Game machine
The gaming machine uses a special game state control system to manage data-based game medals, enabling dynamic gaming states and bonuses, enhancing player engagement and satisfaction.
Patent Information
- Application Number
- JP2024018027
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-21
AI Technical Summary
Conventional gaming machines lack mechanisms to provide players with advantageous gaming states and bonuses based on specific conditions, limiting player engagement and enjoyment.
A gaming machine that manages game medals as data, utilizing a special game state control system to grant bonuses and control gaming states based on condition fulfillment, including a start condition establishment and fulfillment control mechanism.
Enhances player engagement by providing dynamic gaming experiences with controlled special gaming states and bonuses, improving player satisfaction and interaction.
Smart Images

Figure 2025122496000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine that has a variable display device capable of displaying a variable display game using multiple identification information, and that generates a specific gaming state advantageous to the player depending on the result of the variable display game. Also known is a slot machine that has multiple reels, that executes a game by variably displaying the multiple reels based on a start operation by the player, that stops the multiple reels based on a stop operation by the player, and that generates a specific gaming state depending on the stopped display mode of the multiple reels. Furthermore, in recent slot machines, there is known a type in which a plurality of specific game states with different game contents and the like can be generated as specific game states (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-221796 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above problems, the present invention provides a gaming machine that executes a game based on the player's operation and is capable of granting a bonus to the player in connection with the execution of the game, and is equipped with a specific gaming state control means that can control the game to a specific gaming state in which the game is executed to the player's advantage based on the fulfillment of a specific condition, and a special gaming state control means that can control the game to a special gaming state in which a specified bonus can be granted based on the fulfillment of a special condition in the specific gaming state, wherein the special gaming state control means includes a start condition fulfillment control means that can fulfill the start condition of the special gaming state in a specified game executed under conditions in which the special condition is fulfilled, and the start condition fulfillment control means includes a start condition fulfillment hold control means that can hold off the fulfillment of the start condition of the special gaming state based on the fulfillment of a specified condition. [Brief explanation of the drawings]
[0006] [Figure 1] FIG. 2 is a schematic front view showing the appearance of the gaming machine. [Figure 2] 1 is a schematic perspective view showing the internal configuration of a gaming machine. [Figure 3] FIG. 2 is a block diagram showing a control configuration of the gaming machine. [Figure 4] 10 is a flowchart showing a gaming method in the gaming machine. [Figure 5] 10A and 10B are diagrams for explaining the transition of game states in a gaming machine. [Figure 6] This is a timing chart when a pseudo bonus state occurs during the AT state in a gaming machine. [Figure 7] This is a flowchart showing the pseudo bonus state transition lottery processing during the AT state in the main control device of the gaming machine. [Figure 8] A figure showing an image on the main effect display during the bonus type determination period in the gaming machine. [Figure 9] 10 is a flowchart showing a navigation lottery process in a main control device of a gaming machine. [Figure 10] 10 is a flowchart showing the pseudo bonus state transition process in the main control device of the gaming machine. [Figure 11] A figure showing an image on the main effect display when the fulfillment of the conditions for starting the pseudo-bonus state is put on hold during the bonus type determination period in the gaming machine. [Figure 12] This is a timing chart for when a pseudo bonus state occurs during the AT state in a gaming machine, and when a high probability state occurs. [Figure 13] FIG. 10 shows variant 1 of the gaming machine, and is a diagram showing an image displayed on the main effect display device when the fulfillment of the conditions for starting the pseudo-bonus state is put on hold during the bonus type determination period. [Figure 14] FIG. 10 shows a second variant of the gaming machine, showing an image displayed on the main effect display device when the conditions for starting the pseudo-bonus state are not met during the bonus type determination period. [Figure 15] This figure shows variant example 3 of the gaming machine, and shows the image displayed on the main effect display when an avoidance right that allows the determination of the type of pseudo-bonus state is acquired during the normal gaming state. [Figure 16] FIG. 10 is a diagram showing a fourth modified example of the gaming machine, showing an image on the main effect display device when the trigger role is changed during the bonus type determination period. [Figure 17] FIG. 10 is a diagram showing a fourth modified example of the gaming machine, showing an image on the main effect display device when the trigger role is changed during the bonus type determination period. [Figure 18] FIG. 10 is a diagram showing variant 5 of the gaming machine, showing an image on the main effect display device when the trigger role is changed for each game during the bonus type determination period. [Figure 19] This figure shows variant 6 of the gaming machine, and shows the image on the main performance display when a push order guessing game is executed during the bonus type determination period. [Figure 20] FIG. 10 is a diagram showing variant 7 of the gaming machine, showing an image on the main effect display device when the options for the type of pseudo bonus state change during the bonus type determination period. [Figure 21]This figure shows variant example 8 of the gaming machine, and shows the image displayed on the main performance display when the right to change the type of pseudo-bonus state option is acquired during the AT state. [Figure 22] This figure shows variant example 9 of the gaming machine, and shows the image displayed on the main effect display when the right to transition to a pseudo-bonus state is acquired during the AT state. [Figure 23] FIG. 10 shows a modified example 10 of the gaming machine, and is a diagram showing an image on the main effect display device when the map progression mode is changed during the bonus type determination period. [Figure 24] This figure shows variant 11 of the gaming machine, and shows the image on the main effect display during the bonus type determination period when multiple transition rights to the pseudo bonus state have been acquired. [Figure 25] This figure shows variant example 12 of the gaming machine, and shows an image on the main effect display during the bonus type determination period when it is possible to acquire the right to transition to the pseudo bonus state during the pseudo bonus state. [Figure 26] This figure shows variant example 13 of the gaming machine, and shows the image on the main performance display during the bonus type determination period when the player decides to avoid the determination result of the type of pseudo bonus state. [Figure 27] FIG. 14 shows a modified example 14 of the gaming machine, and is a diagram showing an image on the main effect display device during the bonus type determination period when penalty control is being performed. [Figure 28] FIG. 15 shows a modified example 15 of the gaming machine, and is a diagram showing an image displayed on the main effect display device during the bonus type determination period. [Figure 29] FIG. 15 shows a modified example 15 of the gaming machine, and is a diagram showing an image displayed on the main effect display device during the bonus type determination period. DETAILED DESCRIPTION OF THE INVENTION
[0007] A preferred embodiment of the gaming machine according to the present invention will now be described. The gaming machine of this embodiment is a gaming machine (hereinafter referred to as a medalless gaming machine) that does not use actual medals (gaming media), but manages medals as data and plays games using pseudo-gaming media in that data format. Below, we will explain an example of applying the present invention to a medal-less gaming machine, a No. 6 slot machine having an AT (ART) state, but this is not limited to this, and the present invention can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play. Medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming parlor (management device, dedicated unit) after having been acquired in previous games are called "owned medals."
[0008] A gaming machine according to the present invention will be described with reference to FIGS.
[0009] FIG. 1 is a schematic front view showing the appearance of a medalless gaming machine (gaming machine). FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine (gaming machine). As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a cabinet 1b and a front door 1a that opens and closes the opening of the cabinet. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and through this display window 6, the symbols displayed on the reels 41 serving as display means can be seen. A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, first effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step. Above the display window 6, there is a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5. In addition, on the left side of the display window 6, there is a sub-effect display 18 that is made up of a liquid crystal display and acts as a notification means and an effect means. The upper part of the front door 1a is provided with a main effect display 8 that functions as a notification means and an effect display means. The main effect display 8 has a display section made up of a liquid crystal display with a predetermined display area, and is capable of displaying various effect images and the number of game medals.
[0010] On the side of the main performance display 8, there is a second performance button 2h, a speaker 9 that produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning of each role or the effects displayed on the main performance display 8.
[0011] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and a sub-control unit 20 equipped with a CPU that performs control of the game's presentation, etc. under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by being driven by a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each reel 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 for each reel 41a to 41c. A power supply device 15 for supplying power to each device including the main control device 10 and the sub-control device 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).
[0012] As shown in Figure 3, various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, a power supply device 15, and a game equipment device 100 are connected to the main control device 10. The dashed lines in FIG. 3 (the dedicated unit 19 and the gaming facility device 100) indicate external devices. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operation of each of the above-mentioned parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. The main control device 10 also has a storage unit capable of storing game values (game medals) owned by the player, and controls the execution of the game based on the game values stored in the storage unit.
[0013] The sub-control device 20 is connected to various parts such as a navigation lamp 12, a counting button lamp 2e, a bet number lamp 2f, a main performance display 8, a sub-performance display 18, a speaker 9, a lamp 11, a first performance button 2g, and a second performance button 2h. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned parts in response to commands (control information) from the main controller 10. Either or both of the main control device 10 and the sub-control device 20 constitute the specific game state control means, special game state control means, start condition establishment control means, start condition establishment pending control means, special game state selection control means, decision state pending control means, deactivation control means, special right holding control means, high probability state control means, pending right granting means, special right holding control means, lottery means, and trigger role selection means of the present invention.
[0014] The operation of the main parts will be explained. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 includes a memory means (such as RAM) and a game medal count display 7a configured, for example, by a 7-segment LED. When game medals are loaned or awarded, the main control device 10 adds up the number of loaned or awarded medals, stores (records) the result of the addition (total) in the memory means as the "game medal count," and displays it on the game medal count display 7a. In addition, when game medals are inserted or counted, the main control device 10 subtracts the number of inserted medals or the number of counted medals from the "number of game medals" "stored and displayed" in the game medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals awarded as a result of winning, for example, exceeds the upper limit, a "play not permitted" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.
[0015] When game medals are loaned or awarded, the main control unit 10 adds up the number of loans or awarded medals, stores (records) the result of the addition (total) in a storage means as the "number of game medals," and transmits control information to the sub-control unit 20 that can identify the "number of game medals" at that time. Furthermore, when a gaming medal is inserted or counted, the main control device 10 transmits to the sub-control device 20 control information that can identify the "number of gaming medals" that has been subtracted by the insertion or counting.
[0016] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control device 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0017] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operating means that is pressed to stop the reel 41 that rotates in response to the operation of the start lever 3.
[0018] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired. Specifically, the count button 2c is a count operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display 7a to the dedicated unit 19 (external) as count data. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control device 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control device 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7.
[0019] When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control device 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control device 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display 7a shows a game medal count of "50 or less," the maximum number of game medals will be "50," and therefore all game medals will be counted. In this case, the main control device 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the number of game medals displayed on the game medal count display 7a is "over 50," the number of game medals "50" will be counted in response to the first detection of the long press, and a maximum of "50" game medals will be counted each time the second or subsequent long press is detected (for example, every 300 milliseconds). In this case, the main control device 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying each time a long press is detected. On the dedicated unit 19 side, for example, the total number of medals counted until a return button (not shown) provided on the dedicated unit 19 is operated is managed as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.
[0020] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.
[0021] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control device 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.
[0022] The settlement button 2d is an operation means that is operated when returning (transferring) the set number of bets to the game medal number display device 7. For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control device 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display 7a. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display 7a. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the number of bets (number of wagers) to the number of game medals (game value) displayed on the game medal number display 7a (game value display means). Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.
[0023] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed.
[0024] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. Based on the control information received from the main control unit 10, the sub-control unit 20 controls the following: when the bet number is set to "1", one lamp (for example, the "1 BET" lamp shown in Figure 1) is turned on; when the bet number is set to "2", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) are turned on; when the bet number is set to "3", three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) are turned on. That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as the number of bets in a game at least before the start of a game. The sub-controller 20 performs control to turn off the bet number lamp 2f based on the reception of information specifying the start of a game (operation of the start lever 3) from the main controller 10.
[0025] Furthermore, based on the control information received from the main control device 10, the sub-control device 20 performs control to turn off the bet number lamp 2f when game medals corresponding to the bet number are inserted. In addition, based on the control information received from the main control device 10, the sub-control device 20 controls to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is transferred to the number of game medals. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted or when the gaming medal is settled (returned). In addition, a display means for displaying the number of bets may be provided separately from the bet number lamp 2f, and the display means may be controlled directly by the main control device 10.
[0026] Furthermore, the sub-controller 20 displays the "number of game medals" at that time on the display unit 8a of the main effect display 8 based on the reception of control information capable of identifying the "number of game medals" transmitted from the main controller 10. Therefore, the "number of game medals" is displayed not only on the game medal number display 7a but also on the main effect display 8, and when the "number of game medals" is increased or decreased by lending or granting game medals, or by inserting or counting game medals, the numerical information on both the game medal number display 7a and the main effect display 8 is updated. The "number of game medals" may be stored by the storage means of the sub-controller 20.
[0027] The probability setting device 16 can change the winning probability in the AT state into multiple stages (for example, six stages). The main control device 10 stores one of the set values in the memory based on the probability setting operation of the probability setting device 16 by the gaming parlor staff, and controls the winning probability in the AT state based on the stored set value. For example, setting 1 has the lowest winning probability, and the higher the number, the higher the winning probability.
[0028] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided 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 able to communicate data with the medal-less gaming machine 1. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the medal-less gaming machine 1, the main control device 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the determined number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.
[0029] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of held medals.
[0030] The dedicated unit 19 is provided with a medal count display (not shown) consisting of, for example, a 7-segment LED, and the number of medals held that is stored and managed is displayed on the medal count display. The dedicated unit 19 also includes a card unit (not shown), which can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by operating a return button provided on the dedicated unit 19 (return operation). The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.
[0031] The dedicated unit 19 can be connected to a computer called a hall computer or a management computer either directly or via a relay device, and is capable of outputting game information such as out or safe, as well as sales information, to the computer. This makes it possible, for example, for the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate error balls using this gaming information.
[0032] In addition, the dedicated unit 19 can be connected to the gaming equipment device 100 via a relay device or directly, and is capable of outputting gaming information such as game execution information received from the medal-less gaming machine 1 and information on the occurrence of specific gaming states (AT state, etc.) to a calling device.
[0033] The gaming facility device 100 is a device that is installed above the medal-less gaming machine 1 in an island facility (not shown) on which the medal-less gaming machine 1 is installed. The main control device 10 transmits various game data to the gaming equipment device 100 via a dedicated unit 19, which can identify the number of games played, the number of times a pseudo bonus state or AT state has occurred, the number of medals spent on the game, the number of medals awarded (paid), etc. The gaming equipment device 100 is also equipped with a call button (not shown) that the player operates to call an attendant at the gaming facility, a call lamp (not shown) that notifies the player that a call has been made, and an information display device (not shown) consisting of an LCD display or the like. Then, based on various game data transmitted from the corresponding medal-less game machine 1, the gaming equipment device 100 displays on an information display device information such as the number of games played in normal game mode from the time of power-on or the previous pseudo-bonus mode to the present, the number of times the pseudo-bonus mode or AT mode has occurred on that day, as well as the probability of the pseudo-bonus mode or AT mode occurring, the difference in number of coins, etc. calculated based on the game data in the control unit of the gaming equipment device 100. That is, the main control device 10 is provided with an external information transmitting means capable of transmitting information relating to the progress of the game to the gaming facility devices 100 attached around the medalless gaming machine 1. It should be noted that the various game data from the medal-less gaming machine 1 is also transmitted to a management device (not shown), and the various game data is transmitted to the management device via a dedicated unit 19.
[0034] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. First, in step S100, a game start process is executed. In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data. When lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of game medals to be lent based on the lending data, stores and displays the number of game medals corresponding to the number of game medals lent in the game medal number display device 7, and transmits control information capable of determining the number of game medals corresponding to the number of game medals lent to the sub-control unit 20, causing the number of game medals to be displayed on the main performance display device 8. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal count display device 7 (medal count display device 7a) and the main performance display device 8 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal count display device 7 (game medal count display device 7a) and the main effect display device 8 is "100" and the number of bets is set to "3", the main control device 10 updates the number of game medals stored and displayed on the game medal count display device 7 from "100" to "97" (=100-3), and the sub-control device 20 turns on the "3BET" lamp on the bet number lamp 2f and updates the number of game medals displayed on the main effect display device 8 from "100" to "97" (=100-3). When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled. The medalless gaming machine 1 may be configured to allow games to be played only with a bet number of "3".
[0035] Next, in step S101, a lottery process is executed. When the start lever 3 is tilted in the game start state, the game starts, and the main control device 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations. That is, the main control device 10 functions as a lottery means capable of drawing lots for winning combinations based on the execution of a game. Winning roles include small roles (bell role, chance role A, B, special chance role), replay role, and chance replay role, and the symbol combination when each role wins is set and the number of medals to be awarded is set. Also, chance role A, B, special chance role, and chance replay role are so-called rare roles with a lower probability of winning than other winning roles, and rare roles with a relatively higher probability of winning are weak rare roles (chance role A, B, chance replay role), and roles with a relatively higher probability of winning are strong rare roles (special chance role). In addition, there are six types of push order bell roles that can be won only when the stop buttons 5 are operated in a specific order, and a common bell role that can be won in any operation order. In response to the tilting operation of the start lever 3, the sub-controller 20 performs control to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.
[0036] Next, in step S102, a reel rotation process is executed. Specifically, main control device 10 starts the movement of reels 41a-41c, which display a plurality of symbols. Each reel 41a-41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, stop buttons 5a-5c provided corresponding to each reel 41a-41c become pressable.
[0037] Next, in step S103, a reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control device 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.
[0038] Next, in step S104, a prize-winning process is executed. The main control device 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the winning result of the internal lottery process based on the timing of operation of the stop button 5, and after the third stop operation, it determines that a winning combination has been achieved if the combination of symbols that has stopped on the valid line is a predetermined combination of symbols. Note that "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for the three reels 41a to 41c are performed once for each reel, a total of three times.
[0039] Next, in step S105, a payout process (a grant process) is executed. When it is determined that a specific small winning combination has been won, a process of awarding (paying out) a corresponding number of game medals as a special benefit is executed. For example, when the main control device 10 determines that a 10-coin combination has been won, it adds the awarded number "10" to the number of game medals stored and displayed in the game medal number display device 7.
[0040] Next, in step S106, a game end process is executed. In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control device 10 counts the number of game medals stored and displayed in the game medal number display device 7, and updates and displays the number of game medals displayed on the main performance display device 8. More specifically, when the counting button 2c is pressed briefly, the counting amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "1" is subtracted from the number of game medals displayed on the main performance display device 8. When the count button 2c is pressed and held, the maximum count amount "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and the number of game medals displayed in the main performance display device 8 is updated and displayed. If the counting button 2c is pressed and held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "50" is subtracted and displayed from the number of game medals displayed in the main performance display device 8. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S100, an IC card is inserted into the card unit. As a result, the game start process (S100) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S101) to the payout process (S105) can be executed. In addition, the game end processing erases the winning rights of winning combinations other than those that maintain the winning state among the winning combinations. In addition to the above-mentioned configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configuration. Each of the configuration items may be installed independently or in combination.
[0041] [Game state transition] Next, with reference to FIG. 5, a description will be given of the transition of the game state in the medal-less gaming machine 1 according to the present invention. The medalless gaming machine 1 of this embodiment is played in multiple gaming states: a normal gaming state, a CZ state, and an AT state. Furthermore, during the AT state, the machine is controlled to either a normal AT state or a pseudo-bonus state. The main control device 10 can control the machine to transition from one gaming state to another gaming state when a predetermined transition condition is met.
[0042] In the medal-less gaming machine 1 of this embodiment, the reel 41 is provided with a plurality of symbols (for example, "bell," "replay," "cherry," "watermelon," "BAR," "red 7," "white 7," and "blank"), and it is possible to form symbol combinations according to the results of the lottery for winning roles when the game is played. The main control device 10, which is a lottery means capable of drawing lots for winning roles, can draw lots for the following roles: minor roles (bell role, weak cherry role, strong cherry role, watermelon role, chance role) and replay role. For each role, the winning combination is set, and the special benefit to be awarded (such as the award of a predetermined number of game medals) is also set.
[0043] In addition, there are six types of bell roles, namely, push order bell roles, which are awarded only when the stop button 5 as an operating means is operated in a specific order, and a common bell role, which is awarded in any operation order. There are six push order bell roles set as push order bell roles 1 to 6, and each role has a different operation sequence (specific push order) of the stop button 5 to win (for example, six specific push orders: "left → center → right," "left → right → center," "center → left → right," "center → right → left," "right → left → center," and "right → center → left"). By executing the push order navigation described below, it is possible to easily win the winning push order bell role. In other words, the main control device 10 as a lottery means makes it possible to draw a plurality of operation-corresponding roles (push order bell roles) with different operation modes of the operating means (stop button 5) for winning the role. In this embodiment, the probability of winning the push order bell role, which is a winning combination when the left reel 41a is stopped first, is set lower than the probability of winning other push order bell roles.
