Game machine

The gaming machine addresses engagement issues by dynamically changing display targets and granting privileges, enhancing player interaction and reward opportunities, thus improving entertainment value.

JP2025113827APending Publication Date: 2025-08-04KITA DENSHI CORP
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Patent Information

Application Number
JP2024008188
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-23
Publication Date
2025-08-04

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player engagement and reward systems, particularly in unfavorable gaming states, leading to reduced entertainment value.

Method used

The gaming machine incorporates a display system capable of changing determination targets based on specific conditions and a determination mechanism to grant privileges, enhancing player interaction and reward opportunities.

Benefits of technology

This enhances player engagement by providing dynamic gameplay and increased rewards, improving overall entertainment value.

✦ Generated by Eureka AI based on patent content.

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    Figure 2025113827000001_ABST
Patent Text Reader

Abstract

To provide a game machine with an unprecedented high amusement level.SOLUTION: The game machine includes: display means capable of displaying a plurality of determination targets; decision means capable of deciding any determination target among the plurality of determination targets displayed on the display means; change means capable of changing the determination target decided by the decision means, if a predetermined condition is established; and determination means capable of determining, when an event disadvantageous to players occurs, as to whether to give a benefit based on the determination target decided by the decision means. If a specific condition is established, the display means can change a predetermined determination target from a first display mode to a second display mode. The determination means can determine to give the benefit based on a display mode of the determination target decided by the decision means.SELECTED DRAWING: Figure 20
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Description

Technical Field

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

Background Art

[0002] As a gaming machine, for example, a slot machine is known. In the slot machine, there is one having a gaming state called AT (Assist Time) that notifies the player that winning of a small combination or replay combination can be achieved as a gaming state advantageous to the player. In such a slot machine, when a predetermined combination such as a rare combination is won during non-AT, a transition lottery to AT is executed, and when the player wins the transition lottery, it is known to control to AT (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

Means for Solving the Problems

[0005] In order to solve the above problems, the gaming machine of the present invention includes a display means capable of displaying a plurality of determination targets, a determination means capable of determining any one of the plurality of determination targets displayed on the display means, a change means capable of changing the determination target determined by the determination means when a predetermined condition is satisfied, and a determination means capable of determining whether to grant a privilege based on the determination target determined by the determination means when an event unfavorable to the player occurs. The display means is capable of changing a predetermined determination target from a first display mode to a second display mode when a specific condition is satisfied, and the determination means is configured to be able to determine to grant a privilege based on the display mode of the determination target determined by the determination means.

Brief Description of the Drawings

[0006]

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Mode for Carrying Out the Invention

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

[0008] First, the overall configuration of the medal-less gaming machine 1 will be described. A display window 6 through which the rear can be visually recognized is formed in the central part of the front door 1a, and through this display window 6, the symbols shown on the reel 41 can be visually recognized. Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, operation means such as a bet button 2a, a MAX bet button 2b, an effect button 2g, a count button 2c, a settlement button 2d, a start lever 3, a stop button 5, etc., and notification means such as a gaming medal number display device 7, a count button lamp 2e, a bet number lamp 2f, etc. are provided. Note that the gaming medal number display device 7 may be provided on the upper surface side or the front side of the stepped portion. Above the display window 6, a navigation lamp 12 for guiding the player through the operation order of the stop button 5 is provided. On the upper part of the front door 1a, there is a display 8 that operates as display means and notification means. The display 8 can be exemplified by, for example, a liquid crystal display of one screen, but is not limited thereto, and a configuration of multiple screens (for example, a main screen and a sub-screen) may also be used. Note that, instead of or in addition to the display 8, a liquid crystal display may be provided at the lower part (lower panel) of the front door 1a, and it is not necessarily required to provide the display 8.

[0009] On the side of the display 8, there are provided a speaker 9 that operates as notification means and performs sound effects and notifications, and a lamp 11 that performs light effects and notifications corresponding to the winning of each role or the effects displayed on the display 8.

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

[0011] As shown in FIG. 3, the main control unit 10 is connected to various components such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a count button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply device 15. Note that the dashed line part (dedicated unit 19) in FIG. 3 indicates that it is an external device. The main control unit 10 functions as a lottery means (judgment means) capable of executing a lottery related to the game. In addition, it detects and controls the operations of the above-mentioned various components, shifts the game state, and outputs a predetermined command (control information) to the sub-control unit 20 at a predetermined timing. For example, it outputs a winning target command indicating the lottery result of the internal lottery process for determining the winning combination of this game and a winning determination command indicating the result of the winning determination. The sub-control unit 20 is connected to various components such as a navigation lamp 12, a count button lamp 2e, a bet number lamp 2f, an effect button 2g, a display 8, a speaker 9, and a lamp 11. The sub-control unit 20 operates as an effect control means and controls the operations of the above-mentioned various components according to a command (control information) from the main control unit 10.

[0012] The operation of the main part will be described. The game medal number display device 7 is a game value display means and displays the total number of game medals (game values) available for use in the game. Therefore, the player can play the game by inserting game medals within the range of the number of game medals displayed on the game medal number display device 7. The game medal number display device 7 includes a storage means (such as a RAM) and a display means (such as a 7-segment LED). When a game medal is lent or paid out, the main control unit 10 adds the lent number or paid-out number, stores (records) the addition result (total) as the "number of game medals" in the storage means, and displays it on the display means. In addition, when a game medal is inserted, the main control unit 10 subtracts the inserted number from the "number of game medals" "stored and displayed" in the game medal number display device 7. The lending of game medals is carried out by the lending operation of the dedicated unit 19 which is a pedestal device, and the insertion of game medals is carried out by the operation of the bet button 2a or the MAX bet button 2b. In the game medal number display device 7, an upper limit value (for example, set to 16300) is set for the number of game medals (amount of game value) that can be stored and displayed. For example, if the total number of game medals exceeds the upper limit value due to a payout upon winning, "game impossible" control is executed so that the game cannot be played. In the "game impossible" state, operations of the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.

[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals at the start of the game. The bet button 2a sets the bet number "1" (temporarily stored in the RAM) by a pressing operation, and the MAX bet button 2b sets the maximum bet number "3" (temporarily stored in the RAM). The main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed in the game medal number display device 7 in response to the pressing operation of the bet button 2a or the MAX bet button 2b.

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

[0015] The count button 2c is an operating means that the player operates when counting the game medals obtained. Specifically, the counting button 2c is a counting operation means for operating to output at least a part of the game medals (game values) displayed on the game medal number display device 7 (game value display means) as counting data to the dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated, for example, when ending the game, but is not limited to this, and in principle can be operated at any time (even during the game or in a state where the game is unavailable). The amount of counting differs depending on the pressing mode of the counting button 2c. For example, when the counting button 2c is "short-pressed" (pressed for less than 500 milliseconds, for example), the main control unit 10 outputs counting data that can identify that "1" game medal has been counted, that is, a counting amount of "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counting amount "1" from the number of game medals stored and displayed in the game medal number display device 7. When the counting button 2c is "long-pressed" (pressed for 500 milliseconds or more, for example), the main control unit 10 outputs counting data that can identify that a maximum of "50" game medals have been counted, that is, a maximum counting amount of "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counting amount (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, when the counting button 2c is long-pressed in a state where the number of game medals displayed on the game medal number display device 7 is "50 or less", since a maximum of "50" game medals are counted, all the game medal numbers are counted. In this case, the main control unit 10 outputs counting data that can identify the counting amount to the dedicated unit 19 and subtracts the counting amount from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed in the game medal number display device 7 is updated to "0". In addition, when the long press of the counting button 2c continues while the number of game medals displayed on the game medal number display device 7 is "more than 50", the number of game medals "50" is counted in response to the first long press detection, and every time the long press detection occurs after the second time (for example, every 300 milliseconds), a maximum of "50" game medals are counted. In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game medals stored and displayed on the game medal number display device 7. Note that the output of the counting data to the dedicated unit 19 based on the continuation of the long press may output the counting data that can identify the total count at once at the end of the long press continuation, or may individually output the counting data that can identify the counted quantity (maximum 50) each time the long press is detected. On the dedicated unit 19 side, for example, the total number of counted quantities until the return button is operated is managed as the number of medals in hand. In addition to the normal counting button 2c, separate counting buttons such as a button that can count 100 sheets with a short press or a counting button that stops at up to 500 sheets even when long pressed may be provided.

[0016] In this way, the number of game medals stored and displayed on the game medal number display device 7 can be subtracted by the counting process. Therefore, when the number of game medals exceeds the upper limit and the "game unavailable" state occurs, as a countermeasure, the "game unavailable" state can be released by reducing the number of game medals below the upper limit by operating the counting button 2c.

[0017] The game medal number clear button 14 is an operation means for store clerks to reset (set to 0) the number of game medals stored and displayed on the game medal number display device 7. When the game medal number clear button 14 is operated, the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 to "0". Therefore, the "game unavailable" state can also be released by the operation of the game medal number clear button 14 by the store clerk.

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

[0019] Note that the function of the settlement button 2d can also be provided to other operating means such as the bet button 2a and the counting button 2c. For example, when the bet button 2a is "short-pressed", the number of bets "1" is set, and when the bet button 2a is "long-pressed", the operation of the settlement button 2d (the above return operation) can be performed. Also, when the counting button 2c is operated, before the counting operation, the operation of the settlement button 2d (the above return operation) can be performed. Thereby, the player can output (count) the number of game medals to the dedicated unit 19 after surely returning the medals corresponding to the bet to the number of game medals only by performing the counting operation.

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

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

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

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

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

[0025] In addition, the dedicated unit 19 can be connected to a calling device (not shown) provided with a calling button that the player operates when calling a staff member (store employee) and a calling lamp that notifies that the staff member has been called through a relay device or directly, and can output gaming information such as the actual play information of the game received from the medal-less gaming machine 1 and the occurrence information such as AT to the calling device.

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

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

[0028] Execute a reel rotation process (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c, which display a plurality of symbols. The reels 41a to 41c gradually increase their rotation speed from a stopped state, and when they reach a steady rotation speed at which they rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.

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

[0030] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and after operating the third reel to stop, determines that a winning combination has been achieved when the combination of symbols that has stopped on the active line (winning line) is a predetermined combination of symbols. Note that "after the third reel stopping operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was used to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the three reels 41a to 41c are stopped once each for a total of three times. In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the middle line, with only the middle line being considered as the valid line out of the total five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.

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

[0032] Execute the game end process (S7). In the game end process, a counting process of gaming medals is executed. Specifically, when the counting button 2c is operated by the player, the main control unit 10 counts the number of gaming medals stored and displayed in the gaming medal number display device 7. More specifically, when the counting button 2c is short-pressed, the count amount "1" is subtracted from the number of gaming medals stored and displayed in the gaming medal number display device 7. When the counting button 2c is long-pressed, the maximum count amount "50" is subtracted from the number of gaming medals stored and displayed in the gaming medal number display device 7. When the long-press of the counting button 2c continues, the maximum count amount "50" is continuously subtracted from the number of gaming medals stored and displayed in the gaming medal number display device 7. As a result, counting data that enables the identification of the count amount is output to the dedicated unit 19. The dedicated unit 19 stores the total count amount as the number of medals in hand based on the input counting data. In the dedicated unit 19, in response to the return operation, the number of medals in hand in the card unit is stored in the IC card, and then the IC card is ejected from the card unit. Note that the IC card can be ejected only when the number of gaming medals stored and displayed in the gaming medal number display device 7 is "0". Therefore, the player needs to operate the counting button 2c to execute the counting process until the number of gaming medals displayed in the gaming medal number display device 7 becomes "0". The player can perform re-gaming or prize exchange based on the ejected IC card. In the replay game, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed according to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.

[0033] In addition to the above-described configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configurations. The configurations of each item may be mounted alone or in combination.

