Game machine
The gaming machine dynamically manages gaming states based on player-determined winning roles, addressing limitations in conventional systems by enhancing player interaction and reward potential through controlled state termination.
Patent Information
- Application Number
- JP2024059001
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-01
- Publication Date
- 2025-10-14
- Estimated Expiration
- 2044-04-01
AI Technical Summary
Conventional gaming machines lack mechanisms to dynamically control and terminate advantageous gaming states based on player-determined winning roles, limiting player engagement and potential rewards.
The gaming machine incorporates a determination means to identify winning roles and a control means to manage specific gaming states, allowing termination of these states if certain conditions are met, enhancing player interaction and reward potential.
This approach enhances player engagement by dynamically controlling gaming states, increasing the likelihood of favorable outcomes and improving overall player experience.
Smart Images

Figure 2025155272000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a gaming machine is known that is equipped with a variable display device that can variably display multiple identification information, runs a variable display game that involves a variable display on the variable display device, and derives the result of the variable display game by stopping the variable display through a stop operation by the player, and generates a specific gaming state that is advantageous to the player depending on the derived result of the variable display game.
[0003] Among these types of gaming machines, there is known a gaming machine that controls a specialized zone that is advantageous to a player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2020-005810 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0006] In order to solve the above problem, the gaming machine of the present invention comprises a determination means capable of determining one of a plurality of winning roles including a specific role, a control means capable of control to a specific gaming state advantageous to the player, and a determination means capable of determining whether to terminate the specific gaming state in the specific gaming state, wherein the determination means is capable of determining to terminate the specific gaming state if the specific role is determined by the determination means in a game subsequent to the game in which the specific role is determined by the determination means, and the control means is capable of terminating the specific gaming state if the determination means determines to terminate the specific gaming state. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine. FIG. [Figure 2] FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the medalless gaming machine. [Figure 4] 10 is a flowchart showing a playing method for the medalless gaming machine. [Figure 5] 10 is a diagram showing a payout table. [Figure 6] 10 is a diagram showing an internal lottery table. [Figure 7] FIG. 2 is a state transition diagram showing the transition of game states. [Figure 8] (a) A diagram showing the ceiling G number lottery table, (b)(c)CZ lottery table. [Figure 9] This is a diagram showing (a) the specialized zone 1 lottery table, (b) the ceiling G number lottery table, and (c) the specialized zone 2 lottery table. [Figure 10] 10 is a diagram showing (a) the initial placement lottery table for additional panels, and (b) the promotion lottery table for additional panels. [Figure 11] FIG. 10 is an explanatory diagram showing an example of a presentation screen in specialized zone 1. [Figure 12] 10A is a diagram showing a guaranteed G number lottery table, and FIG. 10B is a diagram showing a bonus lottery table. [Figure 13] FIG. 10 is an explanatory diagram showing an example of a presentation screen in specialized zone 2. [Figure 14] 10 is a diagram showing (a) an additional lottery table, (b) a bomb lottery table, (c) a pseudo-bonus lottery table, and (d) an additional lottery table. [Figure 15] An explanatory diagram showing an example of a presentation screen in AT state. [Figure 16] 10 is a diagram showing a promotion lottery table. DETAILED DESCRIPTION OF THE INVENTION
[0008] A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings.
[0009] The gaming machine exemplified in this embodiment is a medal-less gaming machine that allows players to play using medals in the form of data lent as electronic information instead of actual medals. In other words, in a medal-less gaming machine, players can play without touching actual medals. Such gaming machines are generally also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc.
[0010] Below, we will explain an example of applying the invention to a medal-less gaming machine, a No. 6 slot machine with an AT (ART) mode, but it is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play.
[0011] 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."
[0012] (Overall configuration of medal-less gaming machine 1) First, the overall configuration of the medal-less gaming machine 1 will be described with reference to FIGS.
[0013] As shown in Figures 1 and 2, a display window 6 that allows the rear to be seen is formed in the center of the front door 1a, and the symbols displayed on the reels 41 can be seen through this display window 6.
[0014] 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, 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.
[0015] Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5.
[0016] The upper part of the front door 1a is provided with a display 8 that acts as a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom of the front door 1a (lower add-on panel), and the display 8 is not necessarily provided.
[0017] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.
[0018] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10.
[0019] The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c (variable display means) arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by the drive of a stepping motor (not shown).
[0020] On the outer periphery of each of the reels 41a to 41c, 20 of each of a plurality of different types of mutually distinguishable symbols, such as cherry, watermelon, replay, bell, seven, and bar, are depicted in a predetermined order. When the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) are visible through the display window 6 for each of the reels 41a to 41c. That is, three symbols are displayed vertically on each reel through the display window 6, and a total of nine symbols (3 x 3) are displayed on the three reels through the display window 6.