[0044] The watermelon role is a minor role where the combination of corresponding symbols is "watermelon, watermelon, watermelon." The cherry combination is a minor combination of the corresponding symbols "cherry-ANY-ANY," and there are two types: a weak cherry combination in which "cherry" stops lined up on only one of the lines on the left reel 41a and the middle reel 41b, and a strong cherry combination in which "cherry" stops lined up on all of the left reel 41a, the middle reel 41b, and the right reel 41c. Chance roles are small roles that result in the corresponding symbol combination being "Replay, Replay, Bell." Also, the replay role is a role in which the corresponding symbol combination is "replay replay replay." In addition, the replay roles, which will be described in detail later, include a normal replay role in which the symbol combination "replay replay replay" stops regardless of the press order, a red 7 replay role in which the symbol combination "red 7 red 7 red 7" stops only when the right reel 41c stops first, and a white 7 replay role in which the symbol combination "white 7 white 7 white 7" stops only when the right reel 41c stops first. In addition, the strong and weak cherry roles, watermelon roles, and chance roles are so-called rare roles with a lower probability of winning than other winning roles, and among the rare roles, those with a relatively higher probability of winning are weak rare roles (weak cherry role, watermelon role), and those with a relatively higher probability of winning are strong rare roles (strong cherry role, chance role).
[0045] When a bell role (common bell role, push order bell role) is won, if the corresponding symbol combination stops and the bell role is won, eight game medals will be awarded. In addition, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders) and the push order bell role is not won, no game medals will be awarded. In addition, the probability of winning the bell role is set so that the number of game medals held by the player increases during the AT state (normal AT state, pseudo bonus state) described below. In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed and the watermelon role is won, two game medals are awarded. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is displayed in a stopped state and the cherry role wins, one game medal is awarded. Furthermore, when a chance combination is won, no game medals are awarded even if the corresponding symbol combination stops. In addition, when a combination of symbols corresponding to a replay role is displayed, the player can play the next game with the same number of bets as set in the previous game without inserting game medals (without setting the number of bets). The types of symbols on the reels 41, the types of winning combinations and corresponding symbol combinations, and the benefits (number of game medals, etc.) awarded when each winning combination is achieved may be other than those described above. Furthermore, in this embodiment, the normal AT state and the pseudo bonus state are considered to be AT states because the same push order navigation is executed, but the AT state (normal AT state) and the pseudo bonus state may be considered to be different game states by, for example, executing push order navigation in different execution modes in the AT state (normal AT state) and the pseudo bonus state.
[0046] Of the symbols on reel 41, the "bell" and "replay" symbols are always placed in the number of frames (e.g., 4 frames) within the range of reel control, while the "cherry", "watermelon", "red 7", "white 7", and "bar" symbols are not necessarily placed in the number of frames (e.g., 4 frames) within the range of reel control.
[0047] FIG. 5 shows a gaming state that can be controlled by the medalless gaming machine 1 of this embodiment. The normal game state is a game state that is disadvantageous to the player, and is basically a game state that is used to generate the CZ state. In this embodiment, the number of games played during the normal game state is counted, and when the counting result reaches a predetermined ceiling number of games, the condition for transitioning to the CZ state is met, and the game state is transitioned to the CZ state as a predetermined benefit is awarded (arrow a in Figure 5). The ceiling number of games is determined according to the probability setting value, for example, when the conditions for transitioning to the advantageous zone described below are met, when the next game starts after the CZ state ends, or when the next game starts after the AT state ends, and the ceiling number of games for the next CZ state is determined.
[0048] In addition, the condition for transitioning to the CZ state during normal game play can be met even when the number of games does not reach the ceiling number of games. For example, the condition for transitioning to the CZ state is met with a predetermined probability (e.g., 20%) when the result of the lottery for roles during game execution is a predetermined rare role (e.g., a strong cherry role or a chance role). In addition, if a specified rare role is won in a game during normal game play, for example, a winning performance or a battle performance will be executed on the main performance display 8 to notify the player that the specified rare role has been won, or to increase anticipation for the transition to the CZ state. The winning effect is basically an effect that is executed to be completed in one game, and the match effect is an effect that continues for a predetermined number of games (for example, two games, three games).
[0049] In addition, if a predetermined rare combination is won and the CZ state transition lottery is won, the transition to the CZ state is not immediately made, but a premonition period (main premonition period: 32 games) is provided in which the transition to the CZ state is delayed for a predetermined period, and in the first half of this main premonition period (for example, for 16 games), control is performed to change the presentation content in each game, for example, by increasing the probability that a predetermined character will appear on the main presentation display device 8 or by executing a presentation that only occurs during that period, and in the second half of this premonition period (for example, for 16 games), presentation control is performed to increase the sense of anticipation for the CZ state by, for example, performing a premonition presentation (main premonition presentation) on the main presentation display device 8 in which the main character prepares for a battle. Then, in the predetermined number of games (for example, for 3 games) at the end of the premonition presentation (main premonition presentation), for example, a battle presentation between the main character and an enemy character is executed, and in the final game, a presentation in which the main character wins the battle is performed, thereby announcing the transition to the CZ state.
[0050] Also, even if the lottery for transitioning to the CZ state is not won when a predetermined rare combination is won, a premonition period (fake premonition period) set for a predetermined number of games (for example, 32 games) is set, and during this period, the same effect control as when the lottery for transitioning to the CZ state is won is performed. However, in the fake premonition effect that is executed when the lottery for transitioning to the CZ state is not won, a battle effect (a battle effect in which the enemy character wins) is executed to notify that the transition to the CZ state will not ultimately occur. In addition, in some cases when a specified rare role is won, the battle effect may be executed immediately without setting the above-mentioned premonition period (main premonition period, fake premonition period).In this case, immediately after winning the specified rare role, the battle effect will be executed for a specified number of games (for example, 3 games) and the result of the lottery to transition to the CZ state will be announced.
[0051] In addition, just before the number of games in the normal gaming state reaches the ceiling number of games (for example, 32 games before), a similar premonition period (main premonition period) is set and the same presentation control as above is performed. In addition, even when the game in the normal game state is not about to reach the ceiling number of games, a similar premonition period (fake premonition period) is set at a predetermined cycle and the same presentation control as above is performed. In addition, the establishment of the transition condition to the CZ state in the normal gaming state may be other than the above. For example, a predetermined number of points may be awarded to the gaming points based on the result of the lottery for the winning combination, and the transition condition to the CZ state may be established when the total number of these gaming points reaches a predetermined number, or a lottery may be held to establish the transition condition to the CZ state. Also, a lottery may be held at predetermined intervals to establish the transition condition to the CZ state.
[0052] In addition, during normal gameplay, a lottery is also held to transition directly to the AT state. For example, if the result of the lottery for the role during game execution is a predetermined rare role (for example, a strong cherry role), the conditions for transitioning directly to the AT state will be met with a predetermined probability (for example, 5%) without going through the CZ state. Then, if the conditions for transitioning to the AT state are met during the normal gaming state, the gaming state will transition to the AT state as a predetermined benefit is awarded (arrow d in Figure 5). When the conditions for transitioning to the AT state are met during normal gameplay, a premonition period (main premonition period) is set in the same way as when the conditions for transitioning to the CZ state are met, and the same presentation control as described above is carried out.
[0053] The CZ state is a gaming state in which the conditions for transitioning to the AT state are more likely to be granted than in the normal gaming state, and is a gaming state that continues up to a predetermined upper limit number of games (for example, 10 games). During the CZ state, a lottery is held for each game to grant the conditions for transitioning to the AT state. For example, if a weak rare role is won, the conditions for transitioning to the AT state are granted with a predetermined probability (such as 30%), if a strong rare role is won, the conditions for transitioning to the AT state are granted with a predetermined probability (such as 100%), and if any other lottery result is obtained, the conditions for transitioning to the AT state are granted with a predetermined probability (such as 5%), and the game is played more advantageously for the player than in the normal game state. If the conditions for transitioning to the AT state are granted in a game during the CZ state, it will be announced in the final game of the CZ state that the conditions for transitioning to the AT state have been granted, and the game state will transition to the AT state from the next game (arrow c in Figure 5). On the other hand, if the conditions for transitioning to the AT state are not granted in a game during the CZ state, it will be announced that the conditions for transitioning to the AT state were not granted in the final game of the CZ state, and the game state will transition to the normal game state from the next game (arrow b in Figure 5).
[0054] In addition, the CZ state may be other than the above as long as it is easier to grant conditions for transitioning to the AT state than the normal game state.For example, it may be made easier to win the lottery for transitioning to the AT state when a specified role (for example, a replay role) is won consecutively, or a specified number of points may be awarded based on the results of the role lottery, and the right to transition to the AT state may be granted when the total number of points awarded reaches a specified number. Also, in a game during the CZ state, the push order navigation may be either not executed or executed.
[0055] The AT state is a game state in which, during a game in the AT state, a push order navigation (push order notification) is executed to notify the player of an operation mode advantageous to the player that is not performed during the normal game state, and to notify the player of the operation sequence (specific push order) of the stop button 5 as the operation means for winning the winning push order bell role, making it easier to win the winning push order bell role and making it extremely easy to obtain game medals. In other words, the main control device 10 has a function capable of executing a lottery for a plurality of specific roles (push order bell roles) with different stopping patterns of the display means (reels 41) for awarding a predetermined benefit, and a function capable of executing control to notify operation information related to the operation of the operation means (stop button 5).When push order navigation is executed as operation information in a game in which a specific role (push order bell role) is won, if the reels 41 are stopped in accordance with the push order navigation, the winning push order bell role will be won and a predetermined number of game medals will be awarded as the predetermined benefit, and the device is equipped with a specific game state control means that can control the game to a specific game state (AT state or normal AT state) in which the game is played to the player's advantage by executing push order navigation based on the establishment of a specific condition (establishment of the condition for transition to the AT state).
[0056] At the initial transition to the AT state (for example, when transitioning from the CZ state), a predetermined number of games (for example, 50 games) is assigned as the remaining AT games, and the remaining AT games are subtracted as games are played during the AT state, and the AT state continues until the remaining AT games become "0" (the so-called game number management type). Also, during the AT state, for example, based on winning a predetermined rare role (for example, a chance role), a lottery is held to add to the number of remaining AT games, and if the addition lottery is won, a predetermined number of games (for example, 20 games) will be added to the number of remaining AT games. Therefore, the duration of the AT state will be extended by adding the number of remaining AT games. The added number of remaining AT games may be notified to the player in its entirety when added, or only a portion of it may be notified.
[0057] In addition, the AT state may be controlled to continue until the number of game medals actually acquired by the player during the AT state (net increase in number of medals) or the number of game medals paid out during the AT state reaches a predetermined number (e.g., 100 medals), or until the number of times a predetermined role (e.g., push order bell role) is won reaches a predetermined number (e.g., 20 times). In addition, multiple types of AT states with different termination conditions may be provided, and one of the AT states may be selectively generated when the right to transition to the AT state is acquired. Also, during the AT state, push order navigation may be performed every time the push order bell role is won, or a navigation lottery may be performed when the push order bell role is won, and push order navigation may be performed only if this navigation lottery is won, i.e., some of the time the push order bell role is won. In addition, during the AT state, it is possible to set up a state in which push order navigation is executed some of the time when the push order bell role is won, and a state in which push order navigation is executed all of the time when the push order bell role is won, and to make it possible to switch between the two states. If the number of remaining AT games becomes "0" during the AT state, the condition for terminating the AT state is met and the game state transitions to the normal game state (arrow g in Figure 5).
[0058] In addition, the AT state is divided into a normal AT state and a pseudo-bonus state as shown in the figure, but basically the player remains in the normal AT state in which the subtraction process for the number of remaining AT games is performed, and if the conditions for transitioning to the pseudo-bonus state are met in a game during the normal AT state, the player will transition to the pseudo-bonus state for a predetermined period (for example, 20 games) (arrow e in Figure 5). In other words, the main control device 10 is equipped with a special game state control means that can control a specific game state (normal AT state) to a special game state (pseudo bonus state) in which a predetermined benefit (game medal, etc.) can be awarded based on the establishment of a special condition (for example, winning a strong cherry role) during the specific game state (normal AT state).
[0059] In this embodiment, the condition for transitioning to the pseudo bonus state is that it is established with a predetermined probability (e.g., 30%) of winning a predetermined rare role (e.g., a strong cherry role), but the condition for transitioning to the pseudo bonus state may be other than the above. For example, a lottery may be held when a predetermined number of games are played during the AT state, and the condition for transitioning to the pseudo bonus state may be established if the lottery is won. Also, when a predetermined role (e.g., a replay role) is won, a reverse push operation ("right → center → left") may be performed to stop a specific symbol combination (e.g., "7 7 7"), and in a game during the normal AT state, reverse push navigation may be performed during a part of the time when a predetermined role is won, and when a specific symbol combination stops in response to this reverse push navigation, the condition for transitioning to the pseudo bonus state may be established. In this embodiment, as will be described in detail later, even if the conditions for transitioning to the pseudo-bonus state are met during the normal AT state (the right to transition to the pseudo-bonus state is acquired), the conditions for starting the pseudo-bonus state are not met immediately, but rather a predetermined delay period is set, and the transition to the pseudo-bonus state occurs after this delay period has elapsed.
[0060] The pseudo-bonus state is a state in which the subtraction process for the remaining AT games stops, and in the games executed during that period, the lottery for adding to the remaining AT games is more advantageous to the player than in the normal AT state. For example, if a chance role is won during the normal AT state, 20 games will be added to the remaining AT games with a 20% probability, but if a chance role is won during the pseudo-bonus state, 30 games will be added to the remaining AT games with a 100% probability. In addition, as will be described in detail later, the pseudo bonus state has several types of pseudo bonus states A to D pre-set with different types of addition, and the difficulty level at which the addition is performed varies for each state.
[0061] In addition, if you win the additional lottery during the pseudo bonus state, the number of remaining games in the pseudo bonus state (number of remaining bonus games) will not be added, and the number of additional games will be added to the number of remaining AT games. Therefore, if you win multiple additional lotteries during the pseudo bonus state, the total value will be added to the number of remaining AT games, which had been stopped from being subtracted, at the end of the pseudo bonus state. Also, during the pseudo bonus state, push order navigation may be performed every time the push order bell role is won, or a navigation lottery may be performed when the push order bell role is won, and push order navigation may be performed only if this navigation lottery is won, i.e., during some of the times when the push order bell role is won.
[0062] In addition, when the push order bell role is won, if the reel 41 is stopped in the operation sequence (specific push order) corresponding to the won push order bell role, a predetermined number (e.g., 8) of game medals will be awarded, and if the reel 41 is stopped in an operation sequence other than the specific push order, no game medals will be awarded, but even in the case of an operation sequence other than the specific push order, a number of game medals less than the predetermined number (e.g., 1) may be awarded. Therefore, the winning of the push order bell role to award a specified benefit indicates that a specified number of game medals are awarded, but if a relatively small number of game medals (for example, 1) are awarded even when a push order other than the specific push order is performed, the winning of the push order bell role indicates that a relatively large number of game medals (for example, 8) are awarded, or that a pattern combination corresponding to the push order bell role (for example, a pattern combination in which ``Bell Bell Bell'' is lined up on a specified line) is formed. In this embodiment, the probability of winning the push order bell combination that is won when the left reel 41a stops first is set lower than the probability of winning the other push order bell combinations, but the probability of winning each push order bell combination may be set to the same. Also, the number of game medals awarded when the push order bell combination that is won when the left reel 41a stops first is won may be set lower than the number of game medals awarded when the other push order bell combinations are won.
[0063] During the pseudo bonus state, push order navigation is executed, and the probability of winning the push order bell role is set to a value that increases the number of game medals if the player plays the game according to the push order navigation. Therefore, if the conditions for transitioning to the pseudo bonus state are met during the normal AT state, in which a large number of game medals can be won, the duration of the entire AT state will be extended accordingly, and since the additional lottery during the pseudo bonus state is conducted in an advantageous manner for the player, if the pseudo bonus state occurs during the normal AT state, a synergistically advantageous state will be created for the player. During the pseudo bonus state, when the number of remaining bonus games reaches a predetermined number (for example, 20 games), the gaming state transitions to the normal AT state (arrow f in FIG. 5).
[0064] Furthermore, the main control device 10 of this embodiment is provided with a zone control means that can control the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, in addition to the above-mentioned game state. The normal zone is a play zone where push order navigation is not executed, i.e., a play zone that cannot be controlled to a pseudo-bonus state or AT state. It starts when the next game starts after the favorable zone end condition is met, and ends when the favorable zone transition condition is met.
[0065] In addition, in the normal zone, when the conditions for transitioning to the advantageous zone are met, for example, when a predetermined role (for example, a replay role or a push order bell role) is won in an internal lottery, it is determined that the player will transition to the advantageous zone. In the normal section, the button press order navigation is not performed. Furthermore, when the main control device 10 is reset, it is controlled to the normal section. The timing of the transition to the advantageous zone may be other than the above, for example, it may be the end of the game in which the advantageous zone transition condition is met (such as the moment when the last operation of pressing the stop button 5 is completed). In this case, the transition to the advantageous zone will occur before the start of the next game.
[0066] The advantageous zone is a play zone where push order navigation can be executed, that is, a play zone that can be controlled to a pseudo-bonus state or an AT state, and is a play zone that is more advantageous to the player than a normal zone because push order navigation can be executed. In addition, the advantageous zone begins when the next game starts after the advantageous zone transition condition is met in the normal zone, and ends when a predetermined advantageous zone end condition is met.
[0067] In addition, the advantageous zone transitions to the normal zone based on the establishment of the advantageous zone termination condition within the advantageous zone. An example of an end condition of the advantageous zone is when the medal-less gaming machine 1 (main control device 10) is reset (including when the settings are changed). In principle, the advantageous period continues when the AT state ends, but the conditions for ending the advantageous period may be met at a certain point when the AT state ends, or it may be decided whether or not to end the advantageous period depending on the difference in the number of coins at the end of the AT state. In addition, a favorable zone lamp may be provided that can light up to indicate that the vehicle is in a favorable zone, and the lighting may be controlled by the main control device 10. Furthermore, if a favorable zone lamp is provided, it may be set to light up during the favorable zone and during a game state in which the number of game medals increases (such as a pseudo bonus state or an AT state).
[0068] Furthermore, the medal-less gaming machine 1 is provided with a limiter function (hereinafter simply referred to as the limiter) for limiting the number of gaming medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the limiter is activated. For example, the limiter is activated when the difference in the number of medals (number of medals paid out - number of medals inserted) in one advantageous period reaches the upper limit (for example, +2400 medals). The advantageous zone ends when any of the above-mentioned conditions for ending the advantageous zone (such as reset or activation of the limiter) is met. In addition, the limiter activation condition may be set to when the difference in number of coins reaches the upper limit number, or when the number of games in one advantageous zone (number of advantageous zone games) reaches the upper limit number of games (for example, 4,000 games).
[0069] In addition to the above-mentioned limiter function as a function for limiting the number of gaming medals acquired by a player, the medalless gaming machine 1 of this embodiment is also provided with a so-called complete function (also simply called complete) that limits the number of gaming medals (net increase in number: so-called MY) actually acquired by a player from the time the medalless gaming machine 1 is turned on until it is turned off, and when the net increase in number of medals from the time the medalless gaming machine 1 is turned on until it is turned off reaches a predetermined number (complete value of +19,000), the game becomes inoperable and a game is stopped, making it impossible to play the game thereafter. Therefore, the number of medals that a player can acquire is limited while the gaming establishment is open. Furthermore, even if the difference in the number of medals during one advantageous period during the operation of the gaming establishment is extremely small and the player is able to win an extremely large number of gaming medals before the limiter function is activated, the complete function will be activated before the limiter function is activated, so that even if the difference in the number of medals is extremely small, it is possible to prevent the gaming establishment from suffering an extremely large disadvantage.
[0070] [Pseudo bonus state lottery] Next, with reference to Figs. 6 and 7, a description will be given of the lottery for transition to the pseudo bonus state during the AT state (normal AT state) in the medal-less gaming machine 1 of this embodiment.
[0071] First, with reference to FIG. 6, the transition of the gaming state from the normal AT state to the pseudo bonus state, which is executed under the control of the main control device, will be described. In this embodiment, when a strong rare role (for example, a strong cherry role) is won during a game in the normal AT state, a lottery is held to transition to the pseudo-bonus state, and as a result of this transition lottery, the transition conditions to the pseudo-bonus state are met with a predetermined probability (for example, 30%), and the player acquires the right to transition to the pseudo-bonus state as a special right. In addition, the trigger role for realizing the conditions for transitioning to the pseudo-bonus state may be a rare role such as a chance role or a weak cherry role, and the probability of realizing the conditions for transitioning to the pseudo-bonus state when a specified rare role is won may be any.
