device 10 executes a rare combination promotion lottery to determine whether to promote the winning chameleon combination to a rare combination when winning the chameleon combination in the internal lottery.

[0156] Figure 11(a) shows a rare combination promotion lottery table used in the rare combination promotion lottery in the main control device 10. The rare combination promotion 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. When winning, it is processed as being promoted to a rare combination (when a rare combination is won). When "winning" in the rare combination promotion lottery, it is promoted to a rare combination.

[0157] As shown in Figure 11(a), for example, when the gaming state is the "normal gaming state", it is controlled to result in "losing" with a probability of 254 / 256 and "winning" with a probability of 2 / 256. Also, regarding the "CZ state", "ST state", "normal AT state", "pseudo-bonus state", and "upper AT state", the description is omitted, but it is controlled to conduct the lottery 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 gaming state than in the normal gaming state as the first gaming 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 promoted varies according to the gaming state, the variations of the game can be increased and the interest of the game can be improved.

[0159] <Rare combination type lottery> When winning the rare role promotion lottery in each game state, the main control device 10 executes a rare role type lottery to determine which of the multiple rare roles to promote to (which rare role to consider winning).

[0160] Figure 11(b) shows the rare role type lottery table used in the rare role type lottery in the main control device 10 of the main control device 10. 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 game state.

[0161] As shown in Figure 11(b), for example, when the game state is the "normal game state", it is controlled to promote to the "weak cherry role" with a probability of 64 / 256, to the "strong cherry role" with a probability of 32 / 256, to the "weak watermelon role" with a probability of 64 / 256, to the "strong watermelon role" with a probability of 32 / 256, to the "weak chance point role" with a probability of 32 / 256, and to the "strong chance point role" with a probability of 32 / 256. Also, for the "CZ state", "ST state", "normal AT state", "pseudo-bonus state", and "upper AT state", the description 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 role varies according to the game 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 role in the internal lottery or to transition to the CZ state when the chameleon role is promoted to a rare role. 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 role in the internal lottery and winning the rare role promotion lottery, and the strong cherry is determined in the rare role 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 an 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 a 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 is set, 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 it does not promote to a rare character, the main control device 10 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, the push order navigation (all navigation) occurs every time. 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, the rare character promotion lottery is executed using the rare character promotion lottery table shown in Fig. 11(a). When the rare character promotion lottery is executed, the 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 the 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 the internal lottery. When winning 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 "Loss" with a probability of 240 / 256 and "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 "Loss" with a probability of 248 / 256 and "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 the ST transition lottery is lower than when a rare role wins. 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 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 that 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, the 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, the rare role promotion lottery is executed using the rare role promotion lottery table shown in Fig. 11(a). When winning the rare role promotion lottery, the 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 gaming 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 tend 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, so the sense of 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 "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 "losing" with a probability of 208 / 256 and "winning" 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 "losing" with a probability of 160 / 256 and "winning" with a probability of 96 / 256.

[0185] Explanation 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 set 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 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 the 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 ST production screen in the ST state will be described with reference to Fig. 16. The production screen is displayed on the main display 8.

[0188] Fig. 16(a) shows an example of the production screen displayed on 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 on the main display 8 when the cumulative winning times of the pseudo-bonus are 3 times. Note that the ST production screen is not limited to this example.

[0189] As shown in Fig. 16(a), in the ST production screen, the remaining game count in the ST state is displayed in the remaining game count display section 50. The remaining game count displayed in the remaining game count display section 50 is counted down each time a game is played.

[0190] Also, in the ST production screen, 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 the stop button is released), 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 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] In the normal AT state, when the chameleon role is promoted to a rare role, the correct pressing order (full navigation) in which the chameleon patterns align on the winning line is not notified. However, a 6-choice navigation that prompts the player to perform a stop operation in any of the six pressing orders occurs. When the pressing order is correct (when the chameleon patterns align), after all the reels 4 have stopped, regardless of the operation of the effect button 2d, the chameleon patterns emit light in a predetermined color and a privilege is granted. On the other hand, if the pressing order is incorrect (when the chameleon patterns do not align) 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 privilege data regarding the privilege that was originally planned 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 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 originally planned to be granted in the specific game is also granted. That is, the main control device 10 grants the privilege by referring to the privilege data stored in the specific game and also grants the privilege determined in the next game of the specific game. However, if 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, thus improving the interest of the game.

[0199] In addition, when winning a rare role in the internal lottery, the privilege to be granted is also determined by a 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 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 with respect to the situation where no privilege is given despite winning the 6-choice navigation correctly.

[0206] As described above, when winning the "Rare Role" in the internal lottery, there is a possibility that the "Number of Additional Games" becomes 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, there is no possibility that the "Number of Additional Games" becomes 0G, and one of the privileges is 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 the 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 performance screen during normal AT, the remaining game count in the normal AT state is displayed from the remaining game count display section 60. The remaining game count displayed in the remaining game count display section 60 is counted down every time a game is played.

[0210] Also, in the performance screen during normal AT, the cumulative acquired medal count in the normal AT state is displayed from the acquired medal count display section 61. The cumulative acquired medal count is the difference in medal count. Also, in the performance 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 saying "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 details of the privilege given when the 6-choice pressing order is answered correctly are displayed from the privilege display section 63. In the illustrated example, it is displayed that 50 games are given as a privilege in the form of "additional game count" 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 saying "Guess the pressing order" that allows the player to select the 6-choice pressing order is displayed again.