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

[0035] Among the bell roles, the push-order bell role is a winning role in which the combination of symbols is completed by following the operation order (referred to as the push order) for the stop button 5. In the present embodiment, ten push-order bell roles A1 to A6 and B3 to B6 are provided. In the following description, the push-order bell roles A1 to A6 and B3 to B6 are collectively referred to simply as the push-order bell role. The bell pressing order roles A1 to A6 are such that when the stop buttons 5a to 5c are operated according to one of the six bell pressing orders (the correct bell pressing order), the corresponding symbol combination ("bell, bell, bell") is stopped and displayed. When the stop buttons 5 are operated according to the other five bell pressing orders (incorrect bell pressing orders), the corresponding symbol combination is not stopped and displayed. Specifically, for the bell pressing order role A1, the correct bell pressing order is set to "5a → 5b → 5c" (left → middle → right: left 1ST press); for the bell pressing order role A2, the correct bell pressing order is set to "5a → 5c → 5b" (left → right → middle: left 1ST press); for the bell pressing order role A3, the correct bell pressing order is set to "5b → 5a → 5c" (middle → left → right: middle 1ST press); for the bell pressing order role A4, the correct bell pressing order is set to "5b → 5c → 5a" (middle → right → left: middle 1ST press); for the bell pressing order role A5, the correct bell pressing order is set to "5c → 5a → 5b" (right → left → middle: right 1ST press); for the bell pressing order role A6, the correct bell pressing order is set to "5c → 5b → 5a" (right → middle → left: right 1ST press).

[0036] The bell pressing order roles B3 to B6 are such that when the stop buttons 5a to 5c are operated according to one of the six bell pressing orders (the correct bell pressing order), the corresponding symbol combination is stopped and displayed. When the stop buttons 5 are operated according to the other five bell pressing orders (incorrect bell pressing orders), the corresponding symbol combination is not stopped and displayed. Specifically, for the bell pressing order role B3, the correct bell pressing order is set to "5b → 5a → 5c" (middle → left → right: middle 1ST press); for the bell pressing order role B4, the correct bell pressing order is set to "5b → 5c → 5a" (middle → right → left: middle 1ST press); for the bell pressing order role B5, the correct bell pressing order is set to "5c → 5a → 5b" (right → left → middle: right 1ST press); for the bell pressing order role B6, the correct bell pressing order is set to "5c → 5b → 5a" (right → middle → left: right 1ST press).

[0037] As other symbol combinations that are stopped and displayed by incorrect bell pressing orders, there are bell pressing order spill marks and losing marks. When the stop buttons 5a to 5c are operated in the incorrect pressing order and the combination of symbols corresponding to the pressing order bell spill marks cannot be stopped, a spill occurs and a losing combination (such as "REPLAY CHERRY BELL") is stopped and displayed. When the combination of symbols corresponding to the pressing order bell spill marks stops, one medal is awarded, and when the combination of symbols corresponding to a losing combination stops, no medal is awarded. In addition, as another combination of symbols stopped and displayed due to an incorrect pressing order, only the pressing order bell spill marks may be provided, and no losing combinations may be provided.

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

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

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

[0041] In each game state according to the present embodiment described later, the occurrence frequency of the pressing order navigation is controlled to change. Specifically, in a game state controlled by non-AT (for example, a non-favorable state, a normal game state, a CZ state), the pressing order navigation is not executed when the pressing order bell role A or the pressing order bell role B is won. Also, in a game state controlled by partial AT (for example, an AT state (latter part)), the pressing order navigation is executed when the pressing order bell role A is won, and the pressing order navigation is not executed when the pressing order bell role B is won. Also, in a game state controlled by AT (for example, an AT state (former part, middle part), a pseudo-bonus state, an ending state), the pressing order navigation is executed when the pressing order bell role A or the pressing order bell role B is won. Thereby, in the game state controlled by AT, it is controlled so that the number of medals that can be obtained per game increases (so that the net increase number increases). Note that it is not limited to this, and in a game state controlled by non-AT, the pressing order navigation may be executed in part when the pressing order bell role A and / or the pressing order bell role B is won. In a game state controlled by partial AT, the pressing order navigation may be executed with a predetermined probability (other than 0%) when the pressing order bell role B is won. In a game state controlled by AT, the pressing order navigation may be executed with a predetermined probability (other than 100%) when the pressing order bell role B is won.

[0042] In addition, in the AT, instead of notifying the correct pressing order, symbols or the like serving as a guide for pressing may be notified. For notifying symbols, for example, a color pressing guide (color guide) may be executed. The color guide is a state of notifying the type of special symbols (red 7 symbol, blue 7 symbol, BAR symbol, etc.) corresponding to the winning pressing order bells selected for a specific reel. Therefore, the player can win the winning pressing order bell by performing a pressing operation using the color of the notified symbol (red, blue, black) as a guide. Note that only the color may be notified instead of notifying the symbol.

[0043] The cherry combination is a minor combination where the corresponding symbol combination is "cherry·ANY·ANY". There are a weak cherry combination where the "cherry" symbol stops at the upper or lower stage of the left reel 41a, and a strong cherry combination where the "cherry" symbol stops in the middle stage of the left reel 41a. The watermelon combination is a minor combination where the corresponding symbol combination is "watermelon·watermelon·watermelon". For the replay combination, regardless of the pressing order, the symbol combination is completed, and the symbol combination of "replay·replay·replay" stops and is displayed on the winning line.

[0044] In addition, rare combinations (other than the common bell combinations) require a stop operation (so-called pressing operation) aiming at the symbols corresponding to winning on a predetermined reel, and even when a winning draw stop control is performed, the corresponding symbol combination does not necessarily stop. And if the corresponding symbol combination cannot be stopped due to an incorrect pressing operation, a miss occurs and one medal is awarded.

[0045] The bonus combination is a combination where the corresponding symbol combination is "BAR·BAR·BAR". It is a combination that shifts the game state to the bonus state based on the fact that the corresponding symbol combination is achieved by operating the stop button 5. The bonus winning combination can carry over its winning right to the selected game and subsequent games, as long as the corresponding symbol combination does not stop (the bonus winning combination wins). Therefore, until the corresponding symbol combination stops and the bonus winning combination wins, the established state of the bonus winning is maintained (hereinafter, this state is referred to as the "bonus winning state"). In a normal game, it will be executed during most periods in the bonus winning state. On the other hand, when winning the bonus winning combination and the corresponding symbol combination for the bonus winning combination stops being displayed (the bonus winning combination wins), it transitions to the bonus state, and after the end of the bonus state, it becomes a non-carry-over state where the right to win the bonus winning combination is not carried over (hereinafter, this state is referred to as the "bonus non-winning state").

[0046] Also, the bonus winning combination can win repeatedly with a predetermined probability when winning the replay winning combination. When the bonus winning combination wins repeatedly with the replay winning combination, the main control unit 10 performs reel control on the symbol combination corresponding to the bonus winning combination with the lowest priority. Therefore, in a game where the bonus winning combination and the replay winning combination win repeatedly, basically, the symbol combination corresponding to the bonus winning combination cannot be stopped, and the symbol combination corresponding to the replay winning combination will stop, and the bonus winning state will continue (be carried over) in subsequent games. For this reason, in this embodiment, most of the games will be played in the bonus winning state. Note that, without being limited to this, the bonus winning combination may win alone.

[0047] Based on the symbol combinations as described above, the presence or absence of winning for the minor winning combination, the replay winning combination, and the bonus winning combination is determined respectively. If it is determined as a win as a result, as shown in FIG. 5, game value is given (medals are paid out). That is, the main control unit 10 is provided with game value giving means for giving game value (medals) corresponding to the stop mode of the symbols. For example, in the pressing order bell combinations A1 to A6, when the corresponding symbol combination stops displaying, 8 medals are paid out. In the pressing order bell combinations B3 to B6, when the corresponding symbol combination stops displaying, 15 medals are paid out. Also, when the symbol combination corresponding to the common bell combination stops, 15 medals are paid out. Regarding the pressing order bell combinations, during the AT state and the pseudo-bonus state, the winning probability is set such that the medals held by the player increase.

[0048] When the symbol combination corresponding to the watermelon combination stops, 3 medals are paid out. When the symbol combinations corresponding to the weak cherry combination, the strong cherry combination, and the chance combination stop, 1 medal is paid out respectively. Also, due to the stop display of the symbol combination corresponding to the replay combination, the state becomes such that re-playing is possible without inserting medals in the next game. Also, when the symbol combination corresponding to the bonus combination stops, no medals are paid out.

[0049] Note that the number of medals paid out when the symbol combination corresponding to each winning combination stops displaying may be other than the above-mentioned number of medals. Also, the symbol combinations corresponding to each winning combination may be other than the above, and may be composed of symbols that require a pressing operation, or may be composed of symbols that do not require a pressing operation. Also, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the bet number, but the number of medals paid out may be made different according to the bet number.

[0050] (Recommended pressing order) In the medal-less gaming machine 1 in this embodiment, as the recommended pressing order, the "left 1ST press" with the stop button 5a as the first stop operation is set. Therefore, when the player performs an irregular press such as pressing the middle 1ST button with the stop button 5b as the first stop operation or pressing the right 1ST button with the stop button 5c as the first stop operation, which is a pressing order other than pressing the left 1ST button (hereinafter, these are collectively referred to as irregular presses), specific information can be output. The "output of specific information" is, for example, a display such as "It is recommended to press the left button" on the display 8, the output of a prohibited sound from the speaker 9, a change in the lighting state of the lamp 11, etc. Also, as described above, in the game state controlled by non-AT, in the game where the press order bell role is elected, in principle, the press order navigation is controlled not to be executed. And in a game where such press order navigation is not executed, if the player actively performs an irregular press, the frequency of winning by chance to the winning roles (press order bell roles B3 to B6) corresponding to the irregular press will increase, and 15 medals will be paid out, which will affect the game performance such as the medal payout rate assumed by the medal-less gaming machine 1. Therefore, in the medal-less gaming machine 1 in this embodiment, in the case of a game where the press order navigation is not executed, by displaying a warning such as "It is recommended to press the left button" on the display 8, it is possible to avoid the active execution of an irregular press and prevent the payout of 15 medals that are not expected. Also, a penalty may be imposed when an irregular press is performed. As the penalty, for example, in the game, a penalty such as not executing a lottery (for example, a privilege grant lottery) that can be advantageous to the player can be imposed. Note that when an irregular press is performed during AT, a penalty may not be imposed.

[0051] (Winning probability of each role) Next, with reference to FIG. 6, the winning probability of each role will be described. FIG. 6 shows an internal lottery table used for the lottery of each winning role in the winning state of the bonus among each state related to the bonus (bonus non-winning state, bonus winning state, bonus state). The internal lottery table has a random number value acquisition range (number) of 65,536 for the internal lottery process by the main control unit 10, and shows the number of winning values (winning) among them respectively. Also, the internal lottery table shown in FIG. 6 shows the winning probabilities of each winning combination in the 3 - bet game, and shows the case where the set values set by the probability setting device 16 are common for all set values in settings 1 to 6.

[0052] As shown in FIG. 6, the probability of winning for each combination is set such that in the bonus winning state, the relationship is as follows: bonus bell combination A > bonus bell combination B > replay combination > weak cherry combination > common bell combination > watermelon combination > chance combination > strong cherry combination. Also, the winning probabilities of each combination shown in FIG. 6 are values in the bonus winning state, but in the non - bonus winning state and the bonus state, the winning probabilities are the same. However, in the non - bonus winning state, when the replay combination wins, the bonus combination also wins.

[0053] Note that the relationship of the winning probabilities of each combination may be other than that shown in FIG. 6. Also, for the winning combinations, there are winning combinations (common bell combination, bonus bell combination A1 (hereinafter also referred to as the combination with setting difference)) whose winning probabilities vary according to the set value and winning combinations whose winning probabilities do not vary according to the set value, but it is not limited to this, and it may be only the winning combinations whose winning probabilities do not vary according to the set value. Also, for example, it may be set such that the higher the setting for only some rare combinations, the higher the winning probability, or the lower the setting, the higher the winning probability of the rare combinations. Also, although the winning probabilities of each combination in the 3 - bet game are assumed, they may also be used as the winning probabilities of each combination in cases other than the 3 - bet game. Also, for the winning combinations, there is no losing combination provided, but a losing combination may be provided.

[0054] (Normal section, advantageous section) The main control unit 10 includes section control means that can control, separately from the gaming state described later, to either a normal section (non-favorable section) or a favorable section as a gaming section. The normal section is a gaming section in which the push order navigator related to the push order bell combination is not executed. It starts when the next game starts after the favorable section ends, and ends when the favorable section transition condition is satisfied. Also, in the initial state (at the time of reset) of the main control unit 10, it is controlled to the normal section. In the present embodiment, the establishment of the favorable section transition condition is to win a combination other than the set difference winning combinations (common bell combination, push order bell combination A1) in the internal lottery process. After the third reel stop operation of the winning game, it transitions from the normal section to the favorable section. Also, in the present embodiment, the non-favorable state is a gaming state in which it is controlled to the normal section.