[0072] Furthermore, even if the conditions for transitioning to the pseudo-bonus state are met and the right to transition to the pseudo-bonus state is acquired as a special right, the conditions for starting the pseudo-bonus state are not met immediately, but a predetermined delay period is set, and the transition to the pseudo-bonus state occurs after the delay period has elapsed. Therefore, when the transition condition to the pseudo-bonus state as a special condition is met, the state in which the transition right to the pseudo-bonus state as a special right is held will be maintained for a predetermined period (delay period) until the start condition of the pseudo-bonus state is met. In other words, the main control unit 10 is equipped with a special right retention control means that can control the state in which special rights are retained for a predetermined period of time based on the establishment of special conditions (establishment of conditions for transition to a pseudo-bonus state) during a specific gaming state (normal AT state).
[0073] Specifically, as shown in Figure 6, when the conditions for transitioning to the pseudo-bonus state are met based on winning a strong rare role (for example, a strong cherry role) and the right to transition to the pseudo-bonus state is acquired (timing t0), a waiting period for occurrence is then set for a predetermined number of games (for example, 10 games), and the transition to the pseudo-bonus state is delayed during this period. The occurrence waiting period is a period for executing premonition effects, etc., and during this period the results of the lottery for transitioning to a pseudo-bonus state, which is executed based on the winning of a strong rare role, are announced. For example, during the first half of the waiting period (e.g., 7 games), exciting effects are executed to heighten the player's expectations by increasing the appearance rate of a specified character on the main effect display 8, etc., or by changing the background, etc. Then, in the latter half of the waiting period (for example, for three games), the main effect display device 8 or the like displays, for example, a battle between a main character and an enemy character, and in the final game, an effect is displayed in which one of the characters wins the battle. For example, if the player wins the lottery to transition to the pseudo-bonus state, as shown in Figure 6, in the final game of the waiting period (the game immediately before timing t1), an effect will be executed in which the main character defeats the enemy character, and the player will be notified that they have won the lottery to transition to the pseudo-bonus state.
[0074] In addition, even if the conditions for transitioning to the pseudo bonus state are not met when a strong rare combination is won, a fake premonition effect will be executed and the same provocation effect and battle effect as above will be executed for a period similar to the above-mentioned waiting period (for example, 10 games). However, in the fake premonition effect, an effect in which the main character is ultimately defeated by the enemy character is executed, and it is announced that the transition lottery to the pseudo bonus state was not won, and then the normal AT state will be maintained.
[0075] When the generation waiting period ends, the process shifts to a bonus type determination period (timing t1). The bonus type determination period, which will be described in detail later, is a period for determining the type of pseudo-bonus state at this time, and is controlled so that the number of games played during that period changes depending on how the type of pseudo-bonus state is determined. Then, when the type of pseudo-bonus state for this time is determined during the bonus type determination period, the bonus type determination period ends, and the conditions for starting the pseudo-bonus state are met at the start of the next game, and the game state transitions to the pseudo-bonus state (timing t2). Therefore, even if the conditions for transitioning to the pseudo-bonus state are met, the conditions for starting the pseudo-bonus state are not met immediately. Instead, a predetermined delay period (waiting period for occurrence + bonus type determination period) is intervened between the meeting of the conditions for transitioning to the pseudo-bonus state and the start of the pseudo-bonus state. During this period, the right to transition to the pseudo-bonus state as a special right is held, and then the game will transition to the pseudo-bonus state. In other words, the main control unit 10 is equipped with a special game state control means that can control the game state to a special game state (pseudo bonus state) in which a specified benefit (game medal, etc.) can be awarded based on the holding of a special right (right to transition to a pseudo bonus state) by the special right holding control means (main control unit 10).
[0076] Furthermore, based on the type of pseudo bonus state being determined in the game during the bonus type determination period, the conditions for starting the pseudo bonus state are met, and the game transitions to the pseudo bonus state. In other words, the main control device 10, which serves as a special game state control means, is equipped with a start condition establishment control means that can establish the start conditions for the special game state (pseudo bonus state) in a specified game executed under conditions in which the special condition is established (the condition for transitioning to the pseudo bonus state is established).
[0077] Furthermore, during the waiting period, which is a predetermined delay period until the pseudo bonus state begins, and during the bonus type determination period, the lottery for transitioning to the pseudo bonus state continues to be executed. Therefore, if a strong rare role (for example, a strong cherry role) is won in the game during that period, the lottery for transitioning to the pseudo bonus state is executed, and as a result of this lottery, the transition condition to the pseudo bonus state is established (the right to transition to the pseudo bonus state as a special right is acquired) with a predetermined probability (for example, 30%), and it becomes possible to hold multiple rights to transition to the pseudo bonus state as a special right. In other words, the main control device 10, which serves as a special game state control means, is equipped with a special right holding control means that can hold multiple special rights (rights to transition to a pseudo bonus state) for generating a special game state (pseudo bonus state) based on the establishment of a special condition (condition for transition to a pseudo bonus state) again while the special condition is established. Therefore, when multiple special rights (rights to transition to a pseudo-bonus state) are held, it is possible to increase the player's sense of expectation. The number of games played during the waiting period for occurrence may be fixed or may vary by lottery or the like each time a pseudo-bonus state occurs. In addition, it is preferable to stop subtracting the number of remaining AT games during the bonus type determination period.
[0078] Next, with reference to FIG. 7, the pseudo bonus state transition lottery process during the AT state executed by the main control device 10 will be described. In addition, the pseudo-bonus state transition lottery process during this AT state is executed during any of the processes in the flowchart of Figure 4. When the pseudo-bonus state transition lottery process is executed during the AT state, first, in step S1, it is determined whether or not the normal AT state is in progress. If the game state at that time is in the normal AT state, the process proceeds to step S2, and if it is not in the normal AT state, the pseudo-bonus state transition lottery process during this AT state is terminated.
[0079] If the game state at that time is in the normal AT state, in step S2, it is determined whether or not a strong rare role has been won. If a strong rare role (for example, a strong cherry role) is won in a game during the normal AT state, the process proceeds to step S3, and if a strong rare role is not won, the pseudo bonus state transition lottery process during this AT state is terminated.
[0080] If a strong rare role is won in a game during the normal AT state, a lottery process for transitioning to the pseudo bonus state is executed in step S3. The pseudo-bonus state transition lottery process is a process that establishes the conditions for transitioning to the pseudo-bonus state with a predetermined probability (e.g., 30%) when a strong rare role is won, and is executed by extracting a predetermined random number at this point and comparing the drawn random number value with a preset winning value. If the extracted random number value matches the winning value and the result of the transition lottery is a win, the process proceeds to step S5, and if the extracted random number value does not match the winning value and the result of the transition lottery is a non-win, the pseudo-bonus state transition lottery process during this AT state is terminated. If the result of the transition lottery is a win, in step S5, "1" is added to the bonus win counter, and then the pseudo bonus state transition lottery process during this AT state is terminated. The bonus winning counter is a counter that stores the number of times the transition conditions to the pseudo-bonus state are met, i.e., the number of times the transition right to the pseudo-bonus state has been acquired (the number of stocks), and if this counter is "1" or greater, the pseudo-bonus state will occur sequentially that number of times.
[0081] As described above, as a result of the pseudo-bonus state transition lottery process being carried out during the AT state, if a strong rare role (for example, a strong cherry role) is won in a game during the normal AT state, a pseudo-bonus state transition lottery is executed, and as a result of this transition lottery, the transition conditions to the pseudo-bonus state will be met (the right to transition to the pseudo-bonus state will be acquired) with a predetermined probability (for example, 30%). In addition, if the bonus winning counter has multiple values, i.e., if multiple rights to transition to the pseudo-bonus state (multiple stock numbers) are stored, after the first pseudo-bonus state ends, the bonus type determination period will begin again, and the same processing as above will be carried out, and the pseudo-bonus state will occur repeatedly for the number of stock numbers.
[0082] [Determining the type of pseudo-bonus state] Next, with reference to FIGS. 8 to 11, the determination of the type of pseudo bonus state in the medalless gaming machine 1 of this embodiment will be described.
[0083] In this embodiment, as mentioned above, if the conditions for transitioning to the pseudo bonus state are met during the normal AT state, the pseudo bonus state will not start immediately, but will transition to an occurrence waiting period before the start of the pseudo bonus state, and then to a bonus type determination period. During this bonus type determination period, the type of pseudo bonus state at that time is determined, and then the conditions for starting the pseudo bonus state will be met. In addition, in this embodiment, four types of pseudo bonus states are pre-set: pseudo bonus state A, pseudo bonus state B, pseudo bonus state C, and pseudo bonus state D, and one of the types of pseudo bonus states will be determined during the bonus type determination period. In other words, the main control device 10, which serves as a special game state control means, is capable of generating multiple types of special game states (pseudo bonus states A to D) that differ in terms of the manner (number of games continued) involved in the awarding of predetermined benefits (game medals, etc.), and is equipped with a special game state selection control means that can execute control to determine one of the multiple types of special game states in a predetermined game.
[0084] Each pseudo-bonus state has a different manner of addition lottery when adding the number of addition games to the number of remaining AT games, and the degree of advantage that each pseudo-bonus state offers to the player varies depending on the manner of this addition lottery. For example, in the pseudo-bonus state A, which is the least advantageous, an additional lottery is conducted to determine a predetermined number of additional games (e.g., 10 games) with a predetermined probability (e.g., 30%) if a replay role is won during the pseudo-bonus state A. In addition, in pseudo-bonus state B, which is one level more advantageous than pseudo-bonus state A, an additional lottery is conducted to determine a predetermined number of additional games (e.g., 10 games) with a predetermined probability (e.g., 30%) if a bell role (push order bell role + common bell role) is won during pseudo-bonus state B. In addition, in pseudo-bonus state C, which is one level more advantageous than pseudo-bonus state B, an additional lottery is conducted to determine a predetermined number of additional games (e.g., 10 games) with a predetermined probability (e.g., 30%) if a replay role or a bell role (push order bell role + common bell role) is won during pseudo-bonus state B. In addition, in the most advantageous pseudo-bonus state D, an additional lottery is conducted to determine a predetermined number of additional games (e.g., 20 games) with a predetermined probability (e.g., 50%) if a replay role or a bell role (push order bell role + common bell role) is won during the pseudo-bonus state B. Therefore, when additional draws are conducted for all games during the pseudo-bonus state, the expected value for the total number of added games as a result of these draws increases in the order of pseudo-bonus state A → pseudo-bonus state B → pseudo-bonus state C → pseudo-bonus state D, and the degree of advantage for the player increases in this order.
[0085] In addition, if a rare role is won during each pseudo bonus state, it is preferable to add a predetermined number of games (e.g., 20 games) with a predetermined probability (e.g., 100%) regardless of the type of pseudo bonus state. In addition, the probability of winning the additional lottery based on the results of the lottery for the roles during each pseudo-bonus state and the number of games added may be other than those described above, and any one that provides an increasing advantage to the player in the order of pseudo-bonus state A → pseudo-bonus state B → pseudo-bonus state C → pseudo-bonus state D is acceptable. In addition, the manner in which the additional lottery is executed when a rare role is won may also be controlled so that the advantage to the player increases in the order of pseudo bonus state A → pseudo bonus state B → pseudo bonus state C → pseudo bonus state D. One of the pseudo bonus states A to D set in this manner will be determined during the bonus type determination period, but in this embodiment, the type of pseudo bonus state is determined based on winning either the red 7 replay role or the white 7 replay role during the bonus type determination period, and the conditions for starting the pseudo bonus state are met.
[0086] Here, we will explain the red 7 replay role and the white 7 replay role. In this embodiment, a red 7 replay role and a white 7 replay role are set as part of the replay role. When the Red 7 Replay role is won, if the left reel 41a is stopped first, the symbol combination of "replay replay replay" will stop on one of the lines, just like a normal replay role. However, when the right reel 41c is stopped first, the symbol combination of "red 7 red 7 red 7" will stop on one of the lines. On the other hand, when the White 7 Replay role is won, if the left reel 41a is stopped first, the symbol combination of "replay replay replay" will stop on one of the lines, just like a normal replay role. However, when the right reel 41c is stopped first, the symbol combination of "white 7 white 7 white 7" will stop on one of the lines. In this embodiment, the winning probability is set higher for the Red 7 Replay role than for the White 7 Replay role, but either probability is acceptable as long as the winning probability is higher for the Red 7 Replay role than for the White 7 Replay role.
[0087] The type of pseudo bonus state is determined based on whether a red 7 replay or white 7 replay role is won during the bonus type determination period. One of the pseudo bonus state types A to D is pre-set for each game during the bonus type determination period, and the type of pseudo bonus state set for the game in which a red 7 replay or white 7 replay role is won is determined. The control for determining the type of pseudo bonus state during the bonus type determination period will be specifically described below.
[0088] FIG. 8 shows an effect image on the main effect display device 8 during the bonus type determination period. The main control unit 10 controls the determination of the type of pseudo-bonus state during the bonus type determination period, but the sub-control unit 20 controls the main effect display 8 during the bonus type determination period based on control information from the main control unit 10. First, when the main control device 10 moves to the bonus type determination period, it sets in advance the type of pseudo bonus state as an option corresponding to each game during the bonus type determination period. Then, when the bonus type determination period begins, the main effect display 8 displays a game number image 30 indicating the number of games played during the bonus type determination period at the top of the screen, and a bonus type image 31 indicating the type of pseudo bonus state at the bottom, thereby announcing the type of pseudo bonus state for each game that has been preset as an option.
[0089] For example, as shown in Figure 8, if pseudo bonus state A is set in the first game during the bonus type determination period, pseudo bonus state B in the second game, pseudo bonus state C in the third game, and pseudo bonus state D in the fourth game, the information "Bonus A" will be displayed in the first bonus type image 31a below the first game number image 30a indicating the first game, and the fact that pseudo bonus state A has been set in the first game will be notified in map format. Similarly, the second bonus type image 31b below the second game number image 30b indicating the second game to the right displays information about "Bonus B," notifying that pseudo bonus state B has been set in the second game; the third bonus type image 31c below the third game number image 30c indicating the third game displays information about "Bonus C," notifying that pseudo bonus state C has been set in the third game; and the fourth bonus type image 31d below the fourth game number image 30d indicating the fourth game displays information about "Bonus D," notifying that pseudo bonus state D has been set in the fourth game, thereby notifying the setting mode of the type of pseudo bonus state during the current bonus type determination period. Additionally, a game progress image 32 is displayed below each bonus type image 31, starting from an upward arrow symbol indicating the number of the game currently being played. The game progress image 32 moves one by one to the right according to the progress of the game during the bonus type determination period. From the fourth game onwards, the game progress image 32 on the map moves to the image of the first game, and the same process is repeated thereafter.
[0090] Then, in the game in which the bonus type determination period is entered and the red 7 replay combination or the white 7 replay combination is first won, a so-called reverse push navigation is executed to prompt the right reel 41c to stop first. Figure 8 shows a case where a red 7 replay role is won in the first game during the bonus type determination period, so while a game progress image 32 is displayed below the first bonus type image 31a, a red 7 instruction image 33 consisting of a left-pointing arrow image encouraging reverse pressing and the information "Line up red 7s!" is displayed at the bottom of the screen, encouraging the stopping of the "red 7 red 7 red 7" pattern combination. Also, although not shown in the figure, if the White 7 replay role is won at this time, a game progress image 32 is displayed below the first bonus type image 31a, and an instruction image consisting of a left-pointing arrow image urging the player to press the reels in the reverse direction and the information "Line up the White 7s!" is displayed at the bottom of the screen, urging the player to stop the pattern combination of "White 7, White 7, White 7". In addition, the location where the red 7 instruction image 33 is displayed is where the push order navigation image is normally displayed, so if you win the push order bell role during the bonus type determination period, which is part of the normal AT state, the push order navigation image will be displayed in this location.
[0091] On the other hand, if the red 7 replay role or the white 7 replay role is not won in the first game during the bonus type determination period, the instruction image will not be displayed, and the game progress image 32 will move to the right when the next game starts. Then, when the player stops the symbol combination of "Red 7, Red 7, Red 7" or "White 7, White 7, White 7" by operating the stop button as instructed in the image (when a Red 7 Replay or White 7 Replay wins), the type of pseudo bonus state that is currently available for selection is determined as the type of pseudo bonus state for this time, the conditions for starting the pseudo bonus state are met, and the game state will transition to the pseudo bonus state when the next game starts.
[0092] In this embodiment, the number of games to be continued during the pseudo bonus state (number of remaining bonus games) is controlled to change depending on the type of replay combination that is won at this time, and when the pseudo bonus state is triggered by the winning of a red 7 replay combination, the number of games to be continued during the pseudo bonus state is set to "30," and when the pseudo bonus state is triggered by the winning of a white 7 replay combination, the number of games to be continued during the pseudo bonus state is set to "50." Therefore, when the pseudo bonus state is triggered by the winning of a white 7 replay combination, which has a lower probability of winning than a red 7 replay combination, a pseudo bonus state that is more advantageous to the player is triggered. In other words, the main control unit 10 as a special game state selection control means can select a first special game state (a pseudo-bonus state that continues for 30 games) that can continue for a first period (30 games) based on the lottery result of the lottery means (main control unit 10) being a winning first role (red 7 replay role) in a specified game (a game in which the red 7 replay role or the white 7 replay role is won), and can select a second special game state (a pseudo-bonus state that can continue for 50 games) that can continue for a second period (50 games) that is longer than the first period based on the lottery result of the lottery means being a winning second role (red 7 replay role) in a specified game.
[0093] The pseudo-bonus state may be initiated by the stopping of the symbol combinations "red 7, red 7, red 7" or "white 7, white 7, white 7", or may be initiated by the stopping of these symbol combinations and the start of the next game. In addition, even if the Red 7 Replay or White 7 Replay role is won and the reverse push navigation is executed, the conditions for starting the pseudo bonus state will be met even if the pattern combination of "Red 7, Red 7, Red 7" or "White 7, White 7, White 7" does not stop due to an incorrect stopping operation, etc. Furthermore, with the start of the bonus type determination period, the types of pseudo bonus states preset as options corresponding to each game during the bonus type determination period may be set to the same when all transition conditions to the pseudo bonus state are met, or may be controlled so that the types of pseudo bonus states can be changed by lottery based on the fulfillment of the transition conditions to the pseudo bonus state.Furthermore, by holding a lottery that can change the types of pseudo bonus states preset as options according to the setting value of the probability setting device 16, it is possible to control so that, for example, the more advantageous the setting value is for the player, the more likely the type of pseudo bonus state is to be a mode that is advantageous to the player.
[0094] Furthermore, when a game is executed during the bonus type determination period, the main control device 10 sets a so-called freeze period in which the progress of the game is temporarily stopped for a predetermined time (for example, 3 seconds) from the start of each game, and during this period, the instruction image displayed when a red 7 replay or white 7 replay combination is won, and the push order navigation image displayed when a push order bell combination is won are hidden, and one of the images is displayed after the freeze period has elapsed. Therefore, the insertion of this freeze period makes it possible to efficiently increase the player's sense of expectation. Furthermore, a square on the map corresponding to any game may be provided with a location where no type of pseudo bonus state is set (such as a bonus no-determined image).
[0095] Furthermore, as will be described in detail later, once the bonus type determination period begins, a navigation lottery will be held only if the player first wins the red 7 replay before winning the white 7 replay, and if this navigation lottery is won, the reverse push navigation will be executed. Therefore, if the navigation lottery is not won, the reverse push navigation will not be executed, and the occurrence of a pseudo-bonus state in which the number of continued games is set to "30", which is disadvantageous to the player, will be avoided only once by not winning the navigation lottery. In other words, if you do not win the navigation lottery that is executed when you first win the red 7 replay role after moving on to the bonus type determination period, the conditions for starting the pseudo-bonus state will not be met and will be put on hold.
[0096] Next, with reference to FIG. 9, a navigation lottery process that is executed when a red 7 replay combination is won in a game during the bonus type determination period will be described. FIG. 9 shows the navigation lottery process executed by the main control device 10. This navigation lottery process may be executed by any of the processes in the flowchart of FIG. When the navigation lottery process is executed, first, in step S10, it is determined whether or not the bonus type determination period is in progress. In the normal AT state, if the conditions for transitioning to the pseudo bonus state are met and the bonus type determination period is in progress, the process proceeds to step S11, and if the bonus type determination period is not in progress, the navigation lottery process is terminated.
[0097] If the state at that time is during the bonus type determination period, it is determined in step S11 whether or not a White 7 Replay combination has been won. If the White 7 Replay role is won, the process proceeds to step S16, and if the White 7 Replay role is not won, the process proceeds to step S12. If the White 7 replay role has been won, the reverse push navigation is executed in step S16. In this case, the reverse push navigation is a navigation to stop the pattern combination of "white 7, white 7, white 7", and as mentioned above, an instruction image consisting of a left arrow image and the information "Line up the white 7s!" is displayed on the main performance display 8, prompting the user to stop the pattern combination of "white 7, white 7, white 7". Therefore, if you win the White 7 Replay role during the bonus type determination period, the reverse push navigation will always be executed to stop the pattern combination of "White 7, White 7, White 7". Thereafter, the navigation lottery process ends.