[0213] At this time, the details of the privilege given when the 6-choice pressing order is answered correctly are 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 so that they can be recognized separately.

[0215] Also, when the privilege of the previous game or the current game includes winning 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 an additional 50 games were granted in the previous game and 100 additional games are granted in the current game, the content of the privilege is displayed in "white". And when a pseudo-bonus win was granted in the previous game and 100 additional games are granted in the current game, the content of the privilege is displayed in "red" (the same applies when 100 additional games were granted in the previous game and a pseudo-bonus win is granted in the current game). Furthermore, when a pseudo-bonus win was granted 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 game count" for which the grant of the normal AT state is pending is 50 games, and it is determined that 50 games will be newly granted as a privilege as the "additional game count", and it is displayed that a total of 100 games will be granted. If the correct answer is given in the order of pressing for the 6-choice in the game, 100 games will be granted, while if the answer is incorrect in the order of pressing for the 6-choice, 100 games will not be granted, and the pending grant of 50 games from the previous game will also end.

[0218] As described above, the main control device 10 functions as a determination means capable of determining whether to grant a privilege (additional game count in the normal AT state or winning of a pseudo-bonus) when, in the normal AT state as a specific game state, the chameleon role as a specific role is determined by the determination means by executing a privilege grant lottery.

[0219] And when it is determined by the determination means to grant a privilege (additional game count in the normal AT state or winning of a pseudo-bonus) in the normal AT state as a specific game state, and when the variable display means stops and displays in a specific stop mode (a combination of symbols where the chameleon symbols line up on the winning line), the main control device 10 functions as a grant means capable of granting the privilege.

[0220] Further, in the normal AT state as a specific gaming state, when a privilege is not granted by the granting means, the main control device 10 functions as a holding means capable of holding the granting of the privilege.

[0221] And the reel 4 as a variable display means, in the normal AT state as a specific gaming state, when the chameleon combination is determined as a specific combination by the determining 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 in which the chameleon symbols are not aligned on the winning line).

[0222] Furthermore, the main control device 10 as a granting means, in the normal AT state as a specific gaming state, when it is determined by the determining 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 in which 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 in which the chameleon symbols are aligned on the winning line), the privilege can be granted.

[0224] And 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 in which the chameleon symbols are not aligned on the winning line), the privilege is not granted.

[0225] Further, the main control device 10 as a holding means, 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 in which the chameleon symbols are not aligned on the winning line), it is possible to 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 game state, when it is determined by the determination means to grant a privilege and the privilege is being held by the holding means, if 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 1 consecutive game (1G consecutive) of the pseudo-bonus by winning the chameleon role or a rare role in an internal lottery. The 1 consecutive game of the pseudo-bonus is a consecutive win of the pseudo-bonus that causes the game state to shift back to the pseudo-bonus state in the game immediately following the game in which 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, winning 1 consecutive game can give an expectation of shifting to the upper AT state.

[0228] When winning the chameleon role, a push order navigator (full navigator) occurs every time. When 1 consecutive game of the pseudo-bonus occurs, after all the reels 4 have stopped, if the operation of the effect button 2d is performed, the chameleon symbol glows in rainbow color. On the other hand, when 1 consecutive game of the pseudo-bonus does not occur, after all the reels 4 have stopped, if 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 consecutive game lottery> The main control device 10 executes a 1 consecutive game lottery during the pseudo-bonus state to determine whether to shift back to the pseudo-bonus state in the game immediately following the game in which the pseudo-bonus state ended.

[0231] Figure 19 shows the 1G consecutive lottery table used during one-game consecutive lottery in the main control device 10. Note that "G" in the figure 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 result in a loss with a probability of 252 / 256 and a 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 result in a loss with a probability of 248 / 256 and a win with a probability of 8 / 256.

[0235] Although the description of the "strong rare role" is omitted, it is controlled to be lottery-drawn with the probabilities shown in Figure 19.

[0236] As described above, by winning a single-game consecutive lottery, the pseudo-bonus state continues to be in a winning streak, and it becomes easier to transition from the ST state to the upper AT state. This can enhance the sense of 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 transition to the specialization zone while adding to the difference number of the upper AT state by winning the chameleon role or the 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 stop, regardless of the operation of the effect button 2d, the chameleon symbols emit light in a predetermined color and a privilege is granted.

[0240] Note that 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 is promoted to a rare role, the granting of the privilege is suspended.

[0241] However, unlike the normal AT state, the privilege can be withheld not only for the next game but also until the 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, when the push 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 when 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 game after the next game of the specific game. In the present embodiment, the 6-choice navigation is also referred to as a loser revival effect. If the push order is correct in the game, in addition to the privilege granted in the game, the privilege that was supposed to be granted in the specific game is also granted. However, if the push 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, the privilege that should not be granted is added and granted, so that the interest of the game can be improved. Also, unlike the normal AT state, since the period during which the privilege can be withheld is long, 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 the privilege grant lottery, but in this case, the privilege is always granted.

[0244] In this embodiment, an example is given in which the hold on the awarding of a bonus is terminated when the button press order is incorrect (when the chameleon symbols are not aligned) in the higher-level AT state. However, it is also possible to stock bonuses each time the button press order is incorrect in the six-choice navigation, and award the stocked bonus when the button press order 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. Also, since it is difficult to stop playing when bonuses are stocked, the operating rate of the slot machine 1 can be increased.