[0055] Note that the establishment of the favorable section transition condition may be set as winning a predetermined combination among the non-set difference losing combinations. Also, for example, it may be set to transition by the stop display of a combination of symbols corresponding to a predetermined combination or the stop display of a combination of symbols not corresponding to a predetermined winning combination (for example, a losing combination or a push order bell spill combination), etc. Also, it may be set to transition to the favorable section on the condition that it has transitioned to a gaming state favorable to the player with an increase in the number of medals, and continue the favorable section when the favorable gaming state continues.

[0056] The favorable section is a gaming section in which the push order navigator related to the push order bell combination can be executed, and it is a gaming section more favorable to the player compared to the normal section when the push order navigator is executed. Also, the favorable section ends when the favorable section end condition is satisfied after the favorable section transition condition is satisfied in the normal section. As the end condition of the favorable section, for example, there may be a case where the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). Separately from this, as the end condition of the favorable section, there may be a case where the favorable section limiter is reached. The medal-less gaming machine 1 is provided with a limiter function (advantage section limiter) for limiting the number of medals acquired by the player. For example, the advantage section limiter satisfies the condition that "the number of medals acquired during one advantage section (the difference in medals (the number of inserted medals - the number of paid-out medals)) reaches the upper limit number of medals (for example, +2400 medals)". Therefore, the advantage section limiter will operate when the difference in medals in one advantage section reaches the upper limit number of medals. Note that the condition for the upper limit number of medals may be that "the number of medals acquired during one advantage section (the net increase in medals (so-called MY)) reaches the upper limit number of medals (for example, 2400 medals)".

[0057] The above end condition of the advantage section is an example. For example, in this embodiment, it is assumed that the advantage section continues at the end of the AT state, but it is not limited to this. The end condition of the advantage section may be made to hold in part at the end of the AT state, or it may be determined by lottery whether to end the advantage section according to the difference in medals at the end of the AT state. Also, in the normal gaming state, when staying in a predetermined number of games continuously, the advantage section may end and shift to the normal section.

[0058] Also, as the end condition of the advantage section, for example, "the fact that at least one push-order bell has been notified", "the fact that the combination of symbols corresponding to the bonus combination has stopped being displayed", etc. may be included. Also, when winning a predetermined winning combination (normal section transition combination) during the advantage section, the advantage section may end and shift to the normal section.

[0059] When the advantage section ends, among the information related to the game, the right to win the bonus is carried over, but other information is initialized. For example, the values of each counter described later and various information managed during each gaming state (for example, probability state, consecutive winning times of small combinations, history of winning combinations, icon level (described later), number of items (described later)) are initialized when the advantage section ends. In addition, not limited to this, some or all of the information initialized at the end of the advantageous section may not be initialized.

[0060] Further, an advantageous section lamp capable of notifying that it is during the advantageous section by lighting may be provided, and lighting control may be performed by the main control unit 10. Further, when the advantageous section lamp is provided, it may be configured to light during the advantageous section and during a gaming state (for example, a pseudo bonus state) in which medals increase.

[0061] In addition, the medal-less gaming machine 1 of the present embodiment is provided with a so-called complete function (also simply referred to as complete) for limiting the number of medals acquired by the player, which limits the actual number of medals (net increase) acquired by the player side from when the power of the medal-less gaming machine 1 is turned on until it is turned off. Specifically, when the net increase number (MY) from when the power of the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (+19000 pieces, which is the complete value), it is set to a game execution impossible state, and the subsequent game is set to a game stop state where it becomes impossible. Therefore, during the business hours of the game arcade, the number of medals acquired by the player side is limited. Also, during the business hours of the game arcade, even if the difference number of medals in one advantageous section is an extremely small value and the player can acquire an extremely large number of medals until the advantageous section limiter function operates, the complete function will operate first until the advantageous section limiter function operates. Thus, even when the difference number of medals is an extremely small value, it is possible to prevent the disadvantage of the game arcade side from becoming extremely large.

[0062] (Counter related to the game) During the advantageous section, by operating the main control unit 10 as a counting means, the counting results of the following counters are stored in the storage unit. · Advantageous section game number counter (hereinafter, also referred to as counter A) … The counted value of the number of games during the advantageous section · Advantage interval difference medal counter (hereinafter also referred to as counter B) … The count value of the number of medals obtained (difference medals) during the advantage interval · Game number counter during each gaming state … The count value of the number of games in each gaming state

[0063] Counter B is a counter related to the advantage interval limiter. When the main control unit 10 shifts from the normal interval to the advantage interval, it starts counting the number of games executed during the advantage interval (counter A) and the number of medals obtained during the advantage interval (counter B). When the value indicated by counter B reaches a specific value (+2400 medals), the advantage interval is forcibly terminated. The values of counter A and counter B are initialized (cleared to zero) when the advantage interval ends.

[0064] Counter B is a counter for the main control unit 10 to monitor the difference between the number of medals consumed (input as the bet number) by the player in one advantage interval and the number of medals paid out (awarded). It can count the difference number of medals (difference gaming value) between the consumed medal number and the paid-out medal number. Also, unless initialized, counter B is also counted when the total number of medals consumed during the execution of the game becomes larger than the total number of medals paid out according to the result of the game.

[0065] Thereby, even when there are no medals actually obtained by the player side during the advantage interval and only medal consumption is performed, the consumed medal number at that time (the medal number lost by the player side) can be counted. That is, the main control unit 10 can also count the value of counter B when the number of consumed gaming values (medals) in the advantage interval is larger than the number of awarded gaming values (medals) in the advantage interval.

[0066] The game number counter in each gaming state is a counter that counts the number of games executed in each gaming state. For example, there is a counter that counts the number of games executed during the CZ state, a counter that counts the number of games executed during the AT state, a counter that counts the number of games executed during the pseudo-bonus state, and so on. When the main control unit 10 enters each gaming state, it starts counting when the game is started. Also, the value of the counter is displayed as the "remaining number of games" or the like on the display 8 during each gaming state.

[0067] In addition to the above configuration, the medal-less gaming machine 1 according to the present embodiment has the following gaming states and characteristic gameplay based on these gaming states.

[0068] (Details of each gaming state) Next, with reference to FIG. 7, each gaming state of the medal-less gaming machine 1 according to the present embodiment and the transition between each gaming state will be described. Note that the main control unit 10 can independently perform the lottery state of the internal lottery process (each state related to the bonus), the transition control between the normal section and the advantageous section, and the transition control between the gaming states. Hereinafter, unless otherwise specified, the transition timing from each gaming state to another gaming state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the payout of medals is completed). Note that the present invention is not limited to this, and the transition may be made from the next game after the transition condition is satisfied.

[0069] As shown in FIG. 7, the game of the medal-less gaming machine 1 according to the present embodiment is executed in a plurality of gaming states such as a non-advantageous state, a normal gaming state, a CZ state, a pseudo-bonus state, an AT state, and an ending state. Also, the CZ state includes CZ1, CZ2, and CZ3. Also, the AT state includes a first half part, a middle part, and a second half part. By operating as a gaming state control means, the main control unit 10 can be controlled to transition from one gaming state (state) to another gaming state (state) based on the establishment of a predetermined transition condition. In a game state controlled by non-AT (especially the normal game state), the longer the player stays, the longer the period during which it is difficult for the player's medals to increase, which is disadvantageous to the player. On the other hand, a game state controlled by AT (especially the AT state) is a game state that is advantageous to the player because medals are likely to increase by continuing the game. Therefore, the player aims to shift from the normal game state to the AT state, and further aims to stay in the AT state for a long time by repeatedly executing (continuing) the AT state, and thus plays the game.

[0070] (Non-advantageous state) The non-advantageous state is a game state controlled by the normal section (non-advantageous section). When the medal-less gaming machine 1 is reset, when the set value is changed (including re-entering the set value), when the advantageous section ends (for example, after the end of the ending state), etc., it enters. During the non-advantageous state, when the advantageous section transition condition is satisfied (when a winning combination other than the set difference beneficial combination (common bell combination, push order bell combination A1) is won), the main control unit 10 controls the transition from the normal section to the advantageous section. That is, during the game, the stay period in the normal section (non-advantageous state) is extremely short, and it will stay almost in the advantageous section (game state other than the non-advantageous state). Note that in the non-advantageous state, it may not be externally distinguishable that it is controlled by the normal section. For example, in the display screen displayed on the display 8, the same background image may be used during the normal section and the advantageous section. Alternatively, the non-advantageous state may be omitted, and the functions of the non-advantageous state may be provided in the normal game state.

[0071] In the non-advantageous state, depending on the lottery state (each state related to the bonus) of the internal lottery process when the advantageous section transition condition is satisfied, the next transition destination is different. Specifically, when the favorable interval transition condition is satisfied, if the main control unit 10 is controlled to the non-bonus winning state, it controls the game state to transition to the normal game state (arrow a in FIG. 7). On the other hand, when the favorable interval transition condition is satisfied and the main control unit 10 is controlled to the bonus winning state, it controls the game state to transition to the CZ state (CZ3) (arrow b in FIG. 7). That is, at the reset of the medal-less gaming machine 1 (main control unit 10) in the non-bonus winning state, mainly in the game at the start of business at the game parlor (early morning), when the favorable interval transitions, it transitions to the normal game state, and in the game after the start of business (early morning) when the bonus winning state is reached, when the favorable interval transitions, it transitions to the CZ state (CZ3). Note that this is not limited to this, and in the non-bonus winning state, it may transition to a game state other than the normal game state when the favorable interval transitions, and in the bonus winning state, it may transition to a game state other than the CZ state (CZ3) when the favorable interval transitions. For example, when the favorable interval transition condition is satisfied, the destination of the game state transition may be determined by lottery based on the winning combination of the current game.

[0072] In this way, in the non-favorable state, since the destination of the game state transition differs according to the lottery state (each state related to the bonus) of the internal lottery process when the favorable interval transition condition is satisfied, the following effects are achieved. For example, when reaching the favorable interval limiter during the AT state, the game state transitions as AT state → ending state → non-favorable state. And in this case, when the favorable interval transition condition is satisfied during the non-favorable state after the end of the ending state, since it transitions to CZ3, if winning the lottery for transitioning to the AT state in the CZ3, it can transition (return) to the AT state again. As a result, even after the AT state (ending state) ends, immediately thereafter, it is possible to return to the AT state again via CZ3, so a situation where a large number of balls can be obtained across multiple favorable intervals occurs, and the player can be given a sense of expectation. Also, after the start of a new advantageous period, since the counter related to the advantageous period limiter (the value of counter B) is reset, when winning the transition lottery to the AT state in CZ3, a sufficient stay period can be ensured in the new AT state. Furthermore, when controlled to the bonus non-winning state in the disadvantageous state, when the transition condition to the advantageous period is satisfied, it is controlled to the normal game state, so that the transition to the AT state can be avoided immediately after the setting change process or the like (such as in the early morning). Therefore, it is possible to prevent the player from being in a significantly advantageous situation and to prevent the player's gambling mentality from being overly stimulated.

[0073] Also, in the disadvantageous state, when the advantageous period transition condition is satisfied, the initial icon lottery is performed. The "icon" is visibly displayed to the player during the normal game state. For example, five icons are displayed on the screen (see FIG. 20). The icons are provided with icon levels in five stages (level 1 to level 5). Based on the relationship of level 1 < level 2 < level 3 < level 4 < level 5, the higher the level value, the easier it is for the game to proceed advantageously for the player. In this embodiment, five icons are used, but it is not limited to this, and other than five may be used. Also, the number of icons may be determined from a plurality of types (for example, 1 to 10) at the timing when the initial icon lottery is performed. In this case, the higher the set value set in the probability setting device 16, the easier it is to determine a smaller number of icon counts, and conversely, the higher the set value, the easier it is to determine a larger number of icon counts. Also, the icon level can be provided with arbitrary level values and may be other than five stages.