[0098] On the other hand, if the result of the determination in step S11 is that the White 7 Replay combination has not been won, it is determined in step S12 whether or not the Red 7 Replay combination has been won. If the red 7 replay role is won, the process proceeds to step S13, and if the red 7 replay role is not won, the navigation lottery process ends. If the red 7 replay combination is won, it is determined in step S13 whether or not it is the first win. This is to determine whether this is the first win of the red 7 replay role after the transition to the bonus type determination period without having won the white 7 replay role. If this is the first win, the process moves to step S14, and if this is not the first win, the process moves to step S16.
[0099] If the result of the determination in step S13 is that the red 7 replay combination is not the first win, a reverse push navigation execution process is performed in step S16. This reverse push navigation execution process causes a leftward arrow image and an instruction image (red 7 instruction image 33) consisting of the information "Line up the red 7s!" to be displayed on the main performance display 8, prompting the player to stop the pattern combination of "red 7, red 7, red 7."
[0100] On the other hand, if the result of the determination in step S13 is that the red 7 replay combination has been won for the first time, a navigation lottery process is carried out in step S14. The navigation lottery process is for executing reverse navigation with a predetermined probability based on the extraction of a predetermined random number, and is a lottery for executing reverse navigation with a 50% probability, for example. Next, in step S15, it is determined whether or not the navigation lottery has been won. If the navigation lottery is won, the process proceeds to step S16, and if not, the navigation lottery process ends. Therefore, even if you win the first red 7 replay role, if you do not win the navigation lottery, the reverse push navigation to stop the pattern combination of "red 7 red 7 red 7" will not be executed, and the execution of the reverse push navigation in that game, that is, the fulfillment of the conditions for starting the pseudo bonus state, will be put on hold. In addition, if the fulfillment of the conditions for starting the pseudo-bonus state is put on hold, the navigation lottery process will be executed again in the next game or later, and the fulfillment of the conditions for starting the pseudo-bonus state will be carried over.
[0101] If the result of the determination in step S15 is that the navigation lottery has been won, reverse navigation execution processing is performed in step S16. Therefore, even when the first red 7 replay is won, if the navigation lottery is won, a reverse push navigation will be executed to stop the pattern combination of "red 7 red 7 red 7". Thereafter, the navigation lottery process ends.
[0102] Next, with reference to FIG. 10, a pseudo bonus state transition process for transitioning to the pseudo bonus state when reverse push navigation is executed in a game during the bonus type determination period will be described. FIG. 10 shows the pseudo bonus state transition process executed by the main control device 10. This pseudo bonus state transition process may be executed by any of the processes in the flowchart of FIG. When the pseudo bonus state transition process is executed, first, in step S20, it is determined whether or not the bonus type determination period is in progress. In the normal AT state, if the conditions for transitioning to the pseudo bonus state are met and it is during the bonus type determination period, the process proceeds to step S21, and if it is not during the bonus type determination period, the pseudo bonus state transition process is terminated.
[0103] If the state at that time is the bonus type determination period, it is determined in step S21 whether or not navigation (reverse navigation) has been executed. If a red 7 replay or white 7 replay role is won and reverse push navigation is executed in the aforementioned step S16, the process proceeds to step S22, and if reverse push navigation is not executed, the pseudo bonus state transition process is terminated. If reverse navigation is being executed, it is determined in step S22 whether or not the game has ended. If the game has ended, the process proceeds to step S23, and if the game has not ended, the pseudo bonus state transition process ends.
[0104] If the result of the determination in step S22 is that the game is over, it is determined in step S23 whether or not a red 7 replay combination has been won. If the red 7 replay role is won, the process proceeds to step S24, and if the red 7 replay role is not won, that is, if the white 7 replay role is won, the process proceeds to step S25. If the red 7 replay role is won and the process proceeds to step S24, the number of games to continue in the pseudo bonus state (number of remaining bonus games) is set to "30". On the other hand, if the White 7 Replay role is won and the process proceeds to step S25, the total number of games in the pseudo bonus state (number of remaining bonus games) is set to "50".
[0105] Next, in step S26, the bonus win counter is decremented by "-1". The bonus win counter is a counter for monitoring the right to transition to the pseudo bonus state, and this process will result in the right to transition to the pseudo bonus state being deducted. Next, in step S27, a process for determining the type of pseudo bonus state is carried out. Therefore, through this process, the type of pseudo-bonus state that is pre-set as a selectable item corresponding to the game in which a transition to the pseudo-bonus state has been determined is determined as the type of pseudo-bonus state at that time. Next, in step S28, a transition process to the pseudo bonus state is performed. Therefore, the bonus type determination period ends at the end of the game, and a pseudo bonus state based on the determined type and the number of remaining bonus games will occur from the next game. After that, the pseudo bonus state transition process is terminated.
[0106] As described above, in a game during the bonus type determination period that is executed when the conditions for transitioning to the pseudo bonus state are met, if a White 7 replay role is won, a reverse push navigation will be executed to stop the pattern combination of "White 7, White 7, White 7". After the game in which the reverse push navigation to stop the symbol combination of "white 7, white 7, white 7" is executed ends, the conditions for starting the pseudo bonus state are met, and from the next game, corresponding to the game in which the transition to the pseudo bonus state has been decided, a pseudo bonus state of the type that has been pre-set as a selectable type will start with the number of continuing games set to "50".
[0107] On the other hand, in a game during the bonus type determination period that is executed when the conditions for transitioning to the pseudo bonus state are met, if the red 7 replay role is won before the white 7 replay role is won, and this is the second or subsequent win since the transition to the bonus type determination period, a reverse push navigation will be executed to stop the pattern combination of "red 7 red 7 red 7". Furthermore, if the winning is the first time since the transition to the bonus type determination period, a navigation lottery will be held, and if the winning navigation lottery is held, a reverse push navigation will be executed to stop the pattern combination of "red 7, red 7, red 7". After the game in which the reverse push navigation to stop the symbol combination of "red 7 red 7 red 7" is executed ends, the conditions for starting the pseudo bonus state are met, and from the next game, corresponding to the game in which the transition to the pseudo bonus state has been decided, a pseudo bonus state of the type that has been preset as a selectable item will occur with the number of continuing games set to "30". In other words, the main control device 10, which serves as a special game state control means, is equipped with a start condition establishment control means that can establish the start conditions for the special game state (pseudo bonus state) in a specified game executed under conditions in which the special conditions (conditions for transition to the pseudo bonus state) are established.
[0108] Furthermore, in a game during the bonus type determination period, if a red 7 replay role is won before a white 7 replay role is won, and if that win is the first win since the transition to the bonus type determination period, and the result of the navigation lottery that is executed is a non-win, the reverse push navigation to stop the pattern combination of "red 7 red 7 red 7" will not be executed. Therefore, in this case, the establishment of the conditions for starting the pseudo-bonus state is put on hold and carried over to the next game or later. In other words, the main control unit 10, which serves as a start condition fulfillment control means, is equipped with a start condition fulfillment hold control means that can hold off the fulfillment of the start condition of the special game state (pseudo bonus state) based on the fulfillment of a predetermined condition (for example, not winning the navigation lottery).
[0109] Furthermore, when the conditions for starting the pseudo-bonus state are pending, the determination of the type of pseudo-bonus state is pending, and the determination of a pseudo-bonus state in which the number of continuing games is "30" is avoided. In other words, the main control unit 10 as a special game state selection control means is equipped with a determination state holding control means that can hold the determination state of the type of special game state that is determined in the specified game in connection with the holding of the establishment of the start conditions for the special game state by the start condition establishment holding control means (main control unit 10). In addition, the main control device 10, which serves as a determination state reservation control means, can reserve the determination state of the type of special game state when a specific special game state (a pseudo-bonus state in which the number of continuing games is set to "30") is determined in a specified game in which the manner in which a specified benefit is awarded is disadvantageous to the player. Therefore, this hold control prevents the occurrence of a pseudo-bonus state (a pseudo-bonus state in which the number of continuing games is set to 30) that occurs based on winning the relatively less advantageous red 7 replay role, thereby improving the player's sense of security and anticipation. Furthermore, since the determination state of the type of pseudo bonus state is suspended, it is possible to increase the interest of the game. In addition, the hold control is only executed when the red 7 replay role is won for the first time or when the navigation lottery is won, and a certain limit is set, so it is also possible to prevent the player from making too much profit.
[0110] Furthermore, if the establishment of the conditions for starting the pseudo-bonus state (the determination of the type of pseudo-bonus state) is put on hold in a specified game during the bonus type determination period, the establishment of the conditions for starting the pseudo-bonus state (the determination of the type of pseudo-bonus state) will be carried out again in a game after the specified game. In other words, the main control unit 10, which serves as a special game state selection control means, enables the type of special game state to be determined again in a game executed after a specified game when the determination state of the type of special game state (pseudo bonus state) is reserved by the determination state reservation control means (main control unit 10). Therefore, it is possible to reliably determine the type of pseudo bonus state during the bonus type determination period.
[0111] Furthermore, since the hold control is only performed when the first red 7 replay role is won, if the establishment of the conditions for starting the pseudo-bonus state (the state in which the type of pseudo-bonus state is determined) is held in a specified game during the bonus type determination period, the hold control will be prohibited (deactivated) from being performed again in games after the specified game. In other words, the main control unit 10, which serves as the start condition establishment control means, is equipped with a deactivation control means that can deactivate the start condition establishment pending control means in games executed after a specified game when the establishment of the start condition for the special game state (pseudo bonus state) is suspended by the start condition establishment pending control means (main control unit 10). Therefore, it is possible to prevent the player from gaining too much of an advantage by executing hold control.
[0112] In this embodiment, the above-mentioned hold control is executed based on the winning of the red 7 replay role, which is relatively less advantageous, but the hold control may also be executed for games in which the type of pseudo bonus state that is available for selection during the bonus type determination period is relatively less advantageous (for example, pseudo bonus state A, pseudo bonus state B, etc.). For example, when a game is being played in which the type of pseudo bonus state that can be selected is pseudo bonus state A, if a red 7 replay role or a white 7 replay role is won, a navigation lottery similar to that described above may be conducted, and if the result is a non-win, hold control may be performed. In addition, although the hold control is only applied to the first win of the Red 7 Replay role, it is also possible to make all wins of the Red 7 Replay role subject to the hold control, and to always conduct a navigation lottery when the Red 7 Replay role is won. Also, when the red 7 replay role is won for the first time, the navigation lottery may not be performed and the hold control may always be performed.
[0113] In addition, when the red 7 replay role is won for the first time, a navigation lottery is conducted in the same manner as above, and regardless of the result of this navigation lottery, a reverse push navigation is executed, and in either case, the pattern combination of "red 7, red 7, red 7" is controlled to stop, and if the navigation lottery is won, the start condition of the pseudo bonus state is established (the type of pseudo bonus state is determined), and if the navigation lottery is not won, the establishment of the start condition of the pseudo bonus state (the state of determining the type of pseudo bonus state) is put on hold. In this case, even if hold control is performed, the pattern combination of "red 7, red 7, red 7" will stop, so it is preferable to execute a predetermined effect to notify the results of the navigation lottery. In this way, the player can be clearly notified that he or she has won the trigger role, the red 7 replay role, and the results of the navigation lottery can be announced by executing a presentation, thereby making the game more interesting.
[0114] Next, with reference to FIG. 11, a description will be given of the effect image on the main effect display device 8 while the establishment of the condition for starting the pseudo bonus state is pending (the determination state of the type of pseudo bonus state is pending). FIG. 11 shows an effect image on the main effect display device 8 while the establishment of the conditions for starting the pseudo bonus state is on hold, in which the hold control is performed in the first game during the bonus type determination period. First, FIG. 11(a) shows a state in which the red 7 replay combination is won in the first game during the bonus type determination period, but the establishment of the starting condition for the pseudo bonus state is pending. As shown in Figure 11(a), if the fulfillment of the conditions for starting the pseudo-bonus state is put on hold in the first game during the bonus type determination period, the above-mentioned instruction image will not be displayed in the lower part of the screen of the main effect display device 8, and instead a pending image 47 consisting of text information ``pending'', which can notify that the fulfillment of the conditions for starting the pseudo-bonus state is put on hold, will be displayed. The timing to start displaying the reserved image 47 may be almost simultaneous with the start of the game, or if a freeze period is set immediately after the start of the game, it may be almost simultaneous with the end of the freeze period.
[0115] Next, FIG. 11(b) shows a case where the push order bell role is won in the second game during the bonus type determination period. As shown in Figure 11(b), if in the second game during the bonus type determination period, the red 7 replay or white 7 replay role is not won, but the push order bell role is won, the fulfillment of the conditions for starting the pseudo bonus state will remain pending (the determination state of the type of pseudo bonus state will be pending), and the pending image 47 will continue to be displayed as in the first game. In addition, when the push order bell role is won, a navigation image 38 showing the push order corresponding to the winning push order bell role is displayed as shown in the figure. Figure 11(b) shows the case where the push order bell role with the specific push order of "center → left → right" is won, so "2" is displayed on the left navigation image 38a, "1" on the center navigation image 38b, and "3" on the right navigation image 38c. If the above-mentioned hold control continues from the third game onwards, the hold image 47 will continue to be displayed in the same manner as above.
[0116] In this way, while the fulfillment of the conditions for starting the pseudo-bonus state is pending (the determination state of the type of pseudo-bonus state is pending), a pending image 47 will be displayed indicating that pending control is being performed. As mentioned above, when hold control is executed, the instruction image is hidden, but if the instruction image is simply hidden, the player will not be informed that hold control is being executed, and there is a risk that the player will not be able to feel a sense of accomplishment, etc. However, in this embodiment, the player can be notified when hold control is executed, making it possible to increase the player's sense of accomplishment, anticipation, etc. In addition, in the game where the pending fulfillment of the conditions for starting the pseudo-bonus state begins (the first game above), the instruction image is not displayed, but at this time, a push order navigation may be executed at the bottom of the main performance display 8 to stop the left reel 41a first. In this way, at the end of the game, the "red 7 red 7 red 7" symbol combination will be prevented from stopping, and the "replay replay replay" symbol combination will stop, making it possible to proceed with the game without any discomfort.
[0117] [High probability of winning extra draws] Next, with reference to FIG. 12, a high probability state of the additional lottery in the medalless gaming machine 1 of this embodiment will be described. In this embodiment, as described above, the main control unit 10 conducts an additional lottery to add a predetermined number of games to the remaining number of AT games based on the winning of a predetermined rare role (e.g., a chance role) during the AT state. For example, if a chance role is won in a game during the normal AT state, a lottery will be held to add to the remaining number of AT games, and there is a 10% chance that 10 games will be added to the remaining number of AT games. In addition, additional lotteries are also held in games during pseudo bonus states A to D. For example, in a game during pseudo bonus state A, if a chance role is won, 20 games will be added to the number of remaining AT games with a 100% probability, and in a game during the normal AT state, even if a replay role, which is not subject to additional lotteries, 10 games will be added to the number of remaining AT games with a 30% probability.
[0118] The main control device 10 is capable of generating a high probability state that increases the probability of winning the additional lottery, and performs control so that the high probability state has a higher probability of winning the additional lottery than the low probability state. For example, in a game during the AT state, if a predetermined weak rare role (e.g., watermelon role) is hit, a high probability state is generated with a predetermined probability (e.g., 20%), and the high probability state is controlled to continue for a predetermined number of games (e.g., 20 games). When the high probability state is reached, the probability of winning the additional lottery increases whether in normal AT or pseudo-bonus state. For example, if a chance role is won in a game during the normal AT state, a lottery will be held to add to the remaining number of AT games, and there is a 20% chance that 20 games will be added to the remaining number of AT games. Also, in a game during pseudo-bonus state A, if a chance role is won, 20 games will be added to the remaining number of AT games with a 100% probability, just as in the low probability state, but if a replay role is won, 20 games will be added to the remaining number of AT games with a 40% probability, resulting in an additional lottery that is advantageous to the player. In addition, the probability that is increased by the occurrence of a high probability state and the number of games that are added at that time can be anything that is advantageous to the player, and may be controlled with different values for each role.
[0119] Furthermore, the main control device 10 performs the occurrence control and continuation control of the high probability state, regardless of whether the state at that time is the normal AT state or the pseudo bonus state. Therefore, if a specified weak rare role (for example, a watermelon role) is won, a high probability state will occur with a specified probability (for example, 20%) regardless of whether the state at that time is a normal AT state or a pseudo-bonus state, and even if the game state changes thereafter, the high probability state will continue for a specified number of games (for example, 20 games).
[0120] The timing chart in Figure 12 shows the transition of the game state when a specified weak rare role is won during the waiting period for occurrence in the normal AT state, resulting in a high probability state. As shown in Figure 12, if a specified weak rare role is won in a game during the waiting period for occurrence and the condition for transition to a high probability state is met (timing t3), the probability state will change from a low probability state to a high probability state. After that, even if the waiting period for occurrence and the bonus type determination period end, if the number of games played has not reached the number of games required for the high probability state to continue, the high probability state will continue, and the high probability state will continue even during the pseudo bonus state. Then, when the number of games in the high probability state reaches a predetermined number (for example, 20 games) and the condition for ending the high probability state is met (timing t5), the probability state will change from the high probability state to the low probability state. Therefore, when a high probability state occurs, an additional lottery that is advantageous to the player will be held, and especially during the period when the high probability state and the pseudo bonus state are executed in parallel, an additional lottery that is even more advantageous to the player will be held.
[0121] As described above, during the AT state, a high probability state occurs in which the additional lottery is advantageous to the player, and this high probability state can be controlled not only during the normal AT state but also during the pseudo-bonus state. In other words, the main control unit 10 is equipped with a high probability state control means capable of executing control to generate a high probability state for a predetermined period of time, which can change the aspects related to the granting of a predetermined benefit during a special game state (pseudo bonus state) to be advantageous to the player. Therefore, the pseudo-bonus state, which is already advantageous to the player, becomes even more advantageous with the occurrence of a high probability state, which can further increase the player's sense of expectation. During the high probability state, the probability of winning the additional lottery when the target role is won is increased, but during the high probability state, the number of roles that are eligible for the additional lottery may be increased; for example, during the pseudo-bonus state A during the high probability state, in addition to the replay role, the push order bell role may also be eligible for the additional lottery. Furthermore, the "mode relating to the granting of a specified benefit" may be something other than the probability of winning in the additional lottery, and may be anything that is advantageous to the player when the state transitions to a high probability state.
[0122] [Variation 1] Next, a first modified example of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. In this variant example 1, when the condition for starting the pseudo-bonus state is put on hold, control (exclusion control) is performed to exclude the type of pseudo-bonus state at that time from the options when selecting the type of pseudo-bonus state from the next time onwards. Note that this modified example 1 differs from the previously described embodiment only in that the exclusion control is performed, and the rest is the same as the previously described embodiment, so only the differences will be explained. Also, as with modified example 1, for all the modified examples (2 to 14) shown below, only the differences from the previously described embodiment will be explained.
[0123] FIG. 13 shows a performance image on the main performance display device 8 that is displayed under the control of the sub-control device 20 based on the control information from the main control device 10 when the main control device 10 performs the above-mentioned exclusion control. First, FIG. 13(a) shows an effect image on the main effect display device 8 when the hold control is executed in the first game during the bonus type determination period. As shown in FIG. 13(a), when the reserve control is executed in the first game during the bonus type determination period, a reserve image 47 is displayed in the lower part of the screen of the main effect display device 8.
[0124] At this time, in the game in which the hold control is executed, the type of pseudo bonus state that has been preset as a selection item will be excluded from the selection options for the type of pseudo bonus state in the next game and thereafter, under the control of the main control device 10. Therefore, as shown in Figure 13(b), when the second game during the bonus type determination period starts, an exclusion image 57 consisting of two crossed diagonal lines is displayed in front of the first bonus type image 31a (shown as "Bonus A") below the first game number image 30a, indicating that the first bonus type image 31a has been excluded from options in subsequent games. In other words, if the type of pseudo-bonus state is not determined even in the fourth game during the bonus type determination period, the first bonus type image 31a set in the first game will again be the selection target in the fifth game, but if exclusion control is executed, the first bonus type image 31a will be skipped in the fifth game, and the second bonus type image 31b (shown as "Bonus B") set in the second game will be the selection target. Therefore, for example, if you win the White 7 replay role in the fifth game, the type of pseudo bonus state that will be determined at that time will be pseudo bonus state B, which is set in the second game, and while pseudo bonus state A would normally be determined, the more advantageous pseudo bonus state B will be determined instead.