[0245] <Bonus lottery> The main control device 10 executes a prize-granting lottery to determine the prize to be granted to the player.

[0246] FIG. 20(a) shows a bonus award lottery table used in the bonus award lottery in the main control device 10. The bonus lottery is conducted based on the random number value extracted when the game is executed (with a range of 256 types of random number value) and the result of the internal lottery. As mentioned above, if a rare role is won, a bonus is always awarded, and if the chameleon role is promoted to a rare role, a bonus is awarded when the push order is correct. The bonus in this embodiment is the "additional number difference" in the higher AT state or "winning a specialized zone."

[0247] In Figure 20(a), "0", "100", "200", "300", and "500" indicate the difference in the number of coins added in the higher AT state. "Specialized Zone" indicates that the specialized zone has been won and that the player will move 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 with 100 additional cards" is selected with a probability of 84 / 256, the "number of additional cards with 200 additional cards" is selected with a probability of 16 / 256, the "number of additional cards with 300 additional cards" is selected with a probability of 8 / 256, the "number of additional cards with 500 additional cards" is selected with a probability of 4 / 256, and the "winning in the specialization zone" is selected with a probability of 16 / 256.

[0249] Explanation of the "strong rare role" and the "weak rare role" and "strong rare role" promoted from the chameleon role is omitted, but the lottery is controlled to be performed with the probabilities 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 increased.

[0251] <Loser Revival Lottery> The main control device 10 executes a loser revival lottery to determine whether to withhold the grant 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 stockpiling for 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 grant 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 expectation of retaining the privilege can be enhanced.

[0256] When it is determined to retain the missed privilege, it is preferable to suggest that fact through an effect. For example, an effect suggesting that fact is executed after notifying that it is an incorrect answer in the 6-choice navigator.

[0257] As described above, the privileges include 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] <Production screen in the upper AT state> Next, an example of the production screen in the upper AT state, the production screen during upper AT, will be described with reference to FIG. 21. The production screen is displayed from the main display 8.

[0259] Figure 21(a) shows an example of the normal screen that is normally displayed. Figure 21(b1) shows an example of a 6-choice winning effect screen. Figure 21(b2) shows an example of a revival effect screen. Note that the effect screen during the higher-level AT does not have to be limited to this example.

[0260] As shown in Figure 21(a), on the performance screen during the higher AT, the remaining difference in number of coins display section 70 displays the remaining difference in number of coins in the higher AT state. The accumulated number of coins acquired in the higher AT state is displayed on the number of coins acquired display section 71. The accumulated number of coins acquired is the difference in number of coins. The difference in number of coins displayed on the remaining difference in number display section 70 is updated each time a medal is inserted or paid out. Also, on the performance screen during the higher AT, the push order display section 72 displays the correct push order for the push order bell and chameleon role. In the example shown, the correct push order for reverse pushes is displayed.

[0261] As shown in Figure 21(b1), when a chameleon role is promoted to a rare role, a message "Guess the push order" is displayed, prompting the player to select a push order from six options. At this time, the push order display unit 72 displays "???" so that the correct push order cannot be identified. The bonus display unit 73 also displays the details of the bonus that will be awarded if the six-option push order is correct. In the example shown, it is displayed that 500 coins will be awarded as a bonus, representing the additional number of coins in the higher AT state. If the six-option push order is incorrect but the player wins the loser's comeback lottery (a lottery based on the loser's comeback lottery table shown in Figure 20(b)), the award of the 500 coins bonus will be withheld.

[0262] If the player does not win the loser's bracket lottery, the specific details of the prize may not be displayed. In other words, by displaying the specific details of the prize, it is possible to suggest that the player will win the loser's bracket lottery. Furthermore, the specific details of the prize may be displayed regardless of whether the player wins the loser's bracket lottery. In other words, it is possible to create a sense of anticipation for the loser's bracket when the six-choice navigation is performed.

[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 made possible to recognize them separately.

[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 difference numbers are put on hold, and 200 additional difference numbers 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 difference numbers 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 difference numbers 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, as indicated. In this game, 600 tickets are granted if the correct order of pressing for the six-choice option is selected, but if the six-choice option is incorrect, no tickets are granted and the hold on the 500-ticket grant 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 when controlled in the second specific game state than when controlled in the first specific game state.

[0270] (Specialized Zone) The specialized zone is an AT state that continues until winning the chameleon role in the internal lottery. When winning the chameleon role, a six-choice guide is generated. However, regardless of the operation of the effect button 2d, the chameleon symbol does not emit light 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 conducted, 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 specialized 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 Specialized Zone> Fig. 22 shows an example of the effect screen for the first game in the specialized zone. The specific content of the game in the specialized zone will be described with reference to Fig. 22.

[0273] As shown in FIG. 22(a), the presentation screen displayed in the first game in the specialized zone divides the screen of the main display 8 horizontally into three sections. The display area 8a of the main display 8 displays the bonus corresponding to reel 4a. The display area 8b of the main display 8 displays the bonus corresponding to reel 4b. The display area 8c of the main display 8 displays the bonus corresponding to reel 4c.

[0274] In this example, the display area 8a indicates that the bonus is an additional 100 coins in the higher AT state. The display area 8b indicates that the bonus is a pseudo-bonus win. The display area 8c indicates that the bonus is a specialized zone win.