[0074] In the initial icon lottery, the main control unit 10 operates as a display mode determination means to determine the display modes (icon levels (initial levels)) of the five icons by lottery and stores the results in the RAM of the main control unit 10. Specifically, the main control unit 10 performs a lottery by referring to the "initial icon lottery table" (Fig. 8) based on the lottery state and the set value set in the probability setting device 16. For example, as shown in Fig. 8(a), when controlled to the non-bonus winning state, regardless of the set value, "Level 1" is selected with a probability of 232 / 256, and any one of "Level 2" to "Level 5" is selected with a probability of 6 / 256. Also, as shown in Fig. 8(b), when controlled to the bonus winning state and when setting 1 is set, "Level 1" is selected with a probability of 252 / 256, and any one of "Level 2" to "Level 5" is selected with a probability of 1 / 256. Also, although detailed description is omitted, when the set value is set 2 to 5, the lottery is executed with each probability as shown in the figure. In this way, when controlled to the non-bonus winning state, a relatively higher level value is selected compared to when controlled to the bonus winning state. Also, when controlled to the bonus winning state, the higher the set value set in the probability setting device 16, the more likely a relatively higher level value is selected.

[0075] In the initial icon lottery, in order to determine the icon level (initial level) of each of the five icons, the lottery is executed five times. The determined icon levels of the five icons are displayed in a visible manner to the player on the display 8. For example, as shown in Fig. 9, the display mode of the icon is different according to the icon level. For example, as shown in Fig. 9, the more deposits accumulate in the container, the higher the icon level. Also, the five icons are arranged in order from the left side of the screen of the display 8 in the order in which the icon levels (initial levels) are determined (see Fig. 20). Note that this is not limited thereto, and they may be arranged from other than the left side of the screen, for example, randomly arranged. As a result, the player can recognize the degree of advantage of the current game and the games several games ahead based on the display mode (icon level) of the icon. In the initial icon lottery, if it is controlled to be in the bonus winning state, the lottery may not be performed. In this case, for example, the lottery may be executed at the timing when the favorable section transition condition is satisfied, after the transition to CZ3, and after CZ3 ends and the game shifts to the normal game state.

[0076] The icon level determined by the initial icon lottery can be upgraded during the normal game state. Although details will be described later, in this embodiment, when an event disadvantageous to the player (hereinafter also referred to as a disadvantageous event) occurs in the game, an icon level upgrade lottery is executed, and if the player wins the lottery, the icon level is upgraded. When a special condition is satisfied during the normal game state (when winning a rare combination), a transition lottery to the CZ state is performed based on the icon level (display mode of the icon) of the game in which the rare combination was won. Details of the CZ state transition lottery will be described later. In this way, the icon level is a parameter that affects the progress of the game, and therefore, the player will play the game aiming for the icon level to reach the maximum value during the normal game state.

[0077] (Normal game state) The normal game state (the fourth game state) is controlled to be non-AT and is a game state disadvantageous to the player. Therefore, the player will play the game while hoping to shift to a game state favorable to the player as soon as possible. Specifically, during the normal game state, the player will play the game while expecting a transition to the CZ state while increasing the icon level.

[0078] In the normal game state, a CZ state transition lottery is performed to determine whether to grant the right to transition to the CZ state. In the CZ state transition lottery, when a special condition is satisfied (when winning a rare role), the main control unit 10 operates as a transition determination means, and based on the icon level (display mode of the icon) of the game in which the rare role is won, it is determined by lottery whether to transition to the CZ state (specific game state). Specifically, the main control unit 10 refers to the "CZ state lottery table" (Fig. 10) and conducts a lottery based on the winning role of the current game, the icon level of the current game, and the set value set in the probability setting device 16. As shown in Fig. 10(a), for example, when the icon level is levels 1 to 4 and a weak rare role is won, in the case of setting 1, it is set to win "CZ1" with a probability of 15 / 256 and to win "CZ2" with a probability of 1 / 256. In the case of setting 6, it is set to win "CZ1" with a probability of 23 / 256 and to win "CZ2" with a probability of 3 / 256. Also, although detailed explanations are omitted, when the set value is in settings 2 to 5, the lottery is executed with each probability as shown in the figure. Also, as shown in Fig. 10(b), for example, when the icon level is levels 1 to 4 and a strong rare role is won, in the case of settings 1 to 3, it is set to win "CZ1" with a probability of 15 / 256 and to win "CZ2" with a probability of 1 / 256. In the case of settings 4 to 6, it is set to win "CZ1" with a probability of 23 / 256 and to win "CZ2" with a probability of 3 / 256.

[0079] In this way, in the CZ state transition lottery, when the icon level is levels 1 to 4, the higher the set value set in the probability setting device 16, the higher the winning probability. Therefore, it is possible for the player to guess the set value, and it is possible to enhance the player's sense of expectation. Also, since winning a role with a low winning probability (strong rare role) results in a higher winning probability, it is possible to enhance the player's sense of expectation. Note that when winning a specific role (for example, a strong cherry role), it may be set to always win.

[0080] In the CZ state transition lottery, when the icon level is between levels 1 and 4, the lottery is conducted the same number of times as the level value of the icon level. Specifically, when the icon level is level 1, the CZ state transition lottery is executed once, and when the icon level is level 4, the CZ state transition lottery is executed four times. That is, the higher the icon level, the easier it is to win the CZ state. Therefore, during the normal game state, attention can be focused on the level value of the icon level, and the interest of the game and the player's sense of expectation can be improved.

[0081] Also, as shown in Fig. 10(c), for example, when the icon level is level 5 and a weak rare combination is won, it is set to win "CZ1" with a probability of 96 / 256 and win "CZ2" with a probability of 16 / 256. When the icon level is level 5 and a strong rare combination is won, it is set to win "CZ1" with a probability of 128 / 256 and win "CZ2" with a probability of 128 / 256. Note that when the icon level is level 5, it is assumed that the lottery is conducted regardless of the setting value set in the probability setting device 16, but it is not limited to this, and the lottery may be conducted with reference to the setting value.

[0082] In the CZ state transition lottery, the winning probability for CZ1 may be set high. When set in this way, since it becomes easier to transition from the normal game state to CZ1, it also becomes easier to transition to the AT state. As a result, it is conceivable that the payout rate will increase excessively, but the overall payout rate can be suppressed for the following reasons. Although the details will be described later, in CZ1, when it is determined that a transition to the AT state is made, since the AT state starts from the middle part controlled after the end of the first half part, the stay period of the AT state is shorter than when the AT state starts from the first half part. Therefore, even if the winning probability for CZ1 is set high, the overall payout rate can be suppressed.

[0083] Also, in the CZ state transition lottery, when the icon level is levels 2 to 4, it is assumed that the lottery ends when winning the lottery. However, it is not limited to this, and the lottery may be conducted the number of times corresponding to the icon level without ending the lottery, and the best lottery result may be referred to. For example, when winning both CZ1 and CZ2, it may be controlled to transition to CZ2. And when controlling in this way, when winning multiple times, the right to transition to the CZ state may be stocked. For example, when the icon level is level 4, if CZ1 wins in the first lottery, loses in the second and third lotteries, and CZ2 wins in the fourth lottery, it may be controlled to transition to CZ1 and the right to transition to CZ2 may be stocked.

[0084] When winning the CZ state transition lottery in the normal game state, the main control unit 10 confers the right to transition to the CZ state as a privilege. And the main control unit 10 controls to transition to the CZ state after executing the production of a predetermined number of games (omen games) (arrows c and d in FIG. 7). Also, during a predetermined number of games (omen games), a continuous production for enhancing the sense of anticipation for the transition to the CZ state is executed on the display 8, and the winning result of the CZ state transition lottery is notified in the final game.

[0085] The number of omen games is determined based on the lottery result of the CZ state transition lottery by the main control unit 10 referring to the "omen game number lottery table" (FIG. 11) when winning a rare combination. For example, as shown in FIG. 11, when winning the CZ state transition lottery triggered by winning a rare combination, "1 game" or "2 games" is selected as the number of omen games with a probability of 32 / 256, and one of "3 games" to "5 games" is selected as the number of omen games with a probability of 64 / 256. In this way, when winning the CZ state transition lottery, a relatively long number of omen games is more likely to be selected. Note that it is not limited to this, and when winning the CZ state transition lottery, a relatively short number of omen games may be more likely to be selected. Note that the number of preliminary games can be set to any number of games, and it may be other than 1 to 5 games.

[0086] Also, in the preliminary game number lottery, regardless of the lottery result of the CZ state transition lottery, a lottery may be conducted such that each preliminary game number is selected with a predetermined probability. In this case, the CZ state transition lottery may be conducted in the final game of the preliminary game.

[0087] Also, in the normal game state, when an adverse event occurs in the game, an icon level upgrade lottery is executed. Examples of adverse events include "not winning the CZ state transition lottery" and "not winning a rare combination in 100 games". Note that the adverse event is not particularly limited as long as it is an event disadvantageous to the player in the game. For example, it may include "not winning a non-rare combination (replay combination or push order bell combination) in a predetermined number of games" and "not winning the icon level upgrade lottery a predetermined number of times". The icon level upgrade lottery is conducted by the main control unit 10 referring to the "icon level upgrade lottery table" (Figure 12) based on the icon level of the game in which the adverse event occurred and the type of the adverse event. For example, as shown in Figure 12(a), when the icon level is level 1 to 3, if not winning the CZ state transition lottery triggered by winning a weak rare combination, the probability of winning (upgrading) is 64 / 256; if not winning the CZ state transition lottery triggered by winning a strong rare combination, the probability of winning (upgrading) is 128 / 256; if not winning a rare combination in 100 games, the probability of winning (upgrading) is set to 256 / 256. Also, as shown in Figure 12(b), when the icon level is level 4, if not winning the CZ state transition lottery triggered by winning a weak rare combination, the probability of winning (upgrading) is 32 / 256; if not winning the CZ state transition lottery triggered by winning a strong rare combination, the probability of winning (upgrading) is 64 / 256; if not winning a rare combination in 100 games, the probability of winning (upgrading) is set to 128 / 256. In this way, the lower the icon level, the easier it is to win. Note that this is not the only case, and it may also be set such that the higher the icon level, the easier it is to win, or the winning probability may be made uniform.

[0088] When winning the icon level upgrade lottery, the main control unit 10 upgrades the icon level by +1 as a privilege. Note that this is not the only case, and it may also be upgraded by +2 or more, or the upgrade stage may be varied according to the type of adverse event. In addition, a case where the icon level is downgraded may be provided. For example, when not winning the icon level upgrade lottery, "-1 downgrade" may win with a probability of 10 / 100, "-2 downgrade" may win with a probability of 1 / 100, and "maintain the current state" may win with a probability of 89 / 100. Also, in the icon level upgrade lottery, it is assumed that when the icon level is level 5, the lottery is not conducted. However, this is not the only case, and the lottery may also be conducted even when the level is 5. In this case, when winning, the right to transition to the CZ state may be granted as a privilege.

[0089] Next, with reference to FIG. 20, an example of the effect executed on the display 8 during the normal game state will be described. During the normal game state, as shown in FIG. 20, the sub-control unit 20 displays an icon map 81, the number of games in the advantageous section 83, etc. on the screen of the display 8. In addition, an effect image is displayed in the center of the screen. The effect image is, for example, a predetermined image (still image or moving image), and an image for notifying winning a minor combination or a rare combination, or for enhancing the expectation for winning various lotteries is displayed.

[0090] The icon map 81 shows the display modes of five icons (objects to be determined) in a recognizable manner, and is divided into five regions (81a to 81e) and arranged side by side. The sub-control unit 20 assigns and displays five icons Z1 to Z5 in each of the divided regions based on the icon levels of the respective icons stored in the RAM of the main control unit 10. As described above, each of the icons Z1 to Z5 is displayed in a different display mode according to the icon level (see FIG. 9). Specifically, in the example shown in FIG. 20(a), icon Z1 indicates that the icon level is level 2, icon Z2 indicates that the icon level is level 1, icon Z3 indicates that the icon level is level 1, icon Z4 indicates that the icon level is level 4, and icon Z5 indicates that the icon level is level 1.