[0125] If the red 7 replay role or the white 7 replay role is not won in the first game, the same exclusion control as above will be executed for the second game and thereafter. Furthermore, when performing exclusion control, it is preferable to disable the exclusion control if the advantageous degree of the type of pseudo-bonus state that is pre-set as a selection target is at a predetermined level or higher.For example, it is preferable to disable the exclusion control if the type of pseudo-bonus state that is pre-set is pseudo-bonus state C or D. The exclusion control may be executed for only one game, or may be executed again for games after the game for which the exclusion control was executed. In addition, when the hold control is performed, a predetermined lottery may be performed, and if the lottery is won, the exclusion control may be performed.
[0126] As described above, in this variant example 1, when the fulfillment of the conditions for starting the pseudo-bonus state is put on hold, the type of pseudo-bonus state that has been pre-set as a selection option corresponding to the game in question will be excluded from the options available when selecting the type of pseudo-bonus state the next time the game is played or thereafter. Therefore, the hold control not only increases the player's sense of expectation, but also reduces the possibility of a pseudo-bonus state type with a low degree of advantage being selected, thereby making it possible to further increase the player's sense of expectation.
[0127] [Variation 2] Next, a second modified example of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. In the present modified example 2, when the establishment of the condition for starting the pseudo bonus state is put on hold, control for changing the selection target for the next game (change control) is performed.
[0128] FIG. 14 shows a performance image on the main performance display device 8 that is displayed under the control of the sub-control device 20 based on the control information from the main control device 10 when the main control device 10 performs the above-mentioned change control. First, FIG. 14(a) shows an effect image on the main effect display device 8 when the hold control is executed in the first game during the bonus type determination period. As shown in FIG. 14(a), when the reserve control is executed in the first game during the bonus type determination period, a reserve image 47 is displayed in the lower part of the screen of the main effect display device 8.
[0129] As shown in FIG. 14(b), normally, the second bonus type image 31b (shown as "BONUS B") that is preset for the second game becomes the selection target this time. However, in this variant example 2, a predetermined lottery is held at the start of the second game, and if the lottery is won (for example, with a 50% probability), as shown in Figure 14(c), the second bonus type image 31b pre-set for the second game is skipped, and the third bonus type image 31c (shown as "Bonus C") pre-set for the third game is used as the selection subject for the type of pseudo-bonus state in this game. Therefore, the second bonus type image 31b ("Bonus B"), which is preset for the second game and has a relatively low advantage, is prevented from being selected, and the selection is changed to the third bonus type image 31c ("Bonus C"), which is preset for the third game and has a high advantage.
[0130] If the red 7 replay role or the white 7 replay role is not won in the first game, the same change control as above will be executed for the second game and thereafter. Furthermore, when controlling the change of the above-mentioned selection targets, it is preferable to disable the change control if the advantageous degree of the type of pseudo-bonus state that has been preset as a selection target in the next game is at a predetermined level or higher.For example, if the type of pseudo-bonus state that has been preset as a selection target in the next game is pseudo-bonus state C or D, it is preferable to disable the change control of the selection targets. Furthermore, the above-mentioned control for changing the selection target may be executable only once, or may be executable multiple times. Furthermore, when the hold control is performed, the selection object change control may be performed without fail (with a 100% probability).
[0131] As described above, in this modified example 2, when the establishment of the conditions for starting the pseudo bonus state is put on hold, control is exercised to change the selection items when determining the type of pseudo bonus state. Therefore, the hold control not only increases the player's sense of expectation, but also reduces the possibility of a pseudo-bonus state type with a low degree of advantage being selected, thereby making it possible to further increase the player's sense of expectation.
[0132] [Variation 3] Next, a third modified example of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. In the present modified example 3, an avoidance right (reservation right) is granted to avoid (reserve) the establishment of the start condition of the pseudo bonus state during the normal gaming state. Specifically, in the above-mentioned embodiment, the hold control is performed only if the navigation lottery when the first red 7 replay role is won during the bonus type determination period is not won, but in this modified example 3, an avoidance right (hold right) is granted to avoid the establishment of the conditions for starting the pseudo bonus state during other normal game states, and when this avoidance right is granted, in addition to when the red 7 replay role is won, the establishment of the conditions for starting the pseudo bonus state is avoided and the state for determining the type of pseudo bonus state is held in abeyance.
[0133] Figure 15 shows a performance image on the main performance display device 8 that is displayed under the control of the sub-control device 20 based on control information from the main control device 10 when the above-mentioned avoidance right is granted by the main control device 10. During the normal game mode, a normal game mode image 34 is displayed in the main part of the screen of the main effect display device 8. The main control device 10 performs control so that the granting condition is met with a predetermined probability (e.g., 20%) when a predetermined rare role (e.g., a strong cherry role) is hit during a game in normal play mode, and the above-mentioned avoidance right is granted (stored) when this granting condition is met. In addition, multiple evasion rights can be stored, and each time the granting conditions are met, the evasion right (counter) is incremented ("+1"), and when the evasion right is used, the evasion right (counter) is decremented ("-1"). Therefore, when an avoidance right (counter) is granted, as shown in Figure 15, an avoidance right image 35 will appear in the upper right corner of the screen of the main performance display 8, and the number of avoidance rights (counters) at that time will be displayed in the numerical information contained in the avoidance right image 35.
[0134] Then, when the bonus type determination period starts with the right to avoid being granted, in addition to the hold control in the case where the first red 7 replay role is won and the navigation lottery is not won, control is performed to hold (avoid) the conditions for starting the pseudo bonus state in the game during the bonus type determination period. For example, in a game during the bonus type determination period, if the first red 7 replay role is won in the navigation lottery, hold control will not be performed, but if the right to avoid is granted at this time, hold control based on the right to avoid will be performed in that game. In addition, in a game during the bonus type determination period, if the first navigation lottery when the Red 7 Replay combination is won is not won, the reserve control is performed, but if the avoidance right is granted at this time, the reserve control based on the avoidance right will be performed in the next game and thereafter. Therefore, in this case, the reserve control based on the avoidance right will be performed even after the reserve control based on the first winning of the Red 7 Replay combination. Furthermore, the hold control based on the avoidance right is repeatedly executed until the avoidance right (counter) becomes "0." Therefore, the control that is advantageous to the player is executed by the value of the avoidance right (counter).
[0135] In addition, when performing the hold control based on the above-mentioned avoidance right, if the advantageous degree of the type of pseudo-bonus state that is pre-set as a selection target is at a predetermined level or higher, it is preferable to disable the hold control based on the avoidance right.For example, if the type of pseudo-bonus state that is pre-set in the next game is pseudo-bonus state C or D, it is preferable to disable the hold control based on the avoidance right. In addition, the options may be set to include a premium pattern in which the advantages of multiple preset pseudo bonus state types are all at the highest level (pseudo bonus state D). Also, for example, when a predetermined rare combination is won in a game that transitions to the bonus type determination period, the premium pattern may be changed to one in which all are at the highest level (pseudo bonus state D). In addition, it may not be possible to use all of the avoidance rights (counters) during one bonus type determination period, but in this case, it is preferable to carry over the avoidance rights (counters) to the next or subsequent bonus type determination period, and if the avoidance rights (counters) are added during the subsequent normal game state, a new value will be added to the carried over avoidance rights (counters). In addition, if all of the avoidance rights (counters) cannot be used during one bonus type determination period, a predetermined number of games may be added to the remaining number of AT games for the avoidance rights (counters) that could not be used, or the number of continuations of the pseudo bonus state that occurs thereafter may be increased. In this case, it is preferable to clear the avoidance rights (counters) that could not be used.
[0136] As described above, in this variant example 3, an avoidance right (holding right) is granted to avoid the establishment of the conditions for starting the pseudo-bonus state during normal game play, and when this avoidance right is granted, in addition to the hold control based on the winning of the red 7 replay role, the establishment of the conditions for starting the pseudo-bonus state is put on hold (the state for determining the type of pseudo-bonus state is put on hold). In other words, the main control unit 10 is equipped with a reservation right granting means that can grant a reservation right (avoidance right) to suspend the fulfillment of the start conditions of the special gaming state (pseudo bonus state) in a game (a game in a normal gaming state) before the special condition (the fulfillment of the condition for transitioning to the pseudo bonus state) is fulfilled. Furthermore, the main control device 10 as the start condition satisfaction holding control means can hold the satisfaction of the start condition of the special game state when the reservation right (avoidance right) is granted by the reservation right granting means. Therefore, in addition to the hold control based on the winning of the red 7 replay role, hold control based on the avoidance right (hold right) is also performed, which further reduces the possibility of selecting a type of pseudo-bonus state with a low degree of advantage, making it possible to further increase the player's sense of expectation.
[0137] [Variation 4] Next, a fourth modified example of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIGS. In this fourth modification, it is possible to change the trigger role when determining the type of pseudo bonus state during the bonus type determination period and when the conditions for starting the pseudo bonus state are met. In the above-described embodiment, during the bonus type determination period, either the red 7 replay role or the white 7 replay role is used as the trigger role, and based on the winning of the trigger role, the type of pseudo bonus state is determined and the conditions for starting the pseudo bonus state are met. However, in this variant example 4, the trigger role can be changed for each bonus type determination period.
[0138] In the first game after the transition to the bonus type determination period, the main control device 10 determines the trigger role of this time with the probabilities shown in FIG. In other words, there is a 60% probability that the trigger role will be a bell role (push order bell role and common bell role), a 39% probability that the trigger role will be a replay role, and a 1% probability that the trigger role will be a rare role. The trigger role may be determined based on the sampling of a predetermined random number at the start of the first game, and the trigger role will change with each transition of the bonus type determination period.
[0139] FIG. 17(a) shows the effect images on the main effect display device 8 from the first game (first game) after the transition to the bonus type determination period until the trigger role is won and the type of pseudo bonus state is determined. In the main control device 10, in the first game that has entered the bonus type determination period, the trigger role for this game will be determined, and at this time, in addition to the game number image 30 and bonus type image 31, the main effect display device 8 displays a waiting image 36 in the upper left corner of the screen, which consists of text information saying ``waiting'', indicating that the trigger role for this game has been determined but the type of pseudo-bonus state has not yet been determined. Then, when the trigger role is determined, a trigger role advance image 37a that notifies the current trigger role is displayed at the bottom of the screen of the main performance display 8. For example, if the current trigger role is a bell role, "Current trigger role: Bell" will be displayed as the trigger role advance image 37a as shown in the figure. If the push order bell role is won in the first game, the navigation image 38 will be displayed. In this case, the trigger role pre-image 37a can be displayed above the navigation image 38.
[0140] Next, FIGS. 17(b) and (c) show effect images on the main effect display device 8 in the second game. In the fourth modified example, in each game during the bonus type determination period, a freeze period is set in which the rotation of the reels 41 is temporarily stopped from the start of the game until a predetermined time has elapsed. Therefore, during the freeze period after the start of the second game, the winning role for this game cannot yet be recognized, but during this time, a trigger role highlighting image 37b consisting of text information "Bonus determined by winning bell" is displayed, indicating that if the trigger role (bell role) is won in the game, the type of pseudo-bonus state will be determined, and an effect is executed to heighten the player's expectations. Then, when the freeze period has passed (ended), the reel 41 will start to rotate, and if the push order bell role is won in the game, a navigation image 38 will be displayed at the bottom of the screen as shown in Figure 17(c), informing the player that the trigger role has been won this time. Therefore, the pseudo bonus state A displayed in the first bonus type image 31a is determined as the type of the current pseudo bonus state, and the starting condition of the pseudo bonus state is established. In addition, if a role other than the push order bell role is set as the trigger role, the navigation image 38 will not be displayed, so in this case the player will know whether or not they have won the trigger role at the end of the game.
[0141] As described above, in this variant example 4, one of multiple roles is selected as the trigger role for each bonus type determination period, and the type of pseudo-bonus state is determined (the conditions for starting the pseudo-bonus state are met) based on whether the selected trigger role is won. In other words, the main control unit 10, which serves as a special game state selection control means, is provided with a trigger role selection means that can select one of a plurality of roles that can be drawn in advance by the lottery means (main control unit 10) as the trigger role, and in a specified game, the type of special game state (pseudo bonus state) can be determined based on the lottery result of the lottery means being a winner of the trigger role. Therefore, since the trigger role for determining the type of pseudo-bonus state changes for each bonus type determination period, the game content during the bonus type determination period becomes more diverse, making it possible to increase the interest of the game.
[0142] Furthermore, the probability of winning a role in the game increases in the order of rare role → replay role → bell role, so if the bell role, which has a relatively high probability of winning, is set as the trigger role, the type of pseudo-bonus state will be determined early in the bonus type determination period. Therefore, if the types of pseudo-bonus states that have been set in advance are arranged so that they become more advantageous as the game progresses, there is a high possibility that a type of pseudo-bonus state with a lower advantage will be determined. Furthermore, if a rare role with a relatively low probability of winning is set as the trigger role, the type of pseudo-bonus state will not be determined immediately during the bonus type determination period, so the bonus type determination period will continue for that amount of time, making it possible to increase the excitement of the game, and since push order navigation is also executed during the bonus type determination period, the number of game medals won will increase, making it possible to increase the player's sense of anticipation.
[0143] If the trigger role can be changed for each bonus type determination period, the type of trigger role may be other than those described above, and the probability of each trigger role being selected may also be other than those described above. In addition, if a role set as a trigger role is won in a specified game, or if a role set as a trigger role is won in a specified game and the advantageousness of the type of pseudo bonus state that has been set in advance is relatively low (for example, pseudo bonus state A or B), a specified lottery may be held, and the type of pseudo bonus state may be determined (the conditions for starting the pseudo bonus state are met) only if the lottery is won. Therefore, in this case, if the player does not win the lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0144] [Variation 5] Next, a fifth modified example of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. In the aforementioned variant 4, the type of pseudo-bonus state is determined for each bonus type determination period, and the trigger role for establishing the conditions for starting the pseudo-bonus state can be changed, but in variant 5, the trigger role can be changed for each game during the bonus type determination period.
[0145] FIG. 18 shows effect images on the main effect display device 8 in the first game (first game) and the second game after the transition to the bonus type determination period. First, FIG. 18(a) shows an effect image on the main effect display device 8 at the beginning of the first game after the transition to the bonus type determination period. The main control device 10 performs a lottery based on the sampling of a predetermined random number at the start of each game during the bonus type determination period, and determines the trigger combination for the game at that time. Therefore, when the first game that has entered the bonus type determination period begins, the trigger role for the first game will be determined, and at this time, as shown in the figure, in addition to the game number image 30 and bonus type image 31, the main effect display 8 displays a determination image 48 in the upper left corner of the screen, which consists of text information saying ``Trigger role being determined,'' indicating that the trigger role for that game is being determined.
[0146] In addition, the main part of the screen of the main effect display 8 displays a bell selection image 49a, a replay selection image 49b, and an other selection image 49c as options for the trigger role in the first game, notifying the user that the bell role, replay role, and other roles (including misses) are options for the trigger role in this game. In addition, in this variant example 5, in each game during the bonus type determination period, a freeze period is set in which the rotation of reel 41 is temporarily stopped from the start of the game until a predetermined time has elapsed, and the image related to the selection of the above-mentioned trigger role is displayed in the first half of the freeze period. In addition, when selecting a trigger role, a bell selection image 49a, a replay selection image 49b, and other selection images 49c are moved and flashed in a roulette format, and at the end of the first half of the freeze period, a selection effect is executed in which the moving and flashing stops at a predetermined image, and the trigger role in the game is announced. The probability of each trigger role being selected may be any, but it is preferable that the role with a higher winning probability has a higher probability of being selected.
[0147] 18(b), in addition to the game count image 30 and the bonus type image 31, a trigger role highlight image 37b indicating that the type of pseudo-bonus state will be determined if a trigger role is won in the game is displayed on the main effect display 8. Note that, if a replay role is set as the trigger role, the text information "Bonus determined by replay win" is displayed as the trigger role highlight image 37b, as shown in the figure.
[0148] If the trigger role is won in the first game, the type of pseudo bonus state (pseudo bonus state A) displayed in the first bonus type image 31a is determined as the type of pseudo bonus state this time. On the other hand, if the trigger role is not won in the first game, the bonus type determination period continues and the game moves to the second game.
[0149] Then, when the game shifts to the second game, the trigger role is determined in the same manner as in the first game, and therefore the main control device 10 controls the determination of the trigger role. Therefore, as shown in Figure 18(c), similar to the first game, the main part of the screen of the main effect display device 8 displays a bell selection image 49a, a replay selection image 49b, and an other selection image 49c as options for the trigger role in the second game, and the selection effect is executed.
[0150] As described above, in this variant 5, one of multiple roles is selected as the trigger role for each game during the bonus type determination period, and the type of pseudo-bonus state is determined (the conditions for starting the pseudo-bonus state are met) based on whether the selected trigger role is won. In other words, the main control unit 10, which serves as a special game state selection control means, is provided with a trigger role selection means that can select one of a plurality of roles that can be drawn in advance by the lottery means (main control unit 10) as the trigger role, and in a specified game, the type of special game state (pseudo bonus state) can be determined based on the lottery result of the lottery means being a winner of the trigger role. Therefore, since the trigger role for determining the type of pseudo-bonus state changes for each game during the bonus type determination period, the game content during the bonus type determination period becomes more diverse, making it possible to further increase the interest of the game. Furthermore, the probability of winning a role in a game increases in the order of rare role → replay role → bell role, so in a game in which the types of pre-set pseudo-bonus states are highly advantageous, if a role with a high probability of winning (for example, a bell role) is set as the trigger role, it is possible to increase the player's sense of expectation.
[0151] If the trigger role can be changed for each game during the bonus type determination period, the type of trigger role may be other than those described above, and the probability of each trigger role being selected may also be other than those described above. In addition, when a rare combination is won, the level of advantage of the type of pseudo bonus state that is preset as a selection target for any game during the bonus type determination period may be changed to a level that is increased by a predetermined level, and then the type of pseudo bonus state may be determined. In addition, if a role set as a trigger role is won in a specified game, or if a role set as a trigger role is won in a specified game and the advantageousness of the type of pseudo bonus state that has been set in advance is relatively low (for example, pseudo bonus state A or B), a specified lottery may be held, and the type of pseudo bonus state may be determined (the conditions for starting the pseudo bonus state are met) only if the lottery is won. Therefore, in this case, if the player does not win the lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0152] [Variation 6] Next, a sixth modified example of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. First, in this modified example 6, the trigger role for determining the type of pseudo bonus state during the bonus type determination period and for establishing the starting condition of the pseudo bonus state is set to the push order bell role. When determining the type of pseudo bonus state (establishing the conditions for starting the pseudo bonus state), the condition is that the push order bell role is won. Also, during the bonus type determination period, the push order navigation is not executed. Therefore, in the game during the bonus type determination period, the type of pseudo bonus state is not determined just by winning the push order bell role, but the type of pseudo bonus state is determined when the pressed order bell role that was won at that time is won, that is, when the symbol combination corresponding to the pressed order bell role that was won can be stopped.
[0153] FIG. 19 shows an effect image on the main effect display device 8 when the push order bell combination is won in the first game (first game) during the bonus type determination period in this modified example 6. When the main control unit 10 wins the push order bell role as a trigger role in a game during the bonus type determination period, it performs control to determine the type of pseudo bonus state (establishing the conditions for starting the pseudo bonus state), but at this time it performs control so as not to execute the push order navigation. Therefore, if the push order bell role is won in the first game during the bonus type determination period, as shown in Figure 19, the main effect display 8 displays the navigation images 38, but each navigation image 38 displays a "?" symbol, indicating that one of the push order bell roles has been won, but the push order corresponding to the winning push order bell role is not actually announced. In other words, a push order guessing game is played in which the player guesses the specific push order corresponding to the winning push order bell role.
[0154] The player then stops the reels 41 (by pressing the stop button) in the push order selected by the player, and if the push order selected by the player matches the push order corresponding to the winning push order bell role, the push order bell role will win and the corresponding symbol combination will stop. Therefore, in the case shown in FIG. 19, the pseudo bonus state A is determined as the type of the current pseudo bonus state, and the starting condition of the pseudo bonus state is met. On the other hand, if the push order selected by the player does not match the push order corresponding to the winning push order bell role, the push order bell role will not win, and the type of pseudo bonus state will be carried over to the next game and beyond.
[0155] As described above, in this variant 6, the trigger role is set to the push order bell role, and when this push order bell role is won, if the player performs the stop operation in a specific operation sequence and the push order bell role is won (the corresponding pattern combination stops), the type of pseudo bonus state is determined and the conditions for starting the pseudo bonus state are established. That is, the main control device 10 as the special game state selection control means can determine the type of special game state when any one of a plurality of operation corresponding combinations is won in a predetermined game. Therefore, the type of pseudo-bonus state is determined by the button press order selected by the player, which makes the game more entertaining. Furthermore, when the push order bell role is won in a game in which a pseudo bonus state of a low advantage is set as a selectable state, the player will hope that the push order will not be correct, and conversely, when the push order bell role is won in a game in which a pseudo bonus state of a high advantage is set as a selectable state, the player will hope that the push order will be correct. In this way, it is possible to provide highly entertaining game content in which the player's expectations change with each game.