[0275] As shown in Figure 22(b), for example, suppose that the internal lottery results in Chameleon B3 (center → left → right), and the center 1 stop operation → right 2 stop operation → left 3 stop operation are performed. In this case, the center 1 stop operation is correct, but the entire sequence is incorrect, so the chameleon symbol stops on the middle pay line between reels 4b and 4c. As a result, a pseudo bonus and a stock of the specialized zone are awarded.

[0276] In this way, in the first game in the specialized zone, the bonuses corresponding to the reels 4a to 4c are displayed in the display areas 8a to 8c. The bonuses corresponding to the reels 4a to 4c are determined by a bonus lottery for each reel. The bonus corresponding to the reel 4a to 4c on which the chameleon symbol stops on the winning line is awarded. If the specialized zone does not end in the first game and continues into the second game and beyond, a specialized zone stock lottery is held to stock the specialized zone when a rare combination is won.

[0277] In the specialized zone, if the chameleon role is won, a six-choice navigation is generated. Therefore, if the chameleon role is won in the first game in the specialized zone, the six-choice navigation is displayed on the main display 8 without displaying the bonus. In this case, since the bonus to be awarded cannot be specified, the player's interest in the bonus can be heightened, and the enjoyment of the game can be enhanced. The bonus may be displayed together with the six-choice navigation.

[0278] <Raffle for special prizes by reel> In the first game in the specialized zone, the main controller 10 executes a reel-specific award lottery to determine an award corresponding to each of the reels 4a to 4c.

[0279] FIG. 23(a) shows a reel-specific award lottery table used in the reel-specific award lottery. The reel-specific bonus 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 the result of an internal lottery.

[0280] In the reel-specific bonus lottery table, the chameleon role is included in "other." The reel-specific bonus lottery is executed three times in the order of reel 4a → reel 4b → reel 4c. A bonus may be associated with each of the reels 4a to 4c, and the bonus associated with at least one of the reels may be determined by selecting one of multiple bonus granting patterns with different bonuses. In this embodiment, the bonus is the "additional number difference" in the higher AT state, or a "pseudo bonus win" or a "specialized zone win."

[0281] In Figure 23(a), "100", "200", "300", and "500" indicate the difference in the number of coins added in the higher AT state. "Pseudo bonus" indicates a pseudo bonus win, and a transition to the pseudo bonus after the specialized zone ends. "Specialized zone" indicates a specialized zone win, and the specialized zone is stocked.

[0282] The stock of the transition of the specialized zone is synonymous with one win 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 benefits 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 benefits 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, the "pseudo-bonus win" with a probability of 32 / 256, and the "specialized zone win" 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 one of the benefits, so the opportunity to receive the benefits 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] FIG. 23(b) shows a specialized zone stock lottery table used in the specialized zone stock lottery. The lottery for the specialized zone stock is based on the random number value (with a range of 256) extracted when the game is played and the result of the internal lottery. If the result is "winning" in Figure 23(b), the specialized zone is stocked. Note that the rare combinations shown in Figure 23(b) do not include rare combinations promoted from the chameleon combination.

[0289] As shown in FIG. 23(b), for example, if the result of the internal lottery is a "weak rare role," the probability of "missing" is 224 / 256, and the probability of "winning" is 32 / 256.

[0290] Although the explanation of the "strong rare role" is omitted, the special zone is controlled to be stocked with the probability shown in FIG. 23(b).

[0291] As described above, if the specialized zone continues, there is a possibility that the specialized zone will be stocked, which makes it possible to increase interest in the specialized zone continuing, thereby improving the enjoyment of the game.

[0292] (EDAT state) The EDAT state is an AT state that continues until the end of the advantageous zone. By setting the transition conditions for each game state, it is possible to hope that the game will progress so that the game state transitions in the following order: higher AT state → EDAT state → non-advantageous zone → ST state → higher AT state. Therefore, when transitioning to the EDAT state, the higher AT state is more likely to loop.

[0293] [Variations] Next, a modified example of this embodiment will be described. Explanations of the same parts as in the above embodiment will be omitted, and only parts that differ from the above embodiment will be described. In the modified example, the mode of the normal AT state differs from that of the above embodiment. The normal AT state in the modified example is an AT state of 30 games in one set.

[0294] <Normal AT mode screen> 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 count in the normal AT state is displayed in the remaining game count display section 80. The remaining game count displayed in the remaining game count 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 count in the normal AT state is displayed in the acquired medal count display section 81. The cumulative acquired medal count is the difference in medal count. The difference in medal count displayed in the acquired medal count display section 81 is updated every time a medal is inserted or paid out. Also, in the normal AT in-production screen, in the push order display section 82, the push order bell or the correct push order for the chameleon role is displayed. In the illustrated example, the correct push order for reverse push 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 color states 1 to 7 to set 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] The "red" displayed from the display section 83a is a color suggesting the cherry symbol. The "green" displayed from the display section 83b is a color suggesting the watermelon symbol. The "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 color states 1 to 7 it is. The bias of the rare role will be described with reference to FIG. 25(a).

[0300] As shown in Figure 25(a), in state 1 where the "red" of display section 83a, the "green" of display section 83b, and the "purple" of display section 83c are lit, the chameleon role is promoted to one of the weak cherry role, strong cherry role, weak watermelon role, strong watermelon role, weak chance eye role, and strong chance eye role.