[0091] Also, on the icon map 81, target icon information 82 that can recognize the icons targeted in the current game is displayed. The target icon information 82 shifts (moves) each region (81a to 81e) on the icon map 81 one by one to the right as the game progresses. Specifically, at the start of the advantageous section, it starts from region 81a, and for each execution of the game, the five icons are repeatedly shifted (moved) as a set (one map), such as 81a (Z1) → 81b (Z2) → 81c (Z3) → 81d (Z4) → 81e (Z5) → 81a (Z1) → 81b (Z2) ···. For example, in the example shown in FIG. 20(a), the target icon information 82 is located in region 81a, indicating that the target icon in the current game is icon Z1. That is, the main control unit 10 functions as a determination means capable of determining any one of the plurality of determination targets (icons) displayed on the display means (display 8), and functions as a change means capable of changing the determination target (icon) determined by the determination means when a predetermined condition is satisfied (when one game progresses). Note that the display area of the icon map 81 is set to five, but it is not limited to this, and it may be other than five.

[0092] In the situation shown in FIG. 20(a), when a new game is started (the start lever 3 is operated), as shown in FIG. 20(b), the target icon information 82 that was located in the area 81a shifts one position to the right and is located in the area 81b. And, for example, if one wins the weak cherry role in this game, it is announced on the screen, and based on winning the weak cherry role, a CZ state transition lottery and a precursor game number lottery are executed. Specifically, in the CZ state transition lottery, the lottery is conducted based on the weak rare role (weak cherry role) and the display mode of icon Z2 (icon level = level 1). Here, for the sake of explanation, it is assumed that one loses in the CZ state transition lottery, and in the precursor game number lottery, "4 games" is selected as the number of precursor games. And at this time, based on the occurrence of an adverse event (losing in the CZ state transition lottery), an icon level upgrade lottery is executed.

[0093] The example shown in FIG. 20(c) shows the game of the final game (the 4th game) in which continuous effects are executed during the "4 games" of the number of precursor games from the situation shown in FIG. 20(b). Therefore, in the situation shown in FIG. 20(b), the target icon information 82 that was located in the area 81b moves four positions (for 4 games) and is located in the area 81a. The continuous effects execute, for example, a battle effect between the protagonist character and the enemy character. In the final game, if one wins the CZ state transition lottery, a battle effect (a battle effect in which the protagonist character wins) that announces a transition to the CZ state is executed, and if one loses the CZ state transition lottery, a battle effect (a battle effect in which the enemy character wins) that announces no transition to the CZ state is executed. In the example shown in FIG. 20(c), since one loses the CZ state transition lottery, after the third reel stop operation, a battle effect in which the enemy character wins is being executed.

[0094] After the end of the continuous performance (after the notification of the lottery result of the CZ state transition lottery), when the MAX bet button 2b is operated, as shown in FIG. 20(d), on the display 8, a performance for notifying the occurrence of an adverse event is executed. The performance for notifying the occurrence of an adverse event is a performance associated with the occurrence of an event adverse to the player. For example, on the screen of the display 8, a performance of displaying a black fog image is executed. Thereby, the player can recognize that an adverse event has occurred.

[0095] And when winning the icon level-up lottery based on the occurrence of an adverse event (non-winning of the CZ state transition lottery), after a predetermined time (for example, several seconds) has elapsed after the performance for notifying the occurrence of the adverse event is executed, a performance for raising the icon level of the target icon is executed. The example shown in FIG. 20(e) shows that the icon level of the icon Z1 has been raised from level 2 to level 3.

[0096] As described above, when an adverse event occurs in the game, the medal-less gaming machine 1 according to the present embodiment executes an icon level-up lottery based on the display state (icon level) of the icon corresponding to the game in which the adverse event has occurred, and when winning the lottery, a privilege is granted (the icon level is raised). Thereby, even when an adverse gaming situation occurs for the player, a privilege may be granted, so that the discomfort felt by the player can be alleviated. In addition, it is possible to draw attention to the occurrence of an adverse event and increase the player's sense of expectation.

[0097] Also, when a specific condition is satisfied (the icon level is raised) due to the occurrence of an adverse event in the game, in that game, it is configured to immediately notify the player of that fact. For example, the display state (icon level) of the target icon is changed from the first display state (for example, the display state of level 2) to the second display state (for example, the display state of level 3). As a result, the player can immediately recognize that a privilege has been granted due to the occurrence of an unfavorable gaming situation, so that it is possible to prevent the player from ending the game immediately after the occurrence of the unfavorable gaming situation. Also, when compared with a gaming machine that enables recognition of the fact that a privilege has been granted due to the occurrence of an unfavorable gaming situation after the lapse of a long period of gaming (for example, after the lapse of 1000 or more games), the medal-less gaming machine 1 according to the present embodiment can encourage the player to continue the game.

[0098] In the normal gaming state, control can also be performed as follows. For example, although the case where the fact that a privilege has been granted due to the occurrence of an unfavorable event is notified by a change in the display mode (icon level) of an icon has been described, it is not particularly limited as long as the fact that a privilege has been granted can be recognized. For example, it may be notified by a change in the color of the icon or a display mode by a change in the size of the icon image. Further, the level value of the icon level may be displayed (for example, LV1). Also, although the case where the icon whose icon level is to be raised is the icon corresponding to the game at the end of the continuous effect has been described when the unfavorable event is "not winning in the CZ state transition lottery", it is not limited thereto, and the icon corresponding to the game at the time of occurrence of the unfavorable event may be targeted. For example, in the example shown in FIG. 20, the icon whose icon level is to be raised may be the icon Z2 of the game (051) in which the unfavorable event has occurred (not winning in the CZ state transition lottery) instead of the icon Z1 corresponding to the game (055) at the end of the continuous effect. Also, during the continuous effect of the number of precursor games, for example, when winning a rare combination, even if it is a case of not winning in the CZ state transition lottery, it may be configured to transition to the CZ state.

[0099] In the normal game state, a normal probability state with a relatively low transition probability to the CZ state and a high probability state with a relatively high transition probability may be provided. The transition of the probability state is controlled, for example, to perform a transition (promotion) from the normal probability state to the high probability state at a predetermined probability when a rare combination is selected, and for example, a control for performing a transition (demotion) from the high probability state to the normal probability state at a predetermined probability when a replay combination is selected may be performed. And a CZ state transition lottery may be performed according to the probability state. In this case, the probability state may be referred to instead of or in addition to the icon level. In the normal game state, a push order navigation (such as 1 / 256 when the push order bell combination A is selected) may be executed at a probability lower than that of other game states controlled to non-AT (for example, the CZ state). Also, as conditions for transitioning from the normal game state to other game states (for example, the CZ state), those other than the above conditions may be used. For example, when the number of executions of the game during the normal game state reaches a predetermined number, a transition to the CZ state may be made. Also, during the normal game state, a lottery for transitioning to the AT state may be performed for each game at a predetermined winning probability (for example, 0.01%).

[0100] (CZ state) Although the CZ state (specific game state) is non-AT, a lottery for transitioning to the AT state is performed, so it is a game state advantageous to the player and is positioned as a chance zone (CZ). The CZ state includes CZ1 (first game state), CZ2 (second game state), and CZ3. The number of playable games in CZ1 is 10 games, the number of playable games in CZ2 is 5 games, and the number of playable games in CZ3 is 3 games. It is possible to stay until the set number of prescribed games is completed (until the remaining number of games becomes "0"), and during this period, a game with a transition to the AT state is executed.

[0101] In the CZ state, an AT state lottery for determining whether to grant the right to transition to the AT state is performed. Specifically, by operating as the first determination means and the second determination means, the main control unit 10 refers to the "AT state lottery tables 1 to 5" (Fig. 13) to determine (lottery) the transition to the AT state based on the icon level. The icon level referred to in the AT state lottery corresponds to the icon level in the game before transitioning to the CZ state. In the case of CZ3, it corresponds to the icon level in the first game (the level of the icon determined in the initial icon lottery).

[0102] Also, the AT state lottery table referred to in the AT state lottery is determined based on the type of CZ state and the winning role in the current game. Specifically, as shown in Fig. 14, in the case of CZ1, when winning a role other than the replay role and the rare role (others), "AT state lottery table 1" is the reference destination. When winning the replay role, "AT state lottery table 2" is the reference destination. When winning the weak rare role, "AT state lottery table 3" is the reference destination. When winning the strong rare role, "AT state lottery table 4" is set as the reference destination. Also, although detailed description is omitted, in the cases of CZ2 and CZ3 as well, an AT state lottery table as shown in the figure is selected as the reference destination based on the winning role in the current game.

[0103] For example, as shown in Fig. 13(a), in the AT state lottery referring to "AT state lottery table 1", when the icon level is level 1, the winning probability is 5 / 256. When the icon level is level 2, the winning probability is 4 / 256. When the icon level is level 3, the winning probability is 3 / 256. When the icon level is level 4, the winning probability is 2 / 256. When the icon level is level 5, the winning probability is set to 1 / 256. Also, although detailed description is omitted, when the AT state lottery referring to "AT state lottery tables 2 to 5" is performed, the lottery is executed with the respective probabilities as shown in the figure. In this way, the lower the icon level, the easier it is to win the AT state lottery. Note that this is not the only case, and it may also be set so that the higher the icon level, the easier it is to win.

[0104] Also, in the AT state lottery, based on the relationship of AT state lottery table 1 < AT state lottery table 2 < AT state lottery table 3 < AT state lottery table 4 < AT state lottery table 5, it is made easier to win. That is, as shown in FIG. 14, based on the relationship of CZ1 < CZ2 < CZ3, an AT state lottery table with a high winning expectation is likely to be selected. Therefore, it is easier to win the AT state lottery in the order of CZ3, CZ2, and CZ1. Also, as shown in FIG. 14, if one wins a role with a low winning probability, an AT state lottery table with a high winning expectation is selected. Therefore, it becomes easier to win the AT state lottery. As a result, during the CZ state, attention can be focused on the winning role, and the interest of the game and the player's sense of expectation can be improved.

[0105] When winning the AT state lottery, the main control unit 10 grants the right to transition to the AT state as a privilege and controls to transition to the AT state from the next game. On the other hand, when not winning the AT state lottery, the main control unit 10 controls to transition to the normal game state or the AT state from the next game.

[0106] Next, with reference to FIG. 21, the transition destination after the end of the CZ state will be specifically described. In CZ1, when winning the AT state lottery, the main control unit 10 controls to transition to the AT state (mid - part) (arrow e in FIGS. 7 and 21). On the other hand, when the remaining number of games in CZ1 is exhausted without winning the AT state lottery, the main control unit 10 controls to transition to the normal game state (arrow f in FIGS. 7 and 21). In CZ2, when winning the AT state lottery, the main control unit 10 controls to transition to the AT state (front - part) (arrow g in FIGS. 7 and 21). On the other hand, if the remaining number of games of CZ2 is exhausted while remaining non-winning in the AT state lottery, the main control unit 10 controls to shift to the AT state (latter part) (arrow h in FIGS. 7 and 21). In CZ3, if winning in the AT state lottery, the main control unit 10 controls to shift to the pseudo-bonus state (arrow i in FIGS. 7 and 21). On the other hand, if the remaining number of games of CZ3 is exhausted while remaining non-winning in the AT state lottery, the main control unit 10 controls to shift to the normal game state (arrow j in FIGS. 7 and 21).

[0107] Thus, the medal-less gaming machine 1 according to the present embodiment is controlled such that the game state (part) staying at the start of the AT state is different according to the type of the CZ state and the lottery result of the AT state lottery. For example, in CZ1, when it is determined to shift to the AT state, it is possible to start the AT state from the middle part, and in CZ2, when it is determined to shift to the AT state, it is possible to start the AT state from the first part. Also, in CZ2, when it is determined not to shift to the AT state, it is possible to start the AT state from the latter part. By realizing such a transition of the game state, it is possible to realize a diverse transition of the game state instead of the fixed transition of the game state that occurs in the transition from the CZ state to the AT state like the conventional gaming machine, so that the game properties can be diversified and the interest of the game can be enhanced. Also, although details will be described later, the game state (part) staying at the start of the AT state is such that the game proceeds more favorably for the player based on the relationship of the first part > middle part > latter part. Thereby, the anticipation for the transition destination after the end of the CZ state can be enhanced, and the interest of the game can be enhanced. Also, since the production modes at the start of the AT state in each part are different, various variations can be provided for the screen transition, and it is possible to provide a game property that does not get boring.