[0156] In addition, in games in which relatively advantageous pseudo-bonus states (e.g., pseudo-bonus states C and D) are set as selectable options, push order navigation may be performed in some cases when the push order bell role is won. This will increase the player's sense of expectation. In addition, when a rare combination is won, the level of advantage of the type of pseudo bonus state that is preset as a selection target for any game during the bonus type determination period may be changed to a level that is increased by a predetermined level, and then the type of pseudo bonus state may be determined. In addition, in this variant example 6, when the push order bell role is won, "?" is displayed on all navigation images 38, but push order navigation may also be performed for some of the reels 41 (stop buttons 5). For example, navigation may be performed only for the reel 41 that is to be stopped first, such as "?·1·?". In this case, if the reels 41 are stopped in a push order that does not follow the push order navigation for a specific reel 41, it is preferable to determine the type of pseudo bonus state at that time. In addition, if the push order bell role is won and the conditions for starting the pseudo bonus state are met, a pseudo game may be executed in the first game of the pseudo bonus state, and a symbol combination of "red 7" or "white 7" lined up may be pseudo stopped.
[0157] In addition, if the push order bell role is won in a specified game, or if the push order bell role is won in a specified game and the type of pseudo bonus state that is pre-set as a selection target has a relatively low degree of advantage (for example, pseudo bonus state A or B), the push order navigation will always be executed and a specified lottery will be held, and the type of pseudo bonus state will be determined only if the lottery is won. Therefore, in this case, if the player does not win the specified lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0158] [Variation 7] Next, a seventh modified example of the medalless gaming machine 1 of the present embodiment will be described with reference to FIG. In the above-described embodiment, when the bonus type determination period begins, a predetermined number of pseudo-bonus state types (for example, four types) are predetermined as options, and the type of pseudo-bonus state is determined based on the same predetermined type of pseudo-bonus state. However, in this modified example 7, when a predetermined number of games have progressed during the bonus type determination period, the number of pseudo-bonus state types that are predetermined as options, and the types themselves, can be changed.
[0159] FIG. 20 shows an effect image on the main effect display device 8 when the type of pseudo bonus state during the bonus type determination period is determined under the control of the main control device 10 in the seventh modified example. First, when the bonus type determination period begins, the types of pseudo bonus states for a predetermined number of games are determined in advance as initial options. For example, if the types of pseudo bonus states for two games are determined as initial options, and pseudo bonus state A is determined as the selection target for the first game and pseudo bonus state B is determined as the selection target for the second game, then, as shown in Figure 20(a), on the main performance display 8, information about "Bonus A" will be displayed in the first bonus type image 31a below the first game number image 30a corresponding to the first game, and information about "Bonus B" will be displayed in the second bonus type image 31b below the second game number image 30b corresponding to the second game, and the first map will be displayed. In addition, the initial options of the number of games and the type of pseudo-bonus state may be the same for each bonus type determination period, or may be randomly determined based on the sampling of random numbers when the bonus type determination period transitions.
[0160] If the type of pseudo-bonus state is not determined in two games during the bonus type determination period, when the game moves to the third game, the main control device 10 performs update control of new options and the second map is displayed. The new options are randomly determined based on random number sampling when the corresponding game is executed. For example, when the game transitions to the third game, the type of pseudo bonus state for three games (games 3 to 5) is determined, and pseudo bonus state B is determined as the selection target for the third game, pseudo bonus state B as the selection target for the fourth game, and pseudo bonus state C as the selection target for the fifth game, then, as shown in Figure 20(b), on the main performance display 8, information "Bonus B" is displayed in the third bonus type image 31c below the third game number image 30c corresponding to the third game, information "Bonus B" is displayed in the fourth bonus type image 31d below the fourth game number image 30d corresponding to the fourth game, and information "Bonus C" is displayed in the fifth bonus type image 31e below the fifth game number image 30e corresponding to the fifth game, and the second map is displayed.
[0161] Also, for example, when the game transitions to the third game, the types of pseudo bonus states for four games (third game to sixth game) are determined, and pseudo bonus state B is determined as the selection target for the third game, pseudo bonus state C as the selection target for the fourth game, pseudo bonus state D as the selection target for the fifth game, and pseudo bonus state D as the selection target for the sixth game. In this case, as shown in FIG. 20(c), on the main effect display 8, information "Bonus B" is displayed in the third bonus type image 31c below the third game number image 30c corresponding to the third game, information "Bonus C" is displayed in the fourth bonus type image 31d below the fourth game number image 30d corresponding to the fourth game, information "Bonus D" is displayed in the fifth bonus type image 31e below the fifth game number image 30e corresponding to the fifth game, and information "Bonus D" is displayed in the sixth bonus type image 31f below the sixth game number image 30f corresponding to the sixth game, and the second map is displayed. In addition, if the type of pseudo bonus state is not determined on the second map, the update control of new options will be performed in the same manner as described above. In addition, the trigger role used to determine the type of pseudo bonus state can be any of the red 7 replay role, white 7 replay role, push order bell role, etc., and the type of pseudo bonus state is determined for each map based on whether the set trigger role is won (or awarded), and the conditions for starting the pseudo bonus state are met.
[0162] As described above, in this variant example 7, when the bonus type determination period transitions, the number of options at that time (number of pieces on the map) and the type of pseudo-bonus state for each selection target (type of bonus for each piece) will be set corresponding to the game in the bonus type determination period. Also, when a new option is updated without winning the trigger role, the number of options (number of pieces on the map) and the type of pseudo-bonus state for each selection (type of bonus for each piece) are changed, thereby changing the setting of the option. In other words, the main control device 10, which serves as a special game state selection control means, pre-sets one of a plurality of types of special game states as an option, and is capable of setting the options in a predetermined order corresponding to the number of times the game has been played, and when a predetermined number of games (e.g., two games) have been played in which the type of special game state has not been determined, the setting mode of the option can be changed. Therefore, the number and content of options change in various ways during the bonus type determination period, making it possible to provide highly interesting game content that changes the player's expectations.
[0163] In addition, if a predetermined condition such as winning a rare role is met, the next time the options are updated, an option consisting only of highly advantageous pseudo-bonus states (for example, pseudo-bonus states C and D) may be set as the new option. In addition, when a trigger role is won in a predetermined game, a predetermined lottery may be held, and the type of pseudo bonus state may be determined only if the lottery is won. Therefore, in this case, if the player does not win the specified lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0164] [Variation 8] Next, an eighth modified example of the medalless gaming machine 1 of the present embodiment will be described with reference to FIG. In the above-described embodiment, when the bonus type determination period begins, a predetermined number of pseudo-bonus state types (for example, four types) are pre-set as options, and the type of pseudo-bonus state is determined based on the pre-set pseudo-bonus state types. However, in this variant example 8, it is possible to change any of the pseudo-bonus state types pre-set as options.
[0165] Furthermore, in this variant example 8, when changing one of the types of pseudo-bonus states that have been preset as options, the right to make the change (change right) can be acquired in advance during the game in the normal AT state, and if the change right has been acquired when the bonus type determination period begins, change control is performed that allows one of the types of pseudo-bonus states that have been preset as options to be changed. In addition, in this modified example 8, the trigger role for determining the type of pseudo bonus state may be any of the red 7 replay role, the white 7 replay role, the push order bell role, and the like.
[0166] FIG. 21 shows the effect image on the main effect display device 8 when the main control device 10 performs the above-mentioned change control. In the main control unit 10, when a predetermined condition is met in a game during the normal AT state, for example, when a predetermined rare role (such as a strong cherry role) is won, the main control unit 10 stores (acquires) the right to change to one of the types of pseudo-bonus states that have been preset as options with a predetermined probability (for example, 20%). When the change right is stored in the main control device 10, as shown in Figure 21 (a), a change image 45 is displayed in the upper right corner of the screen of the main performance display device 8 to notify that the change right has been stored. Also, during the normal AT state, a normal AT state image 39 is displayed in the main part of the screen. In addition, the main control device 10 may be able to store multiple change rights based on the establishment of predetermined conditions, and in that case, it is preferable to display the number of change rights stored on the main performance display device 8.
[0167] Then, when the right to change is stored and the right to transition to the pseudo-bonus state is granted and the bonus type determination period begins, one of the types of pseudo-bonus states that are pre-set as options will be changed to another type. In this case, the target of change may be determined in a randomly changing manner, or may be determined fixedly (for example, always the second game, etc.). For example, if the type of pseudo bonus state set in the second game is the target of change and the type of pseudo bonus state is changed to one with a one-level higher advantage, "BONUS B" in the second bonus type image 31b will be changed to "BONUS C" as shown in FIG. 21(b). When changing the type of pseudo bonus state, it may be changed to one that is two or more stages more advantageous. Furthermore, when performing change control, it is preferable to execute a change effect at the beginning of the transition of the bonus type determination period, for example, to notify that "Bonus B" will be changed to "Bonus C." Furthermore, if multiple change rights can be stored, the type of pseudo bonus state will be changed to the number of stored change rights.
[0168] After the change control is performed, the type of pseudo-bonus state is determined on the map including the changed type of pseudo-bonus state. Therefore, if you win the trigger role in the second game, you will be determined to be in pseudo-bonus state C, which is more advantageous than pseudo-bonus state B.
[0169] As described above, in this variant example 8, when the bonus type determination period transitions, one of the types of pseudo bonus states is set in advance as an option corresponding to the game during the bonus type determination period, but if the change right is acquired (stored) before the condition for transition to the pseudo bonus state is met, change control can be executed in a specified game during the bonus type determination period, and by executing this change control, one of the types of pseudo bonus states that are set in advance as an option during the bonus type determination period is changed to one that is more advantageous. In other words, the main control device 10, which serves as a special game state selection control means, pre-sets options (maps) for selecting one of a plurality of types of special game states, and allows the options to be set in a predetermined order corresponding to the number of times the game has been played (an order corresponding to the games during the bonus type determination period), and grants a change right to change the setting mode of the option (for example, "Bonus B" in the second game) in a game before the special condition (condition for transition to a pseudo-bonus state) is met, and when the change right is granted, it allows the type of special game state to be changed to one of a plurality of types of special game states set as options in a predetermined game. Therefore, the options change, making it possible to increase the interest of the game, and if the type of predetermined pseudo-bonus state in the options is changed to one with a higher degree of advantage, it is possible to increase the player's sense of expectation. In addition, since change control is executed when the change right is stored (acquired) during the normal AT state, it is possible to increase the player's sense of anticipation even before the transition to the bonus type determination period.
[0170] Even if the above-mentioned change right is stored during the normal AT state, there may be cases where the normal AT state does not transition to a pseudo-bonus state. In such cases, it is preferable to continue storing the change right until the next normal AT state onwards. In addition, in this variant example 8, it is possible to acquire the right to change the type of pseudo-bonus state that is set as an option during the bonus type determination period, but it may also be possible to acquire the right to confirm the change to pseudo-bonus state D. In addition, if a trigger role is won in a specified game during the bonus type determination period, a specified lottery may be held, and the type of pseudo-bonus state may be determined only if the lottery is won. Therefore, in this case, if the player does not win the above-mentioned specified lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and hold control will be performed in the same manner as in the above-mentioned embodiment, but if change control is performed, the hold control may be disabled (prohibited) in the game that is the target of the change control.
[0171] [Variation 9] Next, a ninth modified example of the medalless gaming machine 1 of the present embodiment will be described with reference to FIG. In this variant example 9, if a rare role is won to establish the conditions for transitioning to a pseudo-bonus state during the normal AT state, a presentation is executed that suggests the configuration of the options on the map during the bonus type determination period to which the player may subsequently transition.
[0172] Figure 22 shows the presentation image on the main presentation display device 8 when the conditions for transitioning to the pseudo-bonus state during the normal AT state are met under the control of the main control device 10 in this modified example 9. In this variant example 9, when a strong rare role is won in a game during the normal AT state, the main control unit 10 will conduct a lottery to transition to a pseudo-bonus state, and if this transition lottery is won, it will determine the configuration of the options on the map during the bonus type determination period at that time. Therefore, before the transition to the bonus type determination period, the configuration of the options on the map is determined, and for example, pseudo-bonus state A is determined in the first game on the map, pseudo-bonus state B in the second game, pseudo-bonus state C in the third game, and pseudo-bonus state D in the fourth game, at the time when the right to transition to the pseudo-bonus state is acquired. The type of each pseudo bonus state on the map is determined randomly based on the sampling of a predetermined random number, but the probability of the determination may be changed according to a probability setting value.
[0173] When the right to transition to the pseudo-bonus state is acquired, an effect (suggestion effect) is executed that suggests the configuration of the options on the map. For example, if the configuration of the options on the map is such that the player has low expectations, a low expectation image 46a consisting of the text information "low expectation" will be displayed in the upper right corner of the screen of the main performance display 8, as shown in Figure 22. During the waiting period before the bonus type determination period begins, a premonition effect is executed, and therefore, a premonition effect image 57 is displayed in the main part of the screen. In addition, the images displayed in the suggestive presentation include "low expectation," "medium expectation," and "high expectation," and one of the images will be selected depending on the configuration of the options on the map. The selection criteria for each image selected in the suggestive presentation can be any as long as the configuration of the options on the map is such that the more advantageous it is for the player, the more likely it is to be selected in the order of "low expectation" → "medium expectation" → "high expectation." For example, the selection criteria may be such that if there is one pseudo-bonus state D on the map, "low expectation" is selected, if there are two pseudo-bonus states D on the map, "medium expectation" is selected, and if there are three or more pseudo-bonus states D on the map, "high expectation" is selected.
[0174] In addition, during the waiting period for occurrence, a lottery for transitioning to the pseudo bonus state will be held each time a strong rare role is won again. If the transition lottery is won at this time, the player will acquire the right to transition to the pseudo bonus state for each win, and the number of memories (stocks) of the right to transition to the pseudo bonus state will be increased accordingly. If multiple transition rights to the pseudo-bonus state are acquired, the configuration of the options on the map corresponding to each transition right is determined in the same manner as above, and a presentation suggesting the configuration of the options on the map is executed. For example, if two transition rights to the pseudo-bonus state are acquired, and the configuration of the options on the map corresponding to the second right is one that the player has high expectations for, then as shown in the figure, a high expectation image 46b consisting of the text information "high expectation" will be displayed to the right of the low expectation image 46a in the upper right corner of the screen of the main performance display 8. Therefore, when a transition to the pseudo-bonus state is made using the pseudo-bonus state transition right that is first acquired, the game will transition to a bonus type determination period in which a map made up of options with low expectations is displayed, and after the end of the initial pseudo-bonus state, the game will transition to a bonus type determination period in which a map made up of options with high expectations is displayed. If three or more rights are acquired, the expectation images corresponding to the increased rights are successively displayed on the right side in the same manner as above.
[0175] Furthermore, when the game transitions to the occurrence waiting period based on the first winning of a strong rare role, it is preferable to execute the above-mentioned suggestive effect based on a predetermined selection criterion even if the game does not win the lottery for transitioning to the pseudo bonus state.In this case, the game will not transition to the bonus type determination period after that, so the suggested effect executed will be a fake suggested effect, which will be erased when the occurrence waiting period ends. In addition, if a strong rare combination is won again during the waiting period, it is preferable to execute the suggestion effect only if the transition lottery to the pseudo bonus state is won. Therefore, in this case, it is confirmed that the right to transition to the pseudo bonus state has been acquired at the time the suggestion effect is executed.
[0176] As described above, in the present modified example 9, when the right to transition to the pseudo bonus state is acquired, an effect (suggestion effect) that suggests the configuration of options on the map is executed. Therefore, it is possible to provide a highly entertaining game that changes the player's sense of expectation even before the bonus type determination period begins. Furthermore, when a highly anticipated suggestive effect is executed, it is possible to increase the player's sense of expectation.
[0177] It is also possible to implement an effect in which the level of expectation in the initially displayed expectation image is increased during the waiting period for occurrence. For example, the level of expectation may be changed by switching from a low expectation image 46a to a high expectation image 46b. In addition, the expectation image is selected according to the type of pseudo-bonus state that is an option during the bonus type determination period, but the expectation image may also be selected in other ways. For example, while the game progress image 32 normally shifts from left to right, a pattern may be set in which the game progress image 32 shifts from right to left, and when this pattern is selected, "medium expectation" or "high expectation" may be displayed. In addition, if a trigger role is won in a specified game during the bonus type determination period, a specified lottery may be held, and the type of pseudo-bonus state may be determined only if the lottery is won. Therefore, in this case, if the player does not win the above-mentioned specified lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0178] [Variation 10] Next, a tenth modification of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. In the tenth modification, during the bonus type determination period, the selection order of the pseudo bonus state types preset as options can be changed in accordance with the progress of the game. For example, if the options during the bonus type determination period are set as pseudo bonus state A in the first game, pseudo bonus state B in the second game, pseudo bonus state C in the third game, and pseudo bonus state D in the fourth game, then normally, as shown in Figure 23(a), the game progress image 32 will move from the left end to the right end, and the selection items will move in the order of first bonus type image 31a → second bonus type image 31b → third bonus type image 31c → fourth bonus type image 31d. Therefore, normally, four games are played at a time, and the options change to more advantageous ones as the game progresses.
[0179] In this modified example 10, when a predetermined condition is met, as shown in Figure 23(b), the game progress image 32 moves from the right end to the left end, i.e., moves in the opposite direction to normal, and the selection items move in the order of the fourth bonus type image 31d → third bonus type image 31c → second bonus type image 31b → first bonus type image 31a. Therefore, when a predetermined condition is met, the four games are considered a break point, and the selection target changes to one with a lower advantage as the game progresses. The predetermined condition that changes the selection order may be any condition, but may be, for example, a condition that is established based on winning a predetermined rare role in the first game after the transition to the bonus type determination period, or a condition that is established based on winning a predetermined rare role in a predetermined game before the transition to the bonus type determination period. In addition, in this variant 10, the trigger role when determining the type of pseudo-bonus state can be any of the red 7 replay role, white 7 replay role, push order bell role, etc., but it is preferable to set the role with a relatively high probability of winning as the trigger role. In addition, it is preferable to set the options so that the selection items change to those with higher advantages as the game progresses, and to change the selection order when a role with a relatively high probability of winning is set as the trigger role.
[0180] As described above, in the present modified example 10, during the bonus type determination period, the selection order of the pseudo bonus state types that are preset as options can be changed in accordance with the progress of the game. Therefore, by changing the selection order, it is possible to provide a highly entertaining game in which the player's expectations change. In addition, the options are set so that the selection target changes to one with a higher degree of advantage as the game progresses, and when a role with a relatively high probability of winning is set as the trigger role, there is a high possibility that a type of pseudo-bonus state with a higher degree of advantage will be determined, thereby making it possible to increase the player's sense of expectation.
[0181] Although the above selection order is changed when the bonus type determination period begins, the selection order may be changed when a predetermined number of games (for example, two games) have been played. Also, the selection order that was changed at a predetermined time may be restored to the original selection order. In addition, if a trigger role is won in a specified game during the bonus type determination period, a specified lottery may be held, and the type of pseudo-bonus state may be determined only if the lottery is won. Therefore, in this case, if the player does not win the above-mentioned specified lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0182] [Variation 11] Next, an eleventh modification of the medalless gaming machine 1 of the present embodiment will be described with reference to FIG. In the present modified example 11, the type of pseudo bonus state is determined for all the acquired numbers (stock numbers) of transition rights to the pseudo bonus state in one bonus type determination period. In other words, in the above-mentioned embodiment, if multiple numbers of acquired transition rights to the pseudo-bonus state are stored, a bonus type determination period is set for the number of stored numbers, and the type is determined each time the pseudo-bonus state occurs, but in this variant example 11, the types of multiple stored transition rights to the pseudo-bonus state are determined together in a single bonus type determination period. In addition, in this modified example 11, the trigger role for determining the type of pseudo bonus state may be any of the red 7 replay role, the white 7 replay role, the push order bell role, and the like.
[0183] FIG. 24 shows an effect image on the main effect display device 8 when the type of pseudo bonus state during the bonus type determination period is determined under the control of the main control device 10 in this modified example 11. As shown in FIG. 24, when the bonus type determination period begins, the types of pseudo bonus states for four games are determined in advance as options. For example, if pseudo bonus state A is determined as the selection target for the first game, pseudo bonus state B as the selection target for the second game, pseudo bonus state C as the selection target for the third game, and pseudo bonus state D as the selection target for the fourth game, then, as shown in Figure 24(a), on the main effect display 8, information "Bonus A" will be displayed in the first bonus type image 31a below the first game number image 30a, information "Bonus B" will be displayed in the second bonus type image 31b below the second game number image 30b, information "Bonus C" will be displayed in the third bonus type image 31c below the third game number image 30c, and information "Bonus D" will be displayed in the fourth bonus type image 31d below the fourth game number image 30d. In addition, a stock image 50 is displayed in the upper left corner of the screen, indicating the number of pseudo-bonus state transition rights acquired. For example, if the number acquired is three, the information "Stock: 3" is displayed as the stock image 50. The number of games and the type of pseudo-bonus state that can be selected may be the same for each bonus type determination period, or may be determined randomly based on the sampling of random numbers when the bonus type determination period transitions.