[0021] A power supply unit 15 is provided inside the housing 1b to supply power to each device including the main control unit 10 and sub-control unit 20. The main control unit 10 is configured as a one-chip microcomputer and is equipped with a CPU, ROM, and RAM. The main control unit 10 executes a control program stored in the ROM to perform processing related to the progress of the game. The sub-control unit 20 is configured as a one-chip microcomputer and is equipped with a CPU, ROM, and RAM. The sub-control unit 20 executes a control program stored in the ROM to perform processing related to the execution of presentations.
[0022] 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).
[0023] As shown in Fig. 3, the main control unit 10 is connected to various components, such as the bet button 2a, MAX bet button 2b, settlement button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game medal count display device 7, game medal count clear button 14, probability setting device 16, and power supply device 15. The dashed line portion in Fig. 3 (dedicated unit 19) indicates an external device.
[0024] The main control unit 10 operates as a game control means, functions as a lottery means capable of executing lotteries related to games, detects and controls the operations of the above-mentioned units, transitions game states, and outputs predetermined commands (control information) at predetermined timings to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of an internal lottery process that determines the winning combination of the current game, and a winning determination command indicating the result of the winning determination.
[0025] The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the effect button 2g, the display 8, the speaker 9, the lamp 11, and the like.
[0026] The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10.
[0027] The operation of the main parts will be explained.
[0028] 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.
[0029] 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.
[0030] The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means.
[0031] Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7.
[0032] 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.
[0033] 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 paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible.
[0034] In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.
[0035] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game.
[0036] 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 unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0037] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal.
[0038] The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c).
[0039] The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.
[0040] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired.
[0041] Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. 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).
[0042] The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the counting button 2c is "shortly pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data that indicates that "1" gaming medal has been counted, i.e., the counting amount "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counting amount "1" from the number of gaming medals stored and displayed in the gaming medal count display device 7.
[0043] When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 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 unit 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.
[0044] For example, if the count button 2c is pressed and held while the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted.
[0045] In this case, the main control unit 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.
[0046] As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0."
[0047] Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds).
[0048] In this case, the main control unit 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.
[0049] 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 the total count amount each time a long press is detected.
[0050] The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0."
[0056] Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.
[0057] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device .
[0058] For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 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.
[0059] 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 device 7.
[0060] 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 device 7.
[0061] 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 bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means).
[0062] 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.
[0063] 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.
[0064] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a or the count button 2c.
[0065] 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) can be performed.
[0066] Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the above-mentioned return operation) before the counting operation. This allows the player to reliably return the bet amount of game medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.
[0067] 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.
[0068] The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3".
[0069] That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f.
[0070] Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.
[0071] The probability setting device 16 can change the probability (winning probability) of transitioning to a specific gaming state (AT state) in multiple stages (for example, six stages), and can change the degree of advantage for the player in multiple stages.
[0072] The main control unit 10 stores one of the set values in the memory unit based on the probability setting operation by the gaming parlor staff on the probability setting device 16, and controls the winning probability in the AT state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.
[0073] 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.
[0074] 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.
[0075] In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.
[0076] 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.
[0077] 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 possessed medals.
[0078] The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button).
[0079] 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.
[0080] 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".
[0081] 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.
[0082] The dedicated unit 19 can be connected to a computer called a hall computer or a management device via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer.
[0083] This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.
[0084] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and AT state occurrence information received from the medalless gaming machine 1 to the call device.
[0085] (Game flow in medal-less gaming machine 1) A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG.
[0086] The game start process is executed (S1). In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19.
[0087] 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.
[0088] When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of lending medals based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lending medals in the gaming medal number display device 7.
[0089] When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100).
[0090] In the game start process, next, game medals are inserted in response to an operation by the player.
[0091] 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.
[0092] For example, when the number of game medals displayed on the game medal count display device 7 is "100" and the number of bets is set to "3", the main control unit 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 unit 20 lights up all three lamps of the bet number lamp 2f.
[0093] 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.
[0094] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations.
[0095] In response to the tilting operation of the start lever 3, the sub-controller 20 controls 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.
[0096] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c, which display a plurality of symbols. The reels 41a to 41c gradually increase their rotation speed from a stopped state, and when they reach a steady rotation speed at which they rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0097] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.
[0098] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and after 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 (winning line) is a predetermined combination of symbols.
[0099] 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.
[0100] In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the middle valid line, with only the middle line being considered as the valid line out of a total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.
[0101] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter simply referred to as paying out medals) is executed.
[0102] For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.
[0103] The game end process is executed (S7). In the game end process, a counting process of game medals is executed.
[0104] Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7.
[0105] More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7.
[0106] When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7.
[0107] If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19.