[0108] Note that the transition destination after the end of the CZ state is not limited to the above. For example, in CZ1, when it is determined that the state transitions to the AT state, it may start from the first half part or the second half part. Specifically, in CZ1, the transition probability may be set in the relationship of the middle part > the second half part > the first half part. Also, CZ1 may be continuously maintained for 10 games, and the transition destination may be determined according to the cumulative winning times during CZ1. For example, when the number of winning times is 1, it may transition to the middle part, and when the number of winning times is 2, it may transition to the first half part, etc. Also, in CZ2, when it is determined that the state transitions to the AT state and / or when it is determined that the state does not transition to the AT state, it may start from the middle part.

[0109] Note that in the CZ state, a low-probability state with a relatively low transition probability to the AT state and a high-probability state with a relatively high transition probability may be provided. The transition of the probability state may be controlled, for example, to transition (upgrade) from the normal probability state to the high-probability state with a predetermined probability when a rare combination is won. For example, control may be performed to transition (downgrade) from the high-probability state to the normal probability state with a predetermined probability when a replay combination or a combination other than a rare combination is won. And a transition lottery to the AT state may be performed according to the probability state.

[0110] (Pseudo-bonus state) Since the pseudo-bonus state is controlled by AT, it is a game state in which medal increase can be expected. The pseudo-bonus state enters from CZ3, stays until the specified number of games (20 games) is completed, and after the specified number of games is completed, it is controlled to transition to the AT state (the first half part) (arrow k in FIGS. 7 and 21).

[0111] In the pseudo-bonus state, a subtraction stop lottery is executed. The subtraction stop lottery is a lottery that enables the subtraction of the remaining number of games in the AT state (the first half part) that transitions after the end of the pseudo-bonus state to be stopped. That is, when winning the subtraction stop lottery, in addition to the specified number of games (10 games) in the first half part, the stay period is extended by a predetermined number of games (+α).

[0112] Specifically, the main control unit 10 performs a lottery based on the winning role of this game by referring to the "subtraction stop lottery table (pseudo-bonus state)" (Fig. 15). For example, as shown in Fig. 15, when winning the replay role, it is set so that "the number of wins of the replay role = 1 time" wins with a probability of 32 / 256. When winning the weak rare role, "the number of wins of the replay role = 1 time" wins with a probability of 160 / 256, "the number of wins of the replay role = 2 times" wins with a probability of 64 / 256, and "the number of wins of the replay role = 3 times" wins with a probability of 32 / 256. When winning the strong rare role, "the number of wins of the replay role = 1 time" wins with a probability of 64 / 256, "the number of wins of the replay role = 2 times" wins with a probability of 128 / 256, and "the number of wins of the replay role = 3 times" wins with a probability of 64 / 256. In this way, it is easier to win the lottery when winning a role with a lower winning probability. Therefore, during the pseudo-bonus state, attention can be focused on the winning role, and the interest of the game and the player's sense of expectation can be improved.

[0113] And control is performed so that the subtraction of the remaining number of games in the first half part stops by the total of the "number of wins of the replay role" given in the subtraction stop lottery during the pseudo-bonus state. Specifically, for example, when the total of the "number of wins of the replay role" is "5 times", control is performed so that the subtraction of the remaining number of games in the first half part does not start until the replay role wins 5 times after the start of the first half part. That is, the more "the number of wins of the replay role" is obtained in the subtraction stop lottery, the more advantageous the game progress is for the player in the AT state. During the pseudo-bonus state, by not notifying the player of the "number of winning replays", the player can be given an expectation of a long stay in the first half of the next round. Note that this is not the only case, and the "number of winning replays" may also be notified.

[0114] (AT state) The AT state is a gaming state that enters from the CZ state or the pseudo-bonus state and in which it is extremely easy to acquire medals. The AT state (the third gaming state) is composed of a first half part (the first part), a middle part (the second part), and a second half part (the third part). A series of games are realized in these three parts, and the games proceed with these as one set. Specifically, the game proceeds in the order of the first half part → middle part → second half part. When winning the AT state continuation lottery executed in the second half part, after the end of the second half part, by shifting to the first half part (including the pseudo-bonus state) or the middle part, a set of games becomes possible again.

[0115] Also, although details will be described later, in the AT state continuation lottery executed in the final game of the second half part, the person who holds many items is more likely to win. Therefore, it is advantageous for the player to acquire many items by the final game of the second half part for the game to proceed. And since the item acquisition lottery is conducted in the first half part, the middle part, and the second half part, the game will proceed advantageously for the player in the order of the first half part, the middle part, and the second half part, which is the part where the player stays at the start of the AT state. Also, in the AT state, it is externally distinguishable that each part is controlled. For example, in the screen displayed on the display 8 when entering each part, different background images are displayed in the first half part (the first stage), the middle part (the second stage), and the second half part. That is, the sub-control unit 20 includes stage control means that can be controlled to the first stage in the first half part (the first part) and can be controlled to the second stage, which has a display mode different from that of the first stage, in the middle part (the second part) in the AT state.

[0116] In the first half part, at the first hit, it enters from CZ2 or the pseudo-bonus state, stays until the specified number of games (the initial number of games (10 games) + the predetermined number of games (α)) is completed, and after the specified number of games is completed, it is controlled to shift to the middle part (arrow l in Fig. 7). In the middle part, at the first hit, it enters from the first half part or CZ1, stays until the specified number of games (10 games) is completed, and after the specified number of games is completed, it is controlled to shift to the second half part (arrow m in Fig. 7). In the second half part, at the first hit, it enters from the middle part or CZ2, stays until the specified number of games (10 games) is completed, and after the specified number of games is completed, it is controlled to different destinations according to the lottery result of the AT state continuation lottery (arrows o, p, q, n in Fig. 7).

[0117] In the first half part, the middle part, and the second half part, an item acquisition lottery is executed. The item is referred to in the AT state continuation lottery executed in the final game of the second half part, and the winning expectancy of the AT state continuation lottery differs depending on the number of items (rights) held. Specifically, the main control unit 10 refers to the "item lottery table" (Fig. 16) to conduct an item acquisition lottery based on the winning combination of this game, and stores the winning result (the number of items (rights)) in the RAM of the main control unit 10. For example, as shown in FIG. 16, when winning the replay role, it is set so that the item "1 piece" is won with a probability of 32 / 256. When winning the weak rare role, the item "1 piece" is won with a probability of 160 / 256, the item "2 pieces" is won with a probability of 64 / 256, and the item "3 pieces" is won with a probability of 32 / 256. When winning the strong rare role, the item "1 piece" is won with a probability of 64 / 256, the item "2 pieces" is won with a probability of 128 / 256, and the item "3 pieces" is won with a probability of 64 / 256.

[0118] In this way, the lower the winning probability of the role, the higher the probability of winning the item acquisition lottery. Therefore, during the AT state, attention can be focused on the winning role, and the interest of the game and the expectation of the player can be improved. In addition, in the item acquisition lottery, when winning the rare role, it is set so that the winning is determined. However, it is not limited to this, and a non-winning case may be provided, or it may be set so that the winning is determined only when winning a predetermined role. Also, an upper limit value may be set for the number of items that can be obtained. In this case, when the number of items reaches the upper limit value, the continuation of the AT state may be determined. Also, although the type of item has been described as one, a plurality of types of items may be provided. In this case, for example, the winning probability of the AT state continuation lottery may be increased for those who possess item B rather than item A.

[0119] In the first half part, the subtraction stop lottery is executed. Specifically, the main control unit 10 refers to the "subtraction stop lottery table (AT state)" (FIG. 17) to conduct a lottery based on the winning role of this game. For example, as shown in FIG. 17, when winning the push-order bell role A or the push-order bell role B, it is set so that "the number of wins of the push-order bell role B = 1 time" wins with a probability of 32 / 256. When winning the weak rare role, "the number of wins of the push-order bell role B = 1 time" wins with a probability of 160 / 256, "the number of wins of the push-order bell role B = 2 times" wins with a probability of 64 / 256, and "the number of wins of the push-order bell role B = 3 times" wins with a probability of 32 / 256. When winning the strong rare role, "the number of wins of the push-order bell role B = 1 time" wins with a probability of 64 / 256, "the number of wins of the push-order bell role B = 2 times" wins with a probability of 128 / 256, and "the number of wins of the push-order bell role B = 3 times" wins with a probability of 64 / 256. In this way, the lower the winning probability of the winning role, the easier it is to win the subtraction stop lottery. Therefore, during the first half part, the winning role can attract attention, and the interest of the game and the expectation of the player can be improved.

[0120] When winning the subtraction stop lottery, the subtraction of the remaining number of games in the first half part is controlled to stop by the "number of wins of the push-order bell role B". That is, in addition to the 10 games which is the specified number of games in the first half part, the staying period is extended by a predetermined number of games (+α). Specifically, for example, when the "number of wins of the push-order bell role B" is "2 times", the subtraction of the remaining number of games in the first half part is controlled not to start from the next game after winning until the push-order bell role B wins 2 times. Also, when winning the rare role while the subtraction of the remaining number of games is stopped, the above-mentioned item acquisition lottery and subtraction stop lottery are executed. That is, the more the "number of wins of the push-order bell role B" in the subtraction stop lottery, the more advantageous the game progress for the player in the AT state. Also, since the "number of wins of the push-order bell role B" is not notified to the player during the first half part, the player can be given the expectation of staying for a long time in the first half part. Note that it is not limited to this, and the "number of wins of the push-order bell role B" may be notified.

[0121] When the subtraction of the remaining game count is stopped due to winning the subtraction stop lottery, the sub-control unit 20 displays character information (e.g., "HOLD") indicating that the subtraction of the remaining game count is stopped (interrupted) on the display 8. The character information is displayed so as to overlap the display area of the remaining game count in the first half part, making the remaining game count unviewable and indicating to the player that the subtraction of the remaining game count has stopped. Note that the display mode of the character information may be made different for each occasion of the subtraction stop. For example, when triggered by winning the "number of winning replays", the character information is displayed in blue, when triggered by winning the "number of winning push-order bell role B", the character information is displayed in yellow, and when triggered by winning both the "number of winning replays" and the "number of winning push-order bell role B", the character information may be displayed in green.

[0122] Also, the role subject to subtraction stop may be other than the replay role or the push-order bell role B. In this case, since the lower-probability winning role is more likely to have a longer subtraction stop period, it is advantageous for the player. And, for example, when the subtraction stops until the strong cherry role wins a predetermined number of times, the character information may be in a display mode such as rainbow color. Also, indicating that the subtraction of the remaining game count has stopped is not limited to the display of character information. For example, the display color of the remaining game count may be a different color (e.g., gray) from the normal time, or the display size of the remaining game count may be made larger than the normal time. Also, not limited to this, a part of the remaining game count may be displayed visibly.

[0123] In the second half part, an AT state continuation lottery with the AT state set to continue is executed. The AT state continuation lottery is a lottery that determines whether to continue the AT state and determines the transition destination based on the number of items held in the final game of the second half part. Specifically, the main control unit 10 operates as a third determination means, refers to the "AT state continuation lottery table" (Figure 18), and conducts a continuation lottery based on the number of items held. For example, as shown in FIG. 18, when the number of items held is "0", the "mid-game part" is selected with a probability of 64 / 256. When the number of items held is "3", the "mid-game part" is selected with a probability of 64 / 256, the "first half part" is selected with a probability of 128 / 256, and the "pseudo-bonus state" is selected with a probability of 64 / 256. Also, although detailed description is omitted, when the number of items held is "1" or "2", the lottery is executed with each probability as shown.

[0124] In this way, the higher the number of items held, the easier it is to win the AT state continuation lottery. When the number of items held is "3", the set continuation of the AT state is determined. Also, in the AT state continuation lottery, when the number of items held is "4 or more", the lottery is conducted as if the number of items held is "3", and three items are consumed and the remaining number of items is carried over to the next set. Also, the higher the number of items held, the more advantageous transition destinations are selected for the player.