[0184] Then, when the bonus type determination period begins, the type of the initial pseudo bonus state will be determined based on the number of pseudo bonus state transition rights acquired.If a trigger role is won in the first game during the bonus type determination period, as shown in Figure 24, "Bonus A" will be displayed in the first bonus type image 31a, i.e., pseudo bonus state A will be determined as the type of the initial pseudo bonus state. In this variant 11, even when the type for the first pseudo-bonus state is determined, the previous bonus type determination period continues, and a determination image 51 consisting of the text information "Determined for the first time" is displayed below the first bonus type image 31a, notifying that the type of the first pseudo-bonus state has been determined as pseudo-bonus state A. At this time, the information displayed as the stock image 50 is changed from "Stock: 3" to "Stock: 2," and it is notified that the number of acquired transition rights to the pseudo bonus state has been reduced.
[0185] Next, when the second game is started, as shown in the figure, the image displayed on the main effect display 8 remains the same, the game progress image 32 moves to the bottom of the second game number image 30b, and the type of pseudo-bonus state corresponding to the second time (second stock) is determined in the same manner as above. Similarly, after the type of pseudo-bonus state for the second time is determined, the type of pseudo-bonus state corresponding to the third time (third stock) is determined, and once the number of types determined is equal to the number of pseudo-bonus state transition rights acquired, the conditions for starting the pseudo-bonus state are met. In addition, any bonus type images that have already been selected will be excluded from the selection list. For example, as shown in FIG. 24, the first bonus type image 31a with the determination image 51 displayed below it will be excluded from the selection list, and in the fifth game, the game progress image 32 will skip over the first bonus type image 31a and move to the second bonus type image 31b. Therefore, it is prohibited to determine the type of pseudo bonus state in duplicate. In addition, when the number of options is set to four, if the number of acquired pseudo-bonus state transition rights is "5" or more, it becomes impossible to determine the type of pseudo-bonus state for more than one time. In this case, it is preferable to limit the number of acquired pseudo-bonus state transition rights to "4" or less, or to set the number of options to be more than the number acquired. In addition, if the number of acquired transition rights to the pseudo-bonus state is "5" or more, one or more transition rights that would make it impossible to determine the type of pseudo-bonus state during the current bonus type determination period may be carried over so that they can be used in the next or subsequent bonus type determination period.
[0186] As described above, in the present modified example 11, the type of pseudo bonus state is determined for all the acquired numbers (stock numbers) of transition rights to the pseudo bonus state in one bonus type determination period. Therefore, it is possible to efficiently generate a pseudo-bonus state, and to realize a game progression that does not cause stress to the player. In addition, once a type of pseudo-bonus state has been determined, it will not be determined again, which prevents a type of pseudo-bonus state with a low degree of advantage from being determined repeatedly.Furthermore, the more pseudo-bonus state transition rights are acquired, the higher the possibility that a type of pseudo-bonus state with a high degree of advantage will be determined, which can increase the player's sense of anticipation.
[0187] In addition, in the case where multiple transition rights to the pseudo-bonus state have been acquired, when the bonus type determination period begins and the type of pseudo-bonus state is determined for the first time, all other transition rights may be determined to be the same type as the type of pseudo-bonus state that was initially determined. In addition, if a trigger role is won in a specified game during the bonus type determination period, a specified lottery may be held, and the type of pseudo-bonus state may be determined only if the lottery is won. Therefore, in this case, if the player does not win the specified lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0188] [Variation 12] Next, a twelfth modification of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. In this modification 12, it is possible to acquire the right to transition to the pseudo bonus state even in a game that is in the pseudo bonus state. In addition, the difficulty of acquiring the right to transition to the pseudo bonus state can be changed during the pseudo bonus state, and the difficulty of acquiring the right to transition to the pseudo bonus state is determined each time the pseudo bonus state occurs. Furthermore, the content of the options available when determining the type of pseudo-bonus state during the bonus type determination period can be changed depending on the number of pseudo-bonus state transition rights acquired at that time. In addition, in this modified example 12, the trigger role for determining the type of pseudo bonus state may be any of the red 7 replay role, the white 7 replay role, the push order bell role, and the like.
[0189] First, in the present modified example 12, when the period shifts to the bonus type determination period, the main control device 10 changes the content of the above options according to the number of acquired rights to shift to the pseudo bonus state at that time. Therefore, when the game that has transitioned to the bonus type determination period is executed, the main control device 10 determines the type options for the four games in the bonus type determination period from among pattern 1 "pseudo bonus state A, pseudo bonus state B, pseudo bonus state C, pseudo bonus state D," pattern 2 "pseudo bonus state B, pseudo bonus state B, pseudo bonus state C, pseudo bonus state D," pattern 3 "pseudo bonus state B, pseudo bonus state C, pseudo bonus state C, pseudo bonus state D," and pattern 4 "pseudo bonus state C, pseudo bonus state C, pseudo bonus state D, pseudo bonus state D," at a predetermined selection rate based on the number of pseudo bonus state transition rights acquired at that time. The content of the options may be other than those described above, and the type of pseudo-bonus state within the options may be any type as long as it is advantageous to the player in the order of Pattern 1 → Pattern 2 → Pattern 3 → Pattern 4.
[0190] In addition to determining the content of the options in the bonus type determination period, when the game is executed after transitioning to the bonus type determination period, the difficulty of acquiring the right to transition to the pseudo bonus state in the pseudo bonus state of each of the options is determined separately by a predetermined lottery. The difficulty of acquiring the right to transition to the pseudo bonus state can be changed by changing the probability of acquiring the right to transition to the pseudo bonus state when a predetermined rare role (for example, a watermelon role) is won during the pseudo bonus state. For example, when the difficulty level is "low," when a predetermined rare role is won during the pseudo bonus state, there is a 20% probability of acquiring the right to transition to the pseudo bonus state, and when the difficulty level is "high," when a predetermined rare role is won during the pseudo bonus state, there is a 30% probability of acquiring the right to transition to the pseudo bonus state. The difficulty of acquiring the right to transition to the pseudo bonus state during the pseudo bonus state may be changed in a manner other than the above, and any difficulty level may be used as long as the probability of acquiring the right to transition to the pseudo bonus state is higher when the difficulty level is "high" than when the difficulty level is "low." Also, the difficulty level may be set to three or more stages.
[0191] Then, when the bonus type determination period begins and the options for determining the type of pseudo-bonus state and the difficulty of obtaining the right to transition to each pseudo-bonus state are determined, the game number image 30 and bonus type image 31 will be displayed based on the determined options, as shown in Figure 25(a). In addition, below each bonus type image 31, to the right of an item image 52 consisting of text information on "Stock Difficulty", a difficulty level image 53 indicating the difficulty level of acquiring the transition right to each determined pseudo-bonus state is displayed. Therefore, as shown in FIG. 25(a), when the difficulty level "low" is selected as the difficulty level of acquiring the transition right during the pseudo bonus state in response to the first game number image 30a of the first game, the information "low" is displayed in the first difficulty level image 53a below the first game number image 30a, and when the difficulty level "low" is selected as the difficulty level of acquiring the transition right during the pseudo bonus state in response to the second game number image 30b of the second game, the information "low" is displayed in the second difficulty level image 53b below the second game number image 30b. is displayed, and if the difficulty level of obtaining the transition right during the pseudo-bonus state is selected as "high" in correspondence with the third game number image 30c of the third game, the information "high" will be displayed in the third difficulty level image 53c below the third game number image 30c, and if the difficulty level of obtaining the transition right during the pseudo-bonus state is selected as "low" in correspondence with the fourth game number image 30d of the fourth game, the information "low" will be displayed in the fourth difficulty level image 53cd below the fourth game number image 30d.
[0192] FIG. 25(b) shows the selection probability of the type option patterns for the four games in the bonus type determination period based on the number of acquired transition rights to the pseudo bonus state at that time in the bonus type determination period. As shown in Figure 25(b), when the number of acquired transition rights to the pseudo-bonus state is "0 to 2", pattern 1 is selected with an 80% probability, pattern 2 with an 18% probability, pattern 3 with a 1% probability, and pattern 4 with a 1% probability. Furthermore, if the number of pseudo-bonus state transition rights acquired is "3 to 5", pattern 1 will be selected with a 40% probability, pattern 2 with a 30% probability, pattern 3 with a 20% probability, and pattern 4 with a 10% probability. Furthermore, if the number of pseudo-bonus state transition rights acquired is "6" or more, pattern 1 will be selected with a 10% probability, pattern 2 with a 20% probability, pattern 3 with a 40% probability, and pattern 4 with a 30% probability. Therefore, the selection manner of the pattern of the type options for the four games during the bonus type determination period will change based on the number of acquired rights to transition to the pseudo bonus state.
[0193] As described above, in this modified example 12, it is possible to acquire the right to transition to the pseudo bonus state even in a game that is in the pseudo bonus state. Therefore, it is possible to increase the player's sense of expectation. In addition, the difficulty of acquiring the right to transition to the pseudo bonus state can be changed during the pseudo bonus state, and the difficulty of acquiring the right to transition to the pseudo bonus state is determined each time the pseudo bonus state occurs. Therefore, the game content can be varied in various ways, making the game more entertaining. Furthermore, the content of the options available when determining the type of pseudo-bonus state during the bonus type determination period can be changed depending on the number of pseudo-bonus state transition rights acquired at that time. Therefore, the more rights to transition to the pseudo-bonus state that are acquired, the more advantageous the pseudo-bonus state will be for the player, which can greatly increase the player's sense of anticipation.
[0194] It should be noted that the more rights to transition to the pseudo-bonus state are acquired, the higher the probability that an option pattern that is advantageous to the player will be selected. However, it is also possible to make it so that the more rights to transition to the pseudo-bonus state are acquired, the higher the probability that an option pattern that is disadvantageous to the player will be selected. In addition, if a trigger role is won in a specified game during the bonus type determination period, a specified lottery may be held, and the type of pseudo-bonus state may be determined only if the lottery is won. Therefore, in this case, if the player does not win the specified lottery, the determination of the type of pseudo-bonus state (the conditions for starting the pseudo-bonus state are met) will be put on hold, and the same hold control as in the above-mentioned embodiment will be carried out.
[0195] [Variation 13] Next, a thirteenth modification of the medal-less gaming machine 1 of the present embodiment will be described with reference to FIG. In this modified example 13, similarly to the modified example 3 described above, an avoidance right (reservation right) is granted to avoid (reserve) the establishment of the start condition of the pseudo bonus state during the normal gaming state. In other words, in the above-mentioned embodiment, the hold control is performed only if the navigation lottery when the first red 7 replay role is won during the bonus type determination period is not won, but in this modified example 3, an avoidance right (hold right) is granted to avoid the establishment of the conditions for starting the pseudo bonus state during other normal game states, and when this avoidance right is granted, in addition to when the red 7 replay role is won, the establishment of the conditions for starting the pseudo bonus state is avoided and the state for determining the type of pseudo bonus state is held in abeyance.
[0196] Furthermore, in this variant example 13, when an avoidance right (reserved right) to avoid (reserve) the fulfillment of the conditions for starting the pseudo-bonus state is granted (stored), that avoidance right can be used by the player's operation.
[0197] Figure 26 shows the performance image on the main performance display device 8 that is displayed under the control of the sub-control device 20 based on control information from the main control device 10 when the main control device 10 grants the above-mentioned avoidance right and the avoidance right is used in this variant example 13. First, FIG. 26(a) shows an effect image on the main effect display device 8 when an avoidance right to avoid the establishment of the starting condition of the pseudo bonus state is granted (stored) during the normal gaming state.
[0198] As shown in FIG. 26(a), during the normal gaming state, a normal gaming state image 34 is displayed in the main part of the screen of the main effect display device 8. The main control device 10 performs control so that the granting condition is met with a predetermined probability (e.g., 20%) when a predetermined rare role (e.g., a strong cherry role) is hit during a game in normal play mode, and the above-mentioned avoidance right is granted (stored) when this granting condition is met. In addition, multiple evasion rights can be stored, and each time the granting conditions are met, the evasion right (counter) is incremented ("+1"), and when the evasion right is used, the evasion right (counter) is decremented ("-1"). Therefore, when an avoidance right is granted, as shown in Figure 26, an avoidance right image 35 will appear in the upper right corner of the screen of the main performance display 8, and the numerical information contained in the avoidance right image 35 will display the number of avoidance rights (counters) at that time.
[0199] If the bonus type determination period begins with the right to avoid granted, in addition to the hold control that is performed in the case where the navigation lottery is not won when the first red 7 replay role is won in the game during the bonus type determination period, control is performed to hold (avoid) the start conditions of the pseudo bonus state and the determination of the type of pseudo bonus state (determined state).
[0200] FIG. 26(b) shows an effect image on the main effect display device 8 when a White 7 Replay combination is won in the first game during the bonus type determination period. As mentioned above, in games during the bonus type determination period, hold control to avoid (hold) the establishment of the conditions for starting the pseudo-bonus state will not be performed except when the first red 7 replay role is won, but if the right to avoid has been granted at that time, hold control based on the right to avoid will be performed in that game even if the white 7 replay role is won. Therefore, as shown in Figure 26(b), if a white 7 replay role is won in the first game during the bonus type determination period, the first bonus type image 31a (shown as "Bonus A") would normally be determined as the type of pseudo-bonus state for this time. However, in this modified example 13, this determination is only provisional, and after the game ends, a provisional determination image 54 consisting of text information indicating that it is a provisional determination is displayed below the first bonus type image 31a.
[0201] Then, almost simultaneously with the display of the provisional determination image 54, an operation request image 55 consisting of text information "Use avoidance item by turning on the lever" is displayed at the bottom of the screen, as shown in Figure 26(c), and if the start lever 3 is operated at this time without setting the number of bets (for example, by operating the MAX bet button 2b), the provisional determination result provisionally determined for the first bonus type image 31a will be avoided (invalidated). In other words, if the start lever 3 is operated after the game is over and the number of bets is set, the next game will start and the provisionally determined first bonus type image 31a will be determined as the type of pseudo bonus state for this time. However, if the start lever 3 is operated after the game is over without setting the number of bets, the next game will not start, the provisionally determined state of the provisionally determined first bonus type image 31a will be invalidated, the bonus type determination period will continue, and the determination of the type of pseudo bonus state for this time will be reserved for the next game and thereafter. In addition, when hold control is performed by operating the start lever 3 without setting the number of bets (when the avoidance right is used), the avoidance right (counter) is decremented ("-1") and the information on the avoidance right image 35 is updated (or the image is erased). Furthermore, even if the avoidance right (counter) is decremented ("-1"), if the avoidance right remains, the same reserved control as described above can be repeatedly executed, and control advantageous to the player will be performed for the number of avoidance rights (counter). Therefore, when an avoidance right is stored, the player can decide the type of pseudo-bonus state and avoid (suspend) the establishment of the conditions for starting the pseudo-bonus state at his / her discretion for the number of avoidance rights stored.
[0202] In addition, when the hold control based on the above-mentioned evasion right is performed, if the degree of advantage of the type of pseudo-bonus state that has been preset is at a predetermined level or higher, the player is unlikely to perform an evasion operation, so in this case the hold control based on the evasion right may be disabled.For example, if the type of pseudo-bonus state that has been preset is pseudo-bonus state C or D, the hold control due to the player's evasion operation based on the evasion right may be disabled. In addition, it may be possible that not all of the evasion rights (counters) can be used during one bonus type determination period, but in this case, it is preferable to carry over the evasion rights (counters) so that they can be used in the next or subsequent bonus type determination periods. In this case, if the evasion rights (counters) are added during the subsequent normal game state, a new value will be added to the carried-over evasion rights (counters).
[0203] As described above, in this variant 13, an avoidance right (holding right) is granted to avoid the establishment of the conditions for starting the pseudo-bonus state during normal game play, and when this avoidance right is granted, in addition to the hold control based on the winning of the red 7 replay role, the establishment of the conditions for starting the pseudo-bonus state is put on hold (the state for determining the type of pseudo-bonus state is put on hold) by the avoidance operation performed by the player. Therefore, in addition to the hold control based on the winning of the red 7 replay role, hold control based on the avoidance right (hold right) is also performed, which further reduces the possibility of selecting a type of pseudo-bonus state with a low degree of advantage, making it possible to further increase the player's sense of expectation. Furthermore, the satisfaction of the conditions for starting the pseudo-bonus state is suspended by the player's evasive operation, so that if a type of pseudo-bonus state with a low degree of advantage is available for selection, the player performs an evasive operation, and if a type of pseudo-bonus state with a high degree of advantage is available for selection, the player does not perform an evasive operation; this allows the player to select an operation mode that provides a high level of satisfaction. In addition, while the right to avoid (hold) the fulfillment of the conditions for starting the pseudo-bonus state is granted during the normal game state, the right to avoid (hold) the fulfillment of the conditions for starting the pseudo-bonus state may also be granted during the normal AT state. Furthermore, the avoidance operation by the player may be performed using a means other than the start lever 3, and any means using an input means in which the main control device 10 manages the input may be used.
[0204] [Variation 14] Next, a fourteenth modification of the medalless gaming machine 1 of the present embodiment will be described with reference to FIG. In the present modified example 14, when the penalty condition is met, penalty control is performed to suspend the determination of the type of pseudo-bonus state with a relatively high degree of advantage. The penalty condition is established when the reel 41 is stopped in a press order other than the recommended press order of stopping the left reel 41a first during a game in normal play mode, and is set to prevent the rate of game medal awards during normal play mode from becoming too high, etc. In addition, when a penalty condition is established, for example, the probability of granting a predetermined benefit (for example, CZ state) may be lowered for a predetermined period during the normal gaming state.
[0205] In this variant 14, when a penalty condition is met during normal game play, the main control unit 10 sets (stores) a penalty flag, and when the bonus type determination period is subsequently entered, the determination of the highly advantageous pseudo-bonus state C or D is withheld only once. Therefore, as shown in Figure 27, if the penalty flag is set and the bonus type determination period begins, if the trigger role is not won in the first to third games, but the trigger role is won in the fourth game in which the fourth bonus type image 31d displaying "Bonus D" is selected, then pseudo-bonus state D would normally be determined as the type of pseudo-bonus state for this time, but this determined state is put on hold (invalidated), the conditions for starting the pseudo-bonus state are not met, the bonus type determination period continues, and the determination of the type of pseudo-bonus state is carried over to the next game or later. In addition, in a game in which the determination of the type of pseudo-bonus state is pending, a penalty image 56 consisting of text information "Penalty pending" is displayed on the left side of the screen to notify the player that penalty control is being carried out. Furthermore, the execution of the penalty control resets the penalty flag. In addition, in this modified example 14, the trigger role for determining the type of pseudo bonus state may be any of the red 7 replay role, the white 7 replay role, the push order bell role, and the like.
[0206] Therefore, if a player stops reel 41 in a sequence other than the recommended pressing sequence during a game in the normal game state, when the player subsequently acquires the right to transition to the pseudo-bonus state and transitions to the bonus type determination period, penalty control will be executed, preventing the type of pseudo-bonus state with a high degree of advantage from being determined.
[0207] As described above, in the present modified example 14, when the penalty condition is met, penalty control is performed to suspend the determination of the type of pseudo-bonus state with a relatively high degree of advantage. Therefore, during normal game play, the player will stop the reels 41 in the recommended pressing order, which makes it possible to prevent, for example, the rate of awarding game medals from becoming too high during normal game play. In addition, the penalty condition may be established when the reels 41 are stopped in a push order other than the recommended push order a predetermined number of times (e.g., twice) during a predetermined period (e.g., five games) during normal gaming mode. In addition, the value of the penalty counter may be incremented ("+1") each time a penalty condition is met, and the value of the penalty counter may be decremented ("-1") each time penalty control is performed, thereby performing penalty control for the value of the penalty counter.
[0208] [Variation 15] Next, a fifteenth modification of the medalless gaming machine 1 of the present embodiment will be described with reference to FIGS. In this modified example 15, part of the control for determining the type of pseudo bonus state during the bonus type determination period is different from that in the above-described embodiment.
[0209] First, in this modified example 15, the main control device 10 sets one of the multiple pseudo-bonus state types set as options as a basic pseudo-bonus state that is relatively disadvantageous to the player. For example, the basic pseudo-bonus state has a duration of 20, and the remaining number of AT games is only added if a rare combination is won. Therefore, the basic pseudo-bonus state is more disadvantageous to the player than other pseudo-bonus states. In addition, if the basic pseudo-bonus state is more disadvantageous to the player than pseudo-bonus state A, control other than that described above may be performed.