[0108] The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held.
[0109] 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.
[0110] 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 must 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."
[0111] The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0112] 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.
[0113] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described.
[0114] The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like.
[0115] The minor roles include, for example, the bell role, the watermelon role, the cherry role, the chance eye role, and the single role. The bell role includes the common bell role and the push order bell role. The cherry role includes the weak cherry role and the strong cherry role.
[0116] Among the bell roles, the push order bell role is a winning role in which a specific combination of symbols is achieved by following the operation sequence (called the push order) of the stop buttons 5. In this embodiment, 12 bell roles A1 to A6 and bell roles B1 to B6 are provided as the push order bell roles. In the following explanation, the bell roles A1 to A6 and B1 to B6 may be collectively referred to as the push order bell role. Furthermore, the bell roles A1 to A6 may be referred to as the bell role A, and the bell roles B1 to B6 may be referred to as the bell role B.
[0117] For the bell roles A1 to A6, when the stop buttons 5a to 5c are pressed in one of six different sequences (the correct sequence), the corresponding symbol combination ("Bell Bell Bell") is displayed stopped on the valid line, and when the stop button 5 is pressed in one of the other five different sequences (the incorrect sequence), a bell role spill ("Replay Cherry Bell") is displayed stopped on the valid line.
[0118] Specifically, the correct button press order for the bell role A1 is set to "5a → 5b → 5c" (left → center → right: first press left), the correct button press order for the bell role A2 is set to "5a → 5c → 5b" (left → right → center: first press left), the correct button press order for the bell role A3 is set to "5b → 5a → 5c" (center → left → right: first press center), the correct button press order for the bell role A4 is set to "5b → 5c → 5a" (center → right → left: first press center), the correct button press order for the bell role A5 is set to "5c → 5a → 5b" (right → left → center: first press right), and the correct button press order for the bell role A6 is set to "5c → 5b → 5a" (right → center → left: first press right).
[0119] Bell roles B1 to B6 are produced when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order), and when the stop button 5a is operated (so-called eye-pushing) at the timing when a specific symbol (seven) on the reel 41a is within the pull-in range, the corresponding symbol combination ("Seven Bell Bell") is displayed stopped on the valid line; when the stop button 5 is operated in one of the other five possible push orders (the incorrect push order), or when the eye-pushing on the reel 41a is unsuccessful, a push order bell role spill symbol ("Replay Cherry Bell") is displayed stopped on the valid line.
[0120] Specifically, the correct button press order for the bell role B1 is set to "5a → 5b → 5c" (left → center → right: first left press), the correct button press order for the bell role B2 is set to "5a → 5c → 5b" (left → right → center: first left press), the correct button press order for the bell role B3 is set to "5b → 5a → 5c" (center → left → right: first center press), the correct button press order for the bell role B4 is set to "5b → 5c → 5a" (center → right → left: first center press), the correct button press order for the bell role B5 is set to "5c → 5a → 5b" (right → left → center: first right press), and the correct button press order for the bell role B6 is set to "5c → 5b → 5a" (right → center → left: first right press).
[0121] When a combination of symbols corresponding to the push order bell role spill number stops, one game medal will be awarded.
[0122] Among the bell roles, the common bell role is a winning role in which the corresponding symbol combination ("bell, replay, bell") stops and displays on the active line, regardless of the order in which the stop button 5 is pressed or the timing of operation.
[0123] Furthermore, the medal-less gaming machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell role.
[0124] AT is a state in which, in a game in which the push order bell role is won through internal lottery processing, the sub-control unit 20 controls the display 8, etc. to notify the correct push order for the stop buttons 5a to 5c and patterns that serve as a guide for pressing the buttons at the correct time.
[0125] That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stop operation for deriving the combination of symbols in a game in which the push order bell role is obtained as a result of the internal lottery process.
[0126] Therefore, when the AT occurs, the player can easily acquire game medals, and the balls are dispensed faster during the AT than during non-AT periods. The AT state, which will be described later, is a gaming state in which the AT is continuously executed.
[0127] For example, when the bell role A1 is won, the push order is announced by displaying the push order consisting of text information "1," "2," and "3" in order from left to right on the display 8, outputting the sounds "left," "center," and "right" from the speaker 9, and lighting up the navigation lamps 12 in the order 12a (left), 12b (center), and 12c (right), thereby announcing the push order for the stop buttons 5. Note that when the bell role B1 to B6 is won, the reels 41 and symbols that require eye-pressing are also announced.
[0128] In addition, the navigation of the button press order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called ``button press order navigation.''
[0129] In non-AT, even if the winning result of the internal lottery process is a push order bell role, the order in which to press the stop buttons 5 is not announced. Therefore, unless the order in which the player operates the stop buttons 5