[0125] When the "mid-game part" is selected in the AT state continuation lottery, the main control unit 10 controls to transition to the mid-game part after the end of the second half part (arrow q in FIG. 7). When the "first half part" is selected in the AT state continuation lottery, the main control unit 10 controls to transition to the first half part after the end of the second half part (arrow p in FIG. 7). When the "pseudo-bonus state" is selected in the AT state continuation lottery, the main control unit 10 controls to transition to the pseudo-bonus state after the end of the second half part (arrow o in FIG. 7). When not winning in the AT state continuation lottery, the main control unit 10 controls to transition to the normal game state after the end of the second half part (arrow n in FIG. 7). As described above, in the medal-less gaming machine 1 according to this embodiment, when winning in the continuous AT state lottery, after the end of the second half part, it is possible to start from either the first half part (including the pseudo-bonus state) or the middle part. Thereby, the gaming properties can be diversified, and the interest of the game and the expectation of the player can be improved.

[0126] In addition, in the continuous AT state lottery, although the case where the number of items in possession is "2 or less" may result in non-winning in the continuous AT state lottery has been described, it is not limited to this, and the number of items in possession may be set to result in non-winning when it is "1 or less". Also, it may be set to result in non-winning when the number of items is "1" or "2", while it is surely set to win when the number of items is "0". In this case, for example, when the number of items is "0" and the AT state continues, it is preferable to control to start from the middle part. In addition, although the case of shifting to the first half part (including the pseudo-bonus state) or the middle part after the end of the second half part has been described when winning in the continuous AT state lottery, it is not limited to this, and a case of executing the second half part again may be provided.

[0127] Also, in the second half part, an icon level continuous lottery is executed. The icon level continuous lottery is a lottery for determining whether to maintain (continue) the icon levels of five icons when not winning in the continuous AT state lottery, that is, when the normal gaming state is determined as the transition destination. Specifically, by referring to the "icon level continuous lottery table" (FIG. 19), a lottery is conducted based on the set values set in the probability setting device 16. As shown in FIG. 19, for example, when setting 1 is set, it is set to win with a probability of 32 / 256, and when setting 6 is set, it is set to win with a probability of 42 / 256. Also, although detailed description is omitted, when the set value is set to 2 to 5, the lottery is executed with each probability as shown in the figure. When winning in the icon level continuous lottery, the main control unit 10 maintains (continues) the current icon level without resetting it. On the other hand, when losing in the icon level continuous lottery, the main control unit 10 resets the current icon level. That is, the above-described initial icon lottery is executed to re-determine the icon levels (initial levels) of the five icons by lottery.

[0128] In this way, the higher the set value set in the probability setting device 16, the higher the possibility that the icon level will continue without being reset, and since an early return to the AT state can be expected, the interest of the game can be enhanced. Also, the player can guess the set value, and it is possible to enhance the player's sense of expectation. Although the case where the icon level continuous lottery is executed at the end of the AT state has been described, it is not limited to this, and for example, it may be executed at the end of the CZ state. Also, although the case where it is determined whether to continue the icon level for all five icons has been described, it is not limited to this, and the icon levels of each individual icon may be individually lottery-selected, or the icon levels of some of the five icons may be lottery-selected. In this case, for the icon levels of the icons for which the lottery is not performed, it is determined as maintained (continued) or reset.

[0129] (Ending state) The ending state is a game state that can be shifted to when it is controlled by AT and approaches the end of the advantageous section, and is positioned as the endgame of a game state advantageous to the player. The ending state intrudes when reaching the ending limiter during the advantageous section and continues until reaching the advantageous section limiter. Specifically, when the value indicated by counter B reaches a predetermined value (for example, +2200 sheets) (reaches the ending limiter), it intrudes from a predetermined game state (arrow r in FIG. 7), and ends when the value indicated by counter B reaches a specific value (+2400 sheets) (reaches the advantageous section limiter). When the advantageous section limiter is reached, the main control unit 10 controls to end the advantageous section and shift to a non-advantageous state (arrow s in FIG. 7). Also, during the ending state, basically, various lotteries related to the appearance of pachinko balls are not executed, but this is not the only case, and various lotteries related to the appearance of pachinko balls may be executed. For example, a lottery for adding additional balls based on the winning combination may be executed. The number of additional balls given by this lottery is not limited to values such as 10, 20, 50, 100, etc., and the number of additional balls until reaching the advantageous section limiter may be given. As described above, the medal-less gaming machine 1 of the first embodiment is configured.

[0130] (Second Embodiment) Next, the second embodiment will be described with reference to FIGS. 22 to 26. The medal-less gaming machine 1 according to the second embodiment is mainly different from the medal-less gaming machine 1 according to the first embodiment in the following points. When an unfavorable event occurs in the normal gaming state, the medal-less gaming machine 1 according to the first embodiment confers a privilege (raises the icon level) based on the icon level corresponding to the game in which the unfavorable event occurred, and when a rare combination wins, a CZ state transition lottery is executed based on the icon level corresponding to the game in which the rare combination won. On the other hand, when a rare combination wins in the normal gaming state, the medal-less gaming machine 1 according to the second embodiment raises the icon level based on the icon level corresponding to the game in which the rare combination won, and when an unfavorable event occurs, if the damage level (described later) of the icon corresponding to the game in which the unfavorable event occurred is the maximum value, a privilege (right to transition to the CZ state) is conferred based on the icon level corresponding to the game in which the unfavorable event occurred. That is, in the medal-less gaming machine 1 according to the first embodiment, the winning of a rare combination triggers the CZ state transition lottery, whereas in the medal-less gaming machine 1 according to the second embodiment, the occurrence of an unfavorable event triggers the CZ state transition lottery, which is the difference. Therefore, regarding points other than the above differences, they are the same as the medal-less gaming machine 1 of the first embodiment described above. Thus, below, only matters related to the differences will mainly be described.

[0131] (Non-favorable state) In the non-favorable state, when the favorable section transition condition is satisfied, similar to the first embodiment, an initial icon lottery is conducted, and an initial damage level lottery is also conducted. In this embodiment, in addition to the icon level, a "damage level" is provided for each icon. The damage level has, for example, three levels (level 1 to level 3) of level values set, and based on the relationship of level 1 < level 2 < level 3, the higher the level value, the easier it is for the game to progress favorably for the player. Note that the damage level can also be set with arbitrary level values and may be other than three levels.

[0132] In the initial damage level lottery, the damage levels (initial levels) of the five icons are determined by lottery, and the results are stored in the RAM of the main control unit 10. Specifically, the main control unit 10 conducts a lottery by referring to the "initial damage level lottery table" (Figure 22) based on the lottery state and the set values set in the probability setting device 16. For example, as shown in Figure 22(a), when controlled to the bonus non-winning state, regardless of the set value, "level 1" is selected with a probability of 192 / 256, "level 2" is selected with a probability of 48 / 256, and "level 3" is selected with a probability of 16 / 256. Also, as shown in Figure 22(b), when controlled to the bonus winning state and setting 1 is set, "level 1" is selected with a probability of 244 / 256, "level 2" is selected with a probability of 6 / 256, and "level 3" is selected with a probability of 6 / 256. Also, although detailed description is omitted, when the set value is set 2 to 6, the lottery is executed with each probability as shown in the figure. In this way, when it is controlled to be in the bonus non-winning state, a relatively higher level value is selected than when it is controlled to be in the bonus winning state. Also, when it is controlled to be in the bonus winning state, a relatively higher level value is selected when the set value set in the probability setting device 16 is higher.

[0133] In the initial damage level lottery, in order to determine the damage level (initial level) of each of the five icons, the lottery is executed five times. The determined damage levels of the five icons are displayed in a visible manner to the player on the display 8. For example, as shown in FIG. 23, the display mode of the icon is displayed so as to be different according to the damage level. For example, as shown in FIG. 23, the more damage there is to the container, the higher the damage level is shown. Also, the five icons are arranged in order from the left side of the screen of the display 8 in the order in which the icon level and the damage level (initial level) are determined. Note that the present invention is not limited to this, and they may be arranged from other than the left side of the screen, for example, randomly arranged. Note that the example shown in FIG. 23 shows the case where the icon level is level 2, but the same display mode is used for cases other than level 2. Thereby, the player can recognize the degree of advantage of the game from the display mode of the icon.

[0134] The damage level determined by the initial damage level lottery can be upgraded during the normal game state. Although details will be described later, in the present embodiment, when an adverse event occurs during the normal game state, a damage level upgrade lottery is executed, and when winning the lottery, the damage level can be upgraded. Also, when an adverse event occurs, when the damage level of the icon corresponding to the game in which the adverse event occurred is at the maximum value, a transition lottery to the CZ state is performed based on the icon level corresponding to the game in which the adverse event occurred. Note that the CZ state transition lottery is the same as in the first embodiment. In this way, the damage level is a parameter that affects the progress of the game. Therefore, during the normal game state, the player will play the game aiming for the damage level to reach the maximum value along with the icon level.

[0135] (Normal game state) In the normal game state, when a rare combination is won, an icon level upgrade lottery is executed. Specifically, the main control unit 10 refers to the "icon level upgrade lottery table" (Figure 24) to conduct a lottery based on the icon level corresponding to the winning combination and the rare combination in this game. For example, as shown in Figure 24(a), when the icon level is levels 1 to 3 and a weak rare combination is won, the winning (upgrade) probability is 64 / 256. When the icon level is levels 1 to 3 and a strong rare combination is won, the winning (upgrade) probability is set to 256 / 256. Also, as shown in Figure 24(b), when the icon level is level 4 and a weak rare combination is won, the winning (upgrade) probability is 32 / 256. When the icon level is level 4 and a strong rare combination is won, the winning (upgrade) probability is set to 128 / 256. In this way, it is easier to win (upgrade) when the icon level is lower. However, this is not the only way. It may also be made easier to win (upgrade) when the icon level is higher, or the winning probability may be made uniform. Also, it is easier to win (upgrade) when winning a combination with a lower winning probability.

[0136] When winning the icon level upgrade lottery, the main control unit 10 raises the icon level by +1. However, this is not the only way. It may also be raised by +2 or more, or the upgrade stage may be varied according to the type of winning combination. Also, a case where the icon level drops may be provided. For example, when not winning the icon level upgrade lottery, "-1 downgrade" may be won with a probability of 10 / 100, "-2 downgrade" may be won with a probability of 1 / 100, and "maintain the current state" may be won with a probability of 89 / 100.

[0137] Also, in the normal game state, when an adverse event occurs in the game, a damage level upgrade lottery is executed. Examples of adverse events include "not winning the replay combination for 20 games", "not winning the rare combination for 30 games", "no icon level upgrade for 100 games", "not winning the CZ state transition lottery", etc. Note that the adverse event is not particularly limited as long as it is an event disadvantageous to the player in the game. For example, it may include "the difference in the number of medals reaching -1000 during the advantageous period", etc.

[0138] The damage level upgrade lottery is conducted by the main control unit 10 referring to the "damage level upgrade lottery table" (Figure 25) and performing the lottery based on the damage level of the icon in the game where the adverse event occurred and the setting value set in the probability setting device 16. For example, as shown in Figure 25(a), when the damage level is level 1 and the setting is setting 1, the winning (upgrade) probability is 128 / 256, and when the setting is setting 6, the winning (upgrade) probability is 148 / 256. Also, as shown in Figure 25(b), for example, when the damage level is level 2 and the setting is setting 1, the winning (upgrade) probability is 64 / 256, and when the setting is setting 6, the winning (upgrade) probability is 84 / 256. Also, although detailed description is omitted, when the setting value is settings 2 to 5, the lottery is also executed with each probability as shown in the figure. In this way, it is easier to win when the damage level is lower. Note that this is not the only case, and it may be easier to win when the damage level is higher, or the winning probability may be made uniform. Also, since it is easier to win when the setting value set in the probability setting device 16 is higher, the player can also guess the setting value, which can enhance the player's sense of expectation.

[0139] When winning the damage level upgrade lottery, the main control unit 10 raises the damage level by +1. Note that this is not the only case, and it may be raised by +2 or more. In addition, when the target adverse event is "not winning in the CZ state transition lottery", the damage level of the icon corresponding to the game in which the non-winning is notified at the end of the continuous production is increased. Also, a case where the damage level is decreased may be provided. For example, in the case of not winning in the damage level increase lottery, "decrease by 1" may be won with a probability of 10 / 100, "decrease by 2" may be won with a probability of 1 / 100, and "remain the current state" may be won with a probability of 89 / 100.