[0210] In addition, in this variant example 15, the types of each pseudo-bonus state are also slightly different from the previously described embodiment, and instead of pseudo-bonus states C and D, pseudo-bonus states E and F can be set as options. In the pseudo bonus state E, for example, a lottery is held to increment the bonus winning counter by "+1" with a predetermined probability (for example, 10%) when a replay combination is won during the pseudo bonus state E. Therefore, when a transition to pseudo-bonus state E occurs, the possibility of consecutive pseudo-bonus states occurring increases.
[0211] In addition, in pseudo bonus state F, the additional lottery is the same as in pseudo bonus state B, in that a predetermined number of additional games (e.g., 10 games) is determined with a predetermined probability (e.g., 30%) when a bell role (push order bell role + common bell role) is won during pseudo bonus state F, but in addition, a doubling lottery is held to double the determined number of additional games. For example, if the number of games is increased by 10, a doubling lottery is held with a predetermined probability (e.g., 30%), and if the doubling lottery is won, the number of games added is changed to "20" and the player is granted the right to another doubling lottery. If the doubling lottery is won again, the number of games added is changed to "40." The doubling lottery continues until the lottery result is a non-win, but it is preferable to set the probability of winning the doubling lottery from the first time onwards to a relatively low probability (e.g., 10%). Therefore, when the state transitions to the pseudo bonus state F, in addition to the number of games being added, there is a possibility that the number of games will be doubled. In this way, in Modification 15, a characteristic benefit is awarded for each type of pseudo bonus state, and the controls related to these benefits can be executed in an overlapping manner. Note that the characteristics of each pseudo bonus state may be other than those described above, as long as a characteristic benefit is awarded for each type of pseudo bonus state.
[0212] In addition, in this modified example 15, the sub-control device 20 also causes the effect image on the main effect display device 8 during the bonus type determination period to differ from that in the above-described embodiment. In the above-described embodiment, multiple pseudo-bonus state types as options are displayed fixedly on the screen in advance, and the game progress image 32 is moved according to the progress of the game during the bonus type determination period. However, in this modified example 15, the selection items themselves are moved according to the progress of the game during the bonus type determination period.
[0213] FIG. 28 shows an effect image on the main effect display device 8 during the bonus type determination period in this modified example 15. In this modified example 15, as described above, the basic pseudo bonus state is set as an option for the type of pseudo bonus state during the bonus type determination period. For example, if a basic pseudo-bonus state is set corresponding to the first and second games of the bonus type determination period, as shown in Figure 28, the first movement bonus type image 58a corresponding to the first game and the second movement bonus type image 58b corresponding to the second game will be displayed as a blank image inside a rectangular frame, indicating that the selection item is the basic pseudo-bonus state.
[0214] Furthermore, if pseudo bonus state A is set corresponding to the third game, pseudo bonus state B is set corresponding to the fourth game, pseudo bonus state E is set corresponding to the fifth game, and pseudo bonus state F is set corresponding to the sixth game, then information on "Bonus A" will be displayed in the third move bonus type image 58c corresponding to the third game, information on "Bonus B" will be displayed in the fourth move bonus type image 58d corresponding to the fourth game, information on "Bonus E" will be displayed in the fifth move bonus type image 58e corresponding to the fifth game, and information on "Bonus F" will be displayed in the sixth move bonus type image 58f corresponding to the sixth game, and the initial map will be displayed with each option connected in a circle. Note that the image inside the rectangular frame is blank to indicate that the selected item is in the basic pseudo-bonus state, but other information such as "basic" may also be displayed inside the frame. In addition, the number of basic pseudo-bonus states set initially, the types of other pseudo-bonus states, and their order may be other than those described above, and may be changed to change the player's expectations each time the bonus type determination period begins.
[0215] Each of these options rotates counterclockwise as the game progresses during the bonus type determination period, and the type of pseudo-bonus state that moves to the front will be set as the option for the current game. Also, a selection image 59 consisting of a dotted frame is displayed in the approximate center of the screen, and it is announced that an option that moves inside the selection image 59 is a selection item in the current game. Therefore, as shown in Figure 28, in the first game during the bonus type determination period, when the first moving bonus type image 58a with a blank frame moves to the selection target image 59, if a trigger role (for example, a red 7 replay role or a white 7 replay role) is won in that game, the basic pseudo-bonus state will be determined as the type of pseudo-bonus state for this time.
[0216] On the other hand, if the trigger role is not won in this game, the second moving bonus type image 58b, which has a blank frame inside, will move to the selection target image 59, and the other options will also rotate counterclockwise in sequence. Therefore, the selection target will change sequentially, with the basic pseudo-bonus state in the second game, pseudo-bonus state A in the third game, and so on, and in the seventh game the first moving bonus type image 58a will move again to the selection target image 59, and the circular options will be repeatedly updated.
[0217] Furthermore, in this variant 15, as shown in Figure 29, in a game in which types of pseudo bonus states other than the basic pseudo bonus state are selectable, if, for example, a normal replay role (a replay role other than the red 7 replay role and the white 7 replay role) is won, the bonus type determination period is continued with the right to control the awarding of benefits set for each of the above-mentioned types of pseudo bonus state being granted. For example, as shown in Figure 29(a), if a normal replay role is won in the third game during the first bonus type determination period, the player will be granted the right corresponding to pseudo bonus state A, which is the right to an additional lottery to determine a predetermined number of additional games (e.g., 10 games) with a predetermined probability (e.g., 30%) if a replay role is won during the pseudo bonus state (pseudo bonus state A right), and will move on to the game during the next bonus type determination period. Therefore, in this case, the conditions for starting the pseudo bonus state are not met, and the bonus type determination period continues.
[0218] After the third game ends, if the game moves to the fourth game during the bonus type determination period, as shown in Figure 29(b), the fourth movement bonus type image 58d will move to the selection target image 59 in accordance with the movement of each option, and the information on the third movement bonus type image 58c will be changed to "Bonus A completed", indicating that the right to pseudo bonus state A has been granted. Then, in the fourth game, the type of pseudo-bonus state will be determined and controlled, and if a normal replay role is won in that game, as described above, the right to control the granting of benefits for pseudo-bonus state B (pseudo-bonus state B right) will be granted. Therefore, in this case, in addition to the pseudo bonus state A right that has already been granted, the player will also be granted the right to have an additional lottery held to determine a predetermined number of additional games (e.g., 10 games) with a predetermined probability (e.g., 30%) if a bell role (push order bell role + common bell role) is won during the pseudo bonus state, and then the bonus type determination period will continue as above until a trigger role is won.
[0219] On the other hand, if the trigger role is won in the fourth game, the right to pseudo-bonus state B will be granted, the bonus type determination period will end, and the conditions for starting the pseudo-bonus state will be met. Therefore, in this case, the pseudo-bonus state that occurs will result in the overlapping execution of controls related to the additional lottery that is set in correspondence with the pseudo-bonus state A right and the pseudo-bonus state B right. In addition, in this variant 15, after winning a normal replay role and being granted a specified pseudo-bonus state right, if a trigger role is won in a game in which the selected target is in the basic pseudo-bonus state, the pseudo-bonus state corresponding to the granted right will occur, rather than the basic pseudo-bonus state. Furthermore, when rights to all pseudo-bonus states A, B, E, and F are granted, it is preferable to establish the conditions for starting the pseudo-bonus state at that point. In this case, a benefit that is more advantageous to the player than the benefits obtained in each pseudo-bonus state (the right to generate a so-called premium pseudo-bonus state) may be granted.
[0220] As described above, in this modified example 15, the basic pseudo-bonus state is set to be included in one of the multiple pseudo-bonus state types as options. Therefore, it is possible to improve the entertainment value of the game, and it is also possible to prevent the player from making a huge profit due to the occurrence of a basic pseudo bonus state. Furthermore, if a normal replay role is won during the bonus type determination period, the bonus type determination period can be continued with the right to receive the benefits set for each pseudo bonus state granted. Therefore, if a normal replay combination is won during the bonus type determination period, it is possible to increase the player's sense of expectation. Furthermore, there is a possibility that multiple rights to the award of the benefits set for the pseudo-bonus state may be granted, which can greatly increase the player's expectations.
[0221] It is possible that the bonus type determination period will continue and the options will be updated to the second, third, etc. round. In this case, an option that has already been granted a pseudo-bonus state right may become available for selection again. However, if a bell or rare role is won in this game, a special benefit different from the pseudo-bonus state right may be granted, such as adding a predetermined number of games (e.g., 30 games) to the number of remaining AT games. In this way, even if an option that has already been granted a pseudo-bonus state right becomes available for selection again, it is possible to prevent the player's expectations from decreasing. Furthermore, in this variant 15, as in the above-mentioned embodiment, the trigger roles are set to the red 7 replay role and the white 7 replay role, so that when the first red 7 replay role is won, there is a predetermined probability of pending control of the establishment of the conditions for starting the pseudo bonus state (pending control of the determination state of the type of pseudo bonus state), but in games in which the basic pseudo bonus state is a selectable target, there may also be pending control of the establishment of the conditions for starting the pseudo bonus state (pending control of the determination state of the type of pseudo bonus state) when the red 7 replay role is won from the first time onwards and when the white 7 replay role is won. In addition, the trigger role may be other than the red 7 replay role and the white 7 replay role.
[0222] The above describes the medalless gaming machine 1 of this embodiment, but if the right to transition to a pseudo-bonus state is acquired during a specified period just before the end of the AT state, the timing of the occurrence of the bonus type determination period may be delayed until the end of the AT state. In addition, when determining the occurrence waiting period from when the transition right to the pseudo bonus state is acquired until the transition to the bonus type determination period, different tables may be used for the time just before the end of the AT state and other times. In other words, a short period (including "0") may be selected just before the end of the AT state. In addition, if the right to transition to the pseudo-bonus state is stocked and the completion condition that confirms the activation of the limiter is met, the game may be configured to switch to a completion presentation (a presentation celebrating the activation of the limiter) at the time of transition to the pseudo-bonus state. Furthermore, if the player has stocked up on the right to transition to the pseudo-bonus state when the game transitions to the above-mentioned completion presentation or when the limiter is activated, the player may be advantageously notified of setting suggestion information that can suggest the probability setting value.
[0223] Also, when the transition to the above-mentioned completion performance is about to occur, the mode of granting the benefit when a rare role is won may be changed. For example, when a rare role is won during the normal AT state, an additional lottery and a lottery to acquire the right to transition to the pseudo bonus state are held, but normally, after the result of the additional lottery is announced, the result of the lottery to acquire the right to transition to the pseudo bonus state is announced, but when the transition to the completion performance is about to occur, after the result of the lottery to acquire the right to transition to the pseudo bonus state is announced, the result of the additional lottery may be changed to a later addition. Also, a pseudo game may be executed in the game during the bonus type determination period. For example, instead of the usual one square on the map moving forward per game, a situation may be created in which two squares on the map move forward per game, so that a bonus advantageous to the player is selected. In addition, if a predetermined condition is met during the AT state (for example, a rare combination is won), the right to play a pseudo game in a predetermined game during the bonus type determination period may be granted in advance.
[0224] As explained above, the present invention provides a gaming machine (medalless gaming machine 1) that executes a game based on the player's operation and is capable of awarding a bonus to the player in connection with the execution of the game, and is equipped with a specific gaming state control means (main control unit 10) that can control the game to a specific gaming state (normal AT state) in which the game is executed to the player's advantage based on the fulfillment of a specific condition (fulfillment of a condition for transition to an AT state), and a special gaming state control means (main control unit 10) that can control the game to a special gaming state in which a specified bonus (game medal) can be awarded based on the fulfillment of a special condition in the specific gaming state (fulfillment of a condition for transition to a pseudo-bonus state), and the special gaming state control means includes a start condition fulfillment control means (main control unit 10) that can fulfill the start condition of the special gaming state in a specified game executed under conditions in which the special condition is fulfilled, and the start condition fulfillment control means includes a start condition fulfillment hold control means (main control unit 10) that can hold off the fulfillment of the start condition of the special gaming state based on the fulfillment of a specified condition.
[0225] Therefore, by postponing the establishment of the conditions for starting the special game state, it is possible to avoid the occurrence of a special game state that is relatively disadvantageous to the player, thereby improving the player's sense of security and anticipation. Furthermore, by deferring the establishment of the conditions for starting the special game state, the game content can be diversified, making the game more entertaining.
[0226] In addition, the special game state control means is capable of generating multiple types of special game states that differ in terms of the granting of the specified benefit as the special game state, and includes a special game state selection control means (main control unit 10) that is capable of executing control to determine one of the multiple types of special game states in the specified game, and the special game state selection control means is configured to include a determination state holding control means (main control unit 10) that is capable of holding the determination state of the type of special game state that is determined in the specified game in connection with the holding of the establishment of the start condition of the special game state by the start condition establishment holding control means. Therefore, even if a special game state that is relatively disadvantageous to the player is determined due to the reservation of the determination state of the type of special game state, the determination state can be avoided, so that it is possible to improve the player's sense of security and expectation. Furthermore, by deferring the determination of the type of special game state, the game content can be diversified, making the game more entertaining.
[0227] In addition, the determination state hold control means is configured to be able to hold the determination state of the type of special game state when a specific special game state (a pseudo-bonus state in which the number of continued games is set to "30") is determined in the specified game in which the aspect (number of continued games) related to the granting of the specified benefit is disadvantageous to the player. Therefore, by deferring the determination of the type of special game state, it is possible to avoid the occurrence of a particular special game state that is disadvantageous to the player, thereby increasing the player's sense of security and anticipation. Furthermore, since the determination state of the type of special game state is suspended, it is possible to increase the interest in the game.
[0228] In addition, the special game state selection control means is configured to be able to determine the type of special game state again in a game executed after the specified game when the determination state of the type of special game state is reserved by the determination state reservation control means. Therefore, it is possible to reliably determine the type of pseudo bonus state during the bonus type determination period.
[0229] In addition, the start condition fulfillment control means is configured to include a deactivation control means (main control device 10) that can deactivate the start condition fulfillment pending control means in games executed after the specified game when the fulfillment of the start condition for the special game state is suspended by the start condition fulfillment pending control means. Therefore, it is possible to prevent the player from gaining too much of an advantage by withholding the fulfillment of the conditions for starting the special game state.
[0230] In addition, the special game state control means is configured to include a special right holding control means (main control unit 10) that can hold multiple special rights to generate the special game state based on the special condition being established again while the special condition is established. Therefore, when multiple special rights are held, it is possible to increase the player's sense of expectation.
[0231] In addition, the device is configured to include a high-probability state control means (main control unit 10) that can execute control to generate a high-probability state for a specified period of time, which can change the manner in which the specified bonus is awarded during the special game state to be advantageous to the player. Therefore, the special game state, which is originally advantageous to the player, becomes even more advantageous due to the occurrence of a high probability state, which can further increase the player's sense of expectation.
[0232] In addition, in the game before the special condition is fulfilled, a reserve right granting means (main control unit 10) is provided which can grant a reserve right to suspend the fulfillment of the start condition of the special game state, and the start condition fulfillment hold control means is configured to be able to suspend the fulfillment of the start condition of the special game state when the reserve right is granted by the reserve right granting means. Therefore, even based on the reserved right, the establishment of the conditions for starting the special game state is reserved, so that the possibility of a special game state that is relatively disadvantageous to the player occurring can be further reduced, and the player's sense of expectation can be further increased.
[0233] The specific game state control means, special game state control means, start condition establishment control means, start condition establishment hold control means, special game state selection control means, determined state hold control means, deactivation control means, special right holding control means, high probability state control means, and hold right granting means may be provided in the main control device 10 or in the sub-control device 20. Also, they may be configured by the main control device 10 and the sub-control device 20 working together.
[0234] On the other hand, as a conventional gaming machine, Patent Document (JP 2017-221796) discloses a slot machine that can generate multiple specific gaming states with different game contents, etc., as specific gaming states that are advantageous to the player. However, such conventional gaming machines are not sufficient to enhance the entertainment value of the game. According to the gaming machine of this embodiment, it is possible to solve all or part of the above-mentioned problems that conventional gaming machines need to improve.
[0235] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, main control device 10 may have two main boards each equipped with a CPU. In this case, the main control device 10 can be configured from a main control board on which a main control CPU is mounted and a medal count control board on which a medal count control CPU is mounted. Specifically, the medal count control CPU can be responsible for controlling the game medal count display device 7 and controlling the operation of the counting button 2c, game medal count clear button 14, and dedicated unit 19, while the main control CPU can be responsible for the overall control of all other games. The gaming machine may also be of a type in which actual medals are physically inserted into the gaming machine to play the game.
[0236] Furthermore, the sub-controllers 20 may be configured to perform some or all of the operations that the main control unit 10 performs, or the main control unit 10 may be configured to perform some or all of the operations that the sub-controllers 20 perform. For example, the sub-controller 20 may control the game medal count display device 7, and the sub-controller 20 may be responsible for control in response to the operation of the count button 2c, the game medal count clear button 14, and the dedicated unit 19. Furthermore, the main control device 10 may control the operation of the counting button lamp 2e and the bet number lamp 2f. Furthermore, in this embodiment, when it is expressed that "one is more likely than the other" or "one is less likely than the other," the probability of one includes 0% and the probability of the other includes 100%. In addition, in this embodiment, the numerical values specified at the time of various lotteries are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0237] In addition, in this embodiment, the gaming machine is an example of a slot machine, but it may also be a pachinko machine. That is, the gaming machine may be a so-called enclosed gaming machine in which gaming media such as gaming balls are not paid out to the outside but are circulated internally to play a game. In this case, the gaming machine can be provided with a gaming ball number display device corresponding to the gaming medal number display device 7. In addition, for example, the notification mode may be changed depending on the number of game balls stored and displayed in the game ball number display device, and if the counting button is pressed and held down, the amount of counting may be greater than if the button is pressed and held down briefly, and if a game ball is acquired after the number of game balls stored and displayed in the game ball number display device has reached 0, that game ball may be counted. [Explanation of symbols]
[0238] 1. Medalless gaming machines 2a Bet Button 2b MAX BET button 5 Stop button 8 Main performance display 10 Main control unit 18 Sub-performance display 20 Sub-controller 41 reels
Claims
1. A gaming machine that executes a game based on a player's operation and can grant a player a benefit in connection with the execution of the game, a specific game state control means for controlling the game to a specific game state in which the game is executed advantageously for the player based on the establishment of a specific condition; a special gaming state control means for controlling the specific gaming state to a special gaming state in which a predetermined benefit can be awarded based on the establishment of a special condition in the specific gaming state; Equipped with The special game state control means a start condition fulfillment control means for fulfilling a start condition of the special game state in a predetermined game executed under the condition that the special condition is fulfilled; The start condition satisfaction control means A start condition establishment holding control means for holding the establishment of the start condition of the special game state based on the establishment of a predetermined condition is included. A gaming machine characterized by:
2. The special game state control means As the special game state, a plurality of types of special game states in which the predetermined benefit is granted in different manners can be generated; a special game state selection control means for executing control to determine one of the plurality of types of special game states in the predetermined game; The special game state selection control means and a determination state hold control means for holding a determination state of a type of special game state to be determined in the predetermined game in relation to the holding of the establishment of the start condition of the special game state by the start condition establishment hold control means.
2. The gaming machine according to claim 1 .
3. The decision state holding control means In the predetermined game, when a specific special game state that is disadvantageous to the player in terms of the mode relating to the provision of the predetermined benefit is determined, the determination state of the type of the special game state can be reserved.
3. The gaming machine according to claim 2.
4. The special game state selection control means When the determination state of the type of the special game state is reserved by the determination state reservation control means, the type of the special game state can be determined again in a game to be executed after the predetermined game.
4. The gaming machine according to claim 3.
5. The start condition satisfaction control means and a disabling control means capable of disabling the start condition establishment holding control means in a game to be executed after the predetermined game when the establishment of the start condition of the special game state is held by the start condition establishment holding control means.
2. The gaming machine according to claim 1 .
6. The special game state control means and a special right holding control means capable of holding a plurality of special rights for generating the special game state based on the establishment of the special condition again while the special condition is established.
2. The gaming machine according to claim 1 .
7. A high-probability state control means is provided for controlling the occurrence of a high-probability state for a predetermined period of time, which can change the mode relating to the granting of the predetermined benefit during the special game state to be advantageous for the player.
2. The gaming machine according to claim 1 .
8. a reserve right granting means for granting a reserve right to reserve the establishment of the start condition of the special game state in a game before the special condition is established; The start condition satisfaction hold control means When the reserved right is granted by the reserved right granting means, the establishment of the start condition of the special game state can be reserved. The gaming machine according to any one of claims 1 to 7.
Citation Information
Patent Citations
Game machine
JP2017221796A