[0301] In the state 2 in which the display section 83a lights up in "red" and the display section 83b lights up in "green," the chameleon role is promoted to one of the weak cherry role, the strong cherry role, the weak watermelon role, and the strong watermelon role.

[0302] In the state 3 in which the display section 83a lights up in "red" and the display section 83c lights up in "purple," the chameleon role is promoted to one of the weak cherry role, the strong cherry role, the weak chance eye role, and the strong chance eye role.

[0303] In the state 4 where the display section 83b is lit in "green" and the display section 83c is lit in "purple", the chameleon role is promoted to one of the weak watermelon role, the strong watermelon role, the weak chance role, and the strong chance role.

[0304] In the state 5 where only the "red" of the display section 83a is lit, the chameleon role is upgraded to a weak cherry role or a strong cherry role.

[0305] In the state 6 where only "green" of the display section 83b is lit, the chameleon role is upgraded to a weak watermelon role or a strong watermelon role.

[0306] In the state 7 where only "purple" of the display section 83c is lit, the chameleon role is promoted to a weak chance role or a strong chance role.

[0307] <Color condition lottery> The main control device 10 performs a color state lottery to determine 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, when winning the rare role promotion lottery, the main control device 10 executes a rare role type lottery to determine which of the multiple rare roles to promote to. In a modified example, the rare role type lottery is executed using a rare role promotion lottery table with a configuration different from that 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, to "Strong Cherry" with a probability of 32 / 256, to "Weak Watermelon" with a probability of 48 / 256, to "Strong Watermelon" with a probability of 32 / 256, to "Weak Chance Point Role" with a probability of 48 / 256, and 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 upgrading to a single color increases as the color state has fewer color elements.

[0315] As shown in FIG. 24, in the normal AT performance screen, the benefits that can be given to the player are displayed on the benefit-giving map 84. The benefit-giving map 84 includes five cells 84a to 84e arranged vertically. Note that the display mode of the benefit-giving map 84 may be a different display mode from this example, such as displaying in cells arranged horizontally.

[0316] The benefits that can be given over five games are displayed in the five cells 84a to 84e. Specifically, in the uppermost cell 84a, the benefit that can be given to the player during the current game is displayed. In the cell 84b one row below the uppermost row, the benefit that can be given after one game is displayed. In the cell 74c two rows below the uppermost row, the benefit that can be given after two games is displayed. In the cell 84d three rows below the uppermost row, the benefit that can be given after three games is displayed. In the lowermost cell 84e, the benefit that can be given after four games is displayed.

[0317] Then, a map benefit-giving lottery is determined to decide whether to give the benefit displayed in the cell 84a of the benefit-giving map 84. The map benefit-giving lottery is executed based on the probability according to the result of the internal lottery. If the player wins the map benefit-giving lottery, the benefit is given.

[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-giving 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-giving 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-giving 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, does not have to be limited to the method of this embodiment.

[0321] FIG. 27 shows a map lottery table used in 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 control is performed so that "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 control is performed so that the lottery is 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 becomes possible to increase the expectation for a high 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 control different from the game state and the game section is 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 with a probability according to the result of the internal lottery or 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 stay, the winning probability of the map privilege awarding lottery increases.

[0327] On the normal AT screen, 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 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 will not be 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] As described above, since the probability of awarding a privilege displayed in the cell 84a of the privilege map 84 varies according to the type of color mode, for example, when the color mode is controlled to be "red mode" and the color state is "state 5", in the "red mode", a privilege is likely to be awarded when winning the weak cherry role or the strong cherry role, and in the "state 5", the chameleon role only promotes to the "weak cherry role" or the "strong cherry role". Therefore, the combination of "red mode" and "state 5" makes it easier to be awarded a privilege. That is, the probability of awarding a privilege 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 (a random number value with an extraction range of 256 types) extracted during the execution of the game and a set value.

[0337] As shown in FIG. 28, for example, in the case of setting 1, the probability of selecting the colorless mode is 104 / 256, the probability of selecting the red mode is 48 / 256, the probability of selecting the green mode is 48 / 256, the probability of selecting the purple mode is 48 / 256, and the probability of selecting the rainbow mode is 8 / 256.

[0338] Although the descriptions of settings 2 to 6 are omitted, the lottery is controlled to be executed with the probabilities shown in FIG. 28.

[0339] As described above, the higher the setting, the lower the probability of selecting the colorless mode. Therefore, it is possible to increase the expectation for the high setting and improve the interest of the game.

[0340] <Map privilege awarding lottery> The main control device 10 executes a map privilege awarding lottery to determine whether to award a privilege to be displayed in the cell 84a of the privilege map 84 in the normal AT state.

[0341] FIG. 29 shows a map bonus award lottery table used in the map bonus award lottery. The map lottery is performed based on a random number value (with a range of 256 types) extracted when the game is executed, the result of an internal lottery, and the type of color mode currently in use.

[0342] The map bonus lottery table consists of four tables: "Other" which corresponds to the lottery results other than rare roles, "Cherry" which includes weak cherries and strong cherries, "Watermelon" which includes weak watermelons and strong watermelons, and "Chance role" which includes weak chance role and strong chance role. Rare roles include rare roles promoted from chameleon roles. If you "win" the map bonus lottery, you will be awarded a bonus.