[0140] In the normal game state, when an adverse event occurs in the game, the CZ state transition lottery is executed. Specifically, when an adverse event occurs, if the damage level of the icon corresponding to the game in which the adverse event has occurred is at the maximum value (level 3), the CZ state transition lottery is executed. The main control unit 10 refers to the "CZ state lottery table" (Fig. 26(a)) and conducts a lottery based on the icon level corresponding to the game in which the adverse event has occurred. For example, as shown in Fig. 26(a), when the icon level is level 1, it is set to win "CZ1" with a probability of 15 / 256 and win "CZ2" with a probability of 1 / 256. When the icon level is level 5, it is set to win "CZ1" with a probability of 56 / 256 and win "CZ2" with a probability of 8 / 256. Also, although detailed description is omitted, when the icon level is levels 2 to 4, the lottery is executed with each probability as shown in the figure. In this way, the higher the icon level, the easier it is to win the CZ state. In addition, in the CZ state transition lottery in the present embodiment, it is assumed that one lottery is executed, but it is not limited to this. Similar to the CZ state transition lottery in the first embodiment, the lottery may be performed the same number of times as the level value of the icon level.

[0141] Also, when a rare combination is won in the game, the CZ state transition lottery is executed. Specifically, when a rare role is elected, if the icon level of the icon corresponding to the game in which the rare role is elected is at the maximum value (level 5), a CZ state transition lottery is executed. The main control unit 10 refers to the "CZ state lottery table" (Fig. 26(b)) and conducts a lottery based on the setting values set in the probability setting device 16. For example, as shown in Fig. 26(b), in the case of settings 1 to 3, it is set to win "CZ1" with a probability of 15 / 256 and to win "CZ2" with a probability of 1 / 256. In the case of settings 4 to 6, it is set to win "CZ1" with a probability of 23 / 256 and to win "CZ2" with a probability of 3 / 256. In this way, when the icon level is at the maximum value (level 5), the higher the setting value set in the probability setting device 16, the higher the winning probability. Therefore, it is possible for the player to guess the setting value, and it is possible to enhance the player's sense of expectation. When both the icon level and the damage level are at the maximum value, if a rare role is elected and the player loses the CZ state transition lottery triggered by the election of the rare role (when an unfavorable event occurs), the CZ state transition lottery may be executed twice with reference to Fig. 26(b) and Fig. 26(a), or either one of the CZ state transition lotteries may be executed. Alternatively, the transition to the CZ state may be determined.

[0142] When winning the CZ state transition lottery in the normal game state, the main control unit 10 grants the right to transition to the CZ state as a privilege. Then, the main control unit 10 controls to transition to the CZ state after executing the performance of a predetermined number of games (precursor game number). Also, during a predetermined number of games (precursor game number), a continuous performance is executed on the display 8 to enhance the sense of expectation for the transition to the CZ state, and the winning result of the CZ state transition lottery is notified in the final game.

[0143] As described above, when an adverse event occurs during the game, the medal-less gaming machine 1 according to this embodiment executes a CZ state transition lottery based on the display mode (icon level) of the icon corresponding to the game in which the adverse event occurred, and if the player wins the lottery, a privilege (the right to transition to the CZ state) is granted. Thus, even when a gaming situation unfavorable to the player occurs, a privilege may be granted, so that the discomfort felt by the player can be alleviated. In addition, it is possible to draw attention to the occurrence of an adverse event and enhance the player's sense of expectation. As described above, the medal-less gaming machine 1 of the second embodiment is configured. Even in such a medal-less gaming machine 1 according to this embodiment, it can have the same features as the aforementioned first embodiment and exhibit the same effects.

[0144] (Modification example) The medal-less gaming machine 1 according to this embodiment can also be configured as a modification example as shown below in the aforementioned first and second embodiments. For example, a specialized zone (such as a specified number of games being 10 games, etc.) that can be transitioned from the normal gaming state may be provided. And during the specialized zone, when winning the push-order bell role A or the push-order bell role B, only the push-order navigation of the stop button 5 operated first is executed. When winning the push-order bell role A or the push-order bell role B, if the second and third stop orders are incorrect (a miss has occurred) despite following the push-order navigation, the icon level or the damage level may be raised. Also, although it has been described that only the CZ state is transitioned from the normal gaming state, it is not limited to this, and control may be performed so as to transition from the normal gaming state to the pseudo-bonus state. Also, the acquisition rate of items during the AT state may be set to be different for each part. For example, the acquisition rate may be set so as to have the relationship of the latter half part > the middle part > the first half part. In this case, for example, it may be set by doubling the winning probability of items when winning the replay role. Also, when winning the AT state lottery in the CZ state, if there are remaining games in the CZ state, the initial number of games (prescribed number of games) of the destination part may be increased during the remaining number of games. For example, when winning a weak rare role, 20 games may be added to the initial number of games, when winning a strong rare role, 50 games may be added to the initial number of games, and when winning a role other than a rare role, the initial number of games may be increased by 10 games with a 30% probability.

[0145] As described above, in the present invention, display means (display 8) capable of displaying a plurality of determination targets, determination means (main control unit 10) capable of determining any one of the plurality of determination targets (icons Z1 to Z5) displayed on the display means, changing means (main control unit 10) capable of changing the determination target determined by the determination means when a predetermined condition is satisfied (when one game has progressed), determination means (main control unit 10) capable of determining whether to grant a privilege (icon level upgrade, right to transition to the CZ state) based on the determination target determined by the determination means when an event disadvantageous to the player occurs, are provided, The display means When a specific condition (icon level upgrade) is satisfied, a predetermined determination target can be changed from a first display mode (for example, a display mode with an icon level of level 2) to a second display mode (for example, a display mode with an icon level of level 3), The determination means is configured to be able to determine to grant a privilege based on the display mode (icon level) of the determination target determined by the determination means.

[0146] The gaming machine according to the present invention having such a configuration executes a privilege grant lottery based on the display mode (icon level) of the icon corresponding to the game in which the disadvantageous event has occurred when an disadvantageous event occurs in the game, and when winning the lottery, grants a privilege (raises the icon level, grants the right to transition to the CZ state). Thus, even when a gaming situation disadvantageous to the player occurs, a privilege may be granted, so that the discomfort felt by the player can be alleviated. In addition, it is possible to draw attention to the occurrence of disadvantageous events and enhance the player's sense of expectation.

[0147] On the other hand, Patent Document 1 discloses a gaming machine that, when a player wins a predetermined combination such as a cherry in a normal gaming state, executes a lottery for transitioning to a specific gaming state such as an AT state, and controls to the specific gaming state when winning the lottery for the transition. However, in this gaming machine, when the lottery for the transition is not won, that is, when a disadvantageous event occurs, no privilege is granted. Therefore, when the lottery for the transition is not won, there is a risk that the player will feel extremely uncomfortable and immediately end the game. As described above, according to the medal-less gaming machine 1 of the present embodiment, all or part of such problems that the conventional gaming machine should improve can be solved.

[0148] As described above, the preferred embodiments of the gaming machine of the present invention have been described. However, it goes without saying that the gaming machine according to the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. For example, in the above-described embodiment, the AT state and the pseudo-bonus state have been described in the case of being controlled by a game number type AT. However, the present invention is not limited to this. For example, it may be managed by at least one of the number of difference sheets, the number of occurrences of the push order navigator, the number of wins of small combinations (such as push order bell combination A), the number of medals acquired, the number of medals paid out, etc.

[0149] In addition, in the above-described embodiment, the case of an AT machine has been described. However, the present invention may be applied to machines other than AT machines (for example, RT machines, ART machines). In addition, in the above-described embodiment, the case where the game number subtraction method is applied during AT has been described. However, the present invention is not limited to this, and it may be a game number addition method in which AT ends when the number of games added per game reaches the end value.

[0150] Also, in the above-described embodiments, the non-favorable state is assumed to be controlled to the normal section, and the gaming states other than the non-favorable state are assumed to be controlled to the favorable section. However, the present invention is not limited to this, and each gaming state may be controlled to either one or both of the normal section and the favorable section.

[0151] Also, in the above-described embodiments, the tables referred to in various processes are merely examples and are not limited to the tables described above. Furthermore, the winning probabilities related to various tables are not limited to the values described above and can be changed as appropriate. Also, among various tables, there are those in which the winning probability is common for all setting values and those in which the winning probability differs for each setting value. However, the present invention is not limited to this, and the winning probability may be common or different for all setting values in all tables. Also, the winning probability and the table to be referred to may differ only for some setting values (only even settings, only odd settings, only high settings). Also, in the above-described embodiments, when expressing contents such as "the probability of one is higher than that of the other" or "the probability of one is lower than that of the other", one probability includes 0% and the other probability includes 100%. Also, in the above-described embodiments, the numerical values defined in terms of control are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).

[0152] Also, in the above-described embodiments, the favorable section limiter is described as operating when the number of difference cards in one favorable section reaches the upper limit number. However, the present invention is not limited to this, and the favorable section limiter may be made to operate when the number of games in one favorable section reaches the upper limit number of games. For example, the end condition of the favorable section may be made to hold when the condition of "the number of games in one favorable section (favorable section game number) reaches the upper limit number of games (for example, 4000 games)" is satisfied.

[0153] Further, vibration means for vibrating the front door 1a by the operation of a motor, a speaker, etc. may be provided on the front door 1a, and when a relatively highly anticipated effect is performed, the vibration means may be operated to enhance the player's sense of anticipation. Further, blowing means for blowing air toward the player may be provided on the front door 1a, and when a relatively highly anticipated effect is performed, the blowing means may be operated to enhance the player's sense of anticipation.

[0154] Also, in the above-described embodiment, the main control unit 10 performs the operations as various means such as the game state control means, but the sub-control unit 20 may perform part or all of them, and the sub-control unit 20 can also operate as various means. Conversely, in the above, the sub-control unit 20 operates as means for executing an effect on the display 8 or the like, but the main control unit 10 may perform part or all of them, and the main control unit 10 can also operate as various means.

[0155] Also, in the above-described embodiment, an example in which the gaming machine is a slot machine is shown, but it is not limited to this. The gaming machine may be, for example, other gaming machines such as pachinko and ball slot machines. Also, the gaming machine may be a gaming machine (slot machine) that uses physical game media such as medals.

[0156] Also, in the above-described embodiment, the reel 41 driven and controlled by a motor is used as the variable display means, but instead of or in addition to this, an image in which symbols such as reels change is displayed on the display 8 such as a liquid crystal display, so that the display can also be used as variable display means for identification information.

Explanation of Reference Numerals

[0157] 1 Medal-less gaming machine (gaming machine) 10 Main control unit (game state control means, determination means, first determination means, second determination means, third determination means, decision means, change means, transition determination means) 20 Sub-control unit (stage control means)

Claims

1. display means capable of displaying a plurality of determination targets; determination means capable of determining any one of the plurality of determination targets displayed on the display means; changing means capable of changing the determination target determined by the determination means when a predetermined condition is satisfied; determination means capable of determining whether to grant a privilege based on the determination target determined by the determination means when an event disadvantageous to the player occurs; comprising: the display means: is capable of changing a predetermined determination target from a first display mode to a second display mode when a specific condition is satisfied; the determination means: is capable of determining to grant a privilege based on the display mode of the determination target determined by the determination means A gaming machine characterized by the above.

2. comprising transition determination means capable of determining whether to shift to a specific gaming state advantageous to the player when a special condition is satisfied; the disadvantageous event: is an event that can occur when it is determined by the transition determination means that the transition to the specific gaming state is not made The gaming machine according to claim 1, characterized by the above.

3. comprising transition determination means capable of determining whether to shift to a specific gaming state advantageous to the player based on the display mode of the determination target determined by the determination means when a special condition is satisfied; the specific condition: is a condition that can be satisfied when it is determined by the determination means to grant a privilege The gaming machine according to claim 1, characterized by the above.

4. comprising gaming state control means capable of controlling a specific gaming state advantageous to the player when it is determined by the determination means to grant a privilege; The gaming machine according to claim 1, characterized by the above.

5. comprising display mode determination means capable of determining the display modes of a plurality of determination targets when an advantageous section transition condition is satisfied; The gaming machine according to claim 1, characterized by the above.

Citation Information

Patent Citations

  • Game machine

    JP2020080926A