[0343] As shown in FIG. 29( a), for example, if the result of the internal lottery is "other" and the color mode is "colorless mode," the probability of "losing" is controlled to be 252 / 256 and the probability of "winning" is controlled to be 4 / 256. If the result of the internal lottery is "other" and the color mode is "red mode," the probability of "losing" is controlled to be 252 / 256 and the probability of "winning" is controlled to be 4 / 256. If the result of the internal lottery is "other" and the color mode is "green mode," the probability of "losing" is controlled to be 252 / 256 and the probability of "winning" is controlled to be 4 / 256. If the result of the internal lottery is "other" and the color mode is "purple mode," the probability of "losing" is controlled to be 252 / 256 and the probability of "winning." If the result of the internal lottery is "Other" and the color mode is "Rainbow mode," the probability of "losing" is 248 / 256, and the probability of "winning" is 8 / 256.

[0344] Although explanations for the "cherry role," "watermelon role," and "chance role" will be omitted, 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 lottery for map bonuses, twice the bonus is given compared to other cases. That is, although the probability of giving a bonus does not change when winning a weak rare role, the bonus given is doubled.

[0346] As described above, since the probability of awarding a bonus for a rare role with a color pattern suggested by the color mode increases, 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 Variations] <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 probability of performing the push order navigation for the push order bell roles A1 to A6 and the push order bell roles B3 to B6 can be relatively increased compared to the normal AT state, and the execution probability of the push order navigation may be varied by an appropriate method. Also, 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 card number management. However, the normal AT state or the upper AT state may be managed by information other than game number management and difference card number management. For example, it may be managed by the number of wins of a specific role or the number of paid-out cards.

[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 lighting targets of the lamp. For example, when only the red lighting of the chameleon symbol is on, it is possible to notify that it is a weak cherry, and when the red lighting of the chameleon symbol and the red lighting of the lamp 11 are on, it is possible to notify 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 not notifying 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 shifts 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, the promotion confirmation zone for the chameleon role that transitions after winning the weak watermelon or the strong watermelon can be the 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, the strongest cherry role that is more advantageous than the cherry role selected by the internal lottery can be cited as an example.

[0356] Note that the emission color and emission mode of the chameleon symbol are not limited to those shown in FIG. 7. For example, the chameleon symbol may be made to emit light as a precursor effect for transitioning to the pseudo-bonus state, and the emission of the chameleon symbol may be used for notifications other than the notification of the promotion to the rare role.

[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 also 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 cited in which 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 navigation" in the normal AT state and the upper AT state, but the appearance rate of the "6-choice navigation" 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 navigation", when a predetermined condition (winning the rare role, winning the lottery for transitioning to the high-probability state based on winning the rare role, etc.) is satisfied, a transition to the high-probability state is made, and at the time of winning the chameleon role, an example can be cited in which the "6-choice navigation" appears at a probability three times that of the low-probability state in the high-probability state.

[0359] Also, 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 made different for each type of AT state.

[0360] In the above embodiment, an example where the "6-choice navigation" is performed 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 the "6-choice navigation", when a predetermined condition (such as a rare role being selected, winning a high-probability transition lottery based on the selection of a rare role, etc.) is satisfied, it is shifted to the high-probability state, and in the high-probability state, when a predetermined condition (such as a rare role being selected, winning a lottery for transitioning to the high-probability state based on the selection of a rare role, etc.) is satisfied, it is shifted to the ultra-high-probability state.

[0361] And, an example can be given where the "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 the "2-choice navigation" (such as presenting all the navigations only when the first stop operation is correct after presenting the navigation "×??" with the first stop operation) is performed in the ultra-high-probability state.

[0362] Also, by setting the normal AT state as the "6-choice navigation" and the upper AT state as the "4-choice navigation", the number of choices in the presentation may be made different for each type of AT state.

[0363] In the above embodiment, an example where the loser revival lottery is executed in the upper AT state has been described, but the loser revival lottery may also be executed in the normal AT state.

[0364] In the above embodiment, an example where a loser revival presentation is executed when the chameleon role is promoted to a rare role in the games after the next game when the pressing order at the occurrence of the "6-choice navigation" is incorrect in the upper AT state has been described, but a loser revival presentation may be executed only in the next game of the game in which the "6-choice navigation" occurs in the upper AT state as well as in the normal AT state.

[0365] In the above-described embodiment, an example was given in which when the pressing order at the time 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 is postponed, a privilege that was missed when winning a rare role may be granted. That is, the timing of granting the privilege whose granting is postponed may be winning a rare role, and the rare role may play a role in the success of the loser revival performance.

[0366] [Advantages 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); when the first winning role is determined, determination means (in this example, CZ transition lottery by the main control device 10) capable of determining 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 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 is capable of determining 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 a CZ transition lottery with the winning probability of 16 / 256 shown by the odd setting value in FIG. 12(a)), and is capable of determining 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 a CZ transition lottery with the winning probability of 32 / 256 shown by the odd setting value in FIG. 12(a)). Therefore, by winning the third winning combination, the probability of winning the first winning combination and the second winning combination can be changed, which breaks up the monotony of the game and increases the interest in the game. Also, by changing the probability of the first notification and the second notification according to the game state, an advantageous game state can be made even more advantageous, which breaks up the monotony of the game and increases the interest in the game. Also, since the types of combinations can be increased without increasing the number of combinations that can be won by the internal lottery, it breaks up the monotony of the game and increases the interest in the game.

[0367] (a2) A game state control means (in this example, the game state control of FIG. 8 by the main control device 10) is provided which can control the game state to any one of a plurality of game states including a first game state (in this example, the normal game state) and a second game state (in this example, the CZ state), and the notification means (in this example, the back lamp 21) is configured to, when the third winning combination (in this example, the chameleon combination) is determined by the determination means (in this example, the internal lottery by the main control device 10), indicate that the second winning combination is more likely to be determined than when the game state is the first. When in a game state, the first notification (in this example, the back lamp 21 lights up in red as shown in Figure 7) can be executed with a higher probability (in this example, as shown in Figure 11(a), in the normal game state the probability of being promoted to a rare role is 2 / 256, and in the CZ state the probability of being promoted to a rare role is 16 / 256, and as shown in Figure 11(b), in the normal game state the probability of selecting a weak cherry role is 16 / 256, and in the CZ state the probability of selecting a weak cherry role is 96 / 256). Therefore, it is possible to enhance the sense of satisfaction that the third winning combination has been determined in the second gaming state, and the enjoyment of the game can be improved. In particular, after determining whether to grant a privilege with a first probability when the first notification is executed in the first gaming state and whether to grant a privilege with a second probability when the second notification is executed in the first gaming state, 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, 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 back lamp 21) can execute a third notification (in this example, the back lamp 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 upgrade to a rare combination as shown in FIG. 12, it does not execute a CZ transition lottery). Therefore, even if one wins the third winning combination, it is not always determined whether to grant a privilege. 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 back lamp 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 after the identification information has stopped being displayed (in this example, as shown in FIG. 7, the backlight 21 lights up in red), and can display the identification information in the second color after the identification information has stopped being displayed (in this example, as shown in FIG. 7, the backlight 21 lights up in green). Therefore, it is possible to prevent the visibility of the identification information from being impaired.

[0371] On the other hand, Patent Document (Japanese Unexamined Patent Application Publication 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 decreases. 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 game state (in this example, a normal AT state, a higher AT state), a determination means (in this example, an internal lottery by the main control device 10) capable of determining one of a plurality of winning roles including a specific role (in this example, a chameleon role), and a stop operation means (in this example, a stop button 5) operable by a player, and when the specific role is determined by the determination means in the specific game state and the operation mode to the stop operation means is a specific operation mode (in this example, a correct push order), the variable displayed identification information (in this example, a pattern) is changed to a specific stop mode (in this example, a chameleon pattern is entered). a variable display means (in this example, reel 4) capable of stopping and displaying a symbol combination that aligns on a prize line), a determination means (in this example, a lottery for granting a bonus by the main control device 10) capable of determining whether to grant a bonus (in this example, the number of additional games in the normal AT state shown in FIG. 17 or a pseudo bonus win) when the specific combination is determined by the determination means in the specific gaming state, and a granting means (in this example, a lottery for granting a bonus by the main control device 10) capable of granting the bonus when the determination means determines that the bonus will be granted and the variable display means displays the symbol combination that aligns on a prize line in the specific stopping mode in the specific gaming state. The present invention is provided with a main control device 10) and a reserve means (in this example, the main control device 10) that can reserve the award of the award when the award means does not award the award in the specific game state, and the variable display means can stop and display the variable-displayed identification information in a non-specific stop mode (in this example, a pattern combination in which the chameleon pattern does not align with the winning line) when the specific combination is determined by the determination means in the specific game state and the operation mode to the stop operation means is a non-specific operation mode (in this example, an incorrect push order), and the award means In the specific game state, if the determination means determines that the bonus will be awarded and the variable display means displays the symbol stopped in the non-specific stop mode, the bonus will not be awarded (in this example, in the normal AT state, if the answer to the 6-choice navigation is incorrect in a game in which a chameleon symbol has been promoted to a rare symbol and the chameleon symbol does not line up with the winning line, the bonus will not be awarded), and in the specific game state, if the bonus is reserved by the reservation means and the variable display means displays the symbol stopped in the specific stop mode, the bonus can be awarded (in this example, in the normal AT state,In the game following the game in which the chameleon role has been promoted to a rare role, if the chameleon role is promoted to a rare role and the six-choice navigation is correct and the chameleon symbol is aligned on the winning line, a bonus is awarded.) In the specific game state, if the bonus is reserved in the reservation means and the variable display means displays the non-specific stop mode, the bonus is not awarded (in this example, in the normal AT state, if the chameleon role is promoted to a rare role in the game following the game in which the awarding of the bonus is reserved, if the six-choice navigation is incorrect and the chameleon symbol is aligned on the winning line, a bonus is awarded. If the pattern does not align with the winning line, the bonus is not awarded), and when the bonus is reserved in the reservation means in the specific game state and is stopped and displayed in the non-specific stop mode on the variable display means, the reservation means can end the reservation of the award of the bonus (in this example, in the normal AT state, if the chameleon role is promoted to a rare role in the game following the game in which the award of the bonus was reserved, and the 6-choice navigation is incorrect and the chameleon pattern does not align with the winning line, the reservation of the award of the bonus will end). Therefore, even if the operation mode to the stop operation means is a non-specific operation mode when it is decided to grant a bonus, the bonus may be granted again, which reduces the player's discomfort and improves the enjoyment of the game.

[0373] (b2) When the determination means determines that a bonus should be awarded in the specific game state and the bonus is reserved by the reservation means and the variable display means displays the bonus stopped in the specific stop pattern, the awarding means can award the bonus determined by the determination means and the bonus reserved by the reservation means (in this example, in the normal AT state, if the chameleon role is promoted to a rare role in the game following the game in which the awarding of the bonus was reserved, and the 6-choice navigation is answered correctly and the chameleon pattern is aligned on the winning line, the bonus whose awarding was reserved and the bonus to be awarded in the next game will be awarded). Therefore, even if the operation mode to the stop operation means is a non-specific operation mode when it is decided to grant the bonus, the bonus can be recovered, thereby reducing the player's discomfort and increasing the player's interest in 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 identification 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 make non-notification (execute 6-choice navigation and do not execute full navigation) of 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 becomes possible to enhance the sense of tension with respect to 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 insert coin numbers in the upper AT state) and a second benefit (in this example, winning in 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 insert coin numbers are missed, the probability of holding the granting of the additional insert coin numbers is 80 / 256. When the winning in the specialization zone is missed, the probability of holding the granting of the specialization zone is 96 / 256). Therefore, it becomes 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 game state includes a first specific game state (in this example, a normal AT state) and a second specific game state (in this example, a higher AT state), and the holding means can hold the benefit for a longer period when controlled in the second specific game state than when controlled in the first specific game state (in this example, in the normal AT state, the benefit can only be held for the next game, whereas in the higher AT state, the benefit can be held for the next game and beyond). Therefore, since it is easier to obtain profits in the second specific game state than in the first specific game state, it is possible to increase interest in transitioning to the second specific game state, and the enjoyment of the game can be improved.

[0377] On the other hand, a patent document (JP 2021-166598 A) discloses a gaming machine with a so-called "selection function" in which, when a specific winning combination is achieved, a bonus is awarded if the stopping operation pattern is correct, but no bonus is awarded if the stopping operation pattern is incorrect. However, with the above-mentioned "selection function," a bonus is awarded to players who can guess the correct stop operation pattern, which gives a sense of satisfaction, but players who cannot guess the correct stop operation pattern are not awarded the bonus, which leaves them feeling uncomfortable. Therefore, an object of the present invention is to provide a gaming machine that can reduce the discomfort felt by players and increase their interest in the game. The gaming machine (slot machine 1) of the present invention can solve such problems that need to be improved in conventional gaming machines.

[0378] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention.

[0379] In the present embodiment, the numerical values defined in the various tables are merely examples, and 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 format 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. Determining means capable of determining any one of a plurality of winning combinations including a specific combination in a specific gaming state; Stop operation means operable by a player; In the specific gaming state, when the specific combination is determined by the determining means and the operation mode to the stop operation means is a specific operation mode, variable display means capable of stopping and displaying the variable display identification information in a specific stop mode; In the specific gaming state, determination means capable of determining whether to grant a privilege when the specific combination is determined by the determining means; In the specific gaming state, granting means capable of granting the privilege when it is determined by the determination means to grant the privilege and the variable display means stops and displays in the specific stop mode; In the specific gaming state, reservation means capable of holding the granting of the privilege when the privilege is not granted by the granting means; Comprising: The variable display means: In the specific gaming state, when the specific combination is determined by the determining means and the operation mode to the stop operation means is a non-specific operation mode, it is possible to stop and display the variable display identification information in a non-specific stop mode; The granting means: In the specific gaming state, when it is determined by the determination means to grant the privilege and the variable display means stops and displays in the non-specific stop mode, the privilege is not granted; In the specific gaming state, when the privilege is held by the reservation means and the variable display means stops and displays in the specific stop mode, the privilege can be granted; In the specific gaming state, when the privilege is held by the reservation means and the variable display means stops and displays in the non-specific stop mode, the privilege is not granted; The reservation means: In the specific gaming state, when the privilege is held by the reservation means and the variable display means stops and displays in the non-specific stop mode, it is possible to end the reservation of the granting of the privilege A gaming machine characterized by the above.

2. The granting means: In the specific gaming state, when it is determined by the determination means to grant a privilege and the privilege is held by the reservation means, and the variable display means stops and displays in the specific stop mode, it is possible to grant the privilege determined by the determination means and the privilege held by the reservation means The gaming machine according to claim 1, characterized by the above.

3. The determination means is capable of determining a special combination in the specific gaming state, The variable display means is when the special combination is determined by the determination means and the operation mode to the stop operation means is a special operation mode, capable of stopping and displaying the identification information being variably displayed in a special stop mode, in the specific gaming state, includes a notification means capable of notifying special information regarding the special stop mode when the special combination is determined by the determination means, The notification means is in the specific gaming state, capable of not notifying specific information regarding the specific stop mode when the specific combination is determined by the determination means The gaming machine according to claim 1 or 2, characterized in that.

4. The privilege includes a first privilege and a second privilege, The holding means is when it is determined by the determination means that the second privilege is to be granted, it is possible to hold the granting of the privilege with a higher probability than when it is determined that the first privilege is to be granted. The gaming machine according to claim 1 or 2, characterized in that.

5. The specific gaming state includes a first specific gaming state and a second specific gaming state, The holding means is when being controlled in the second specific gaming state, it is possible to hold the privilege for a longer period than when being controlled in the first specific gaming state. The gaming machine according to claim 1 or 2, characterized in that.

Citation Information

Patent Citations

  • Game machine

    JP2021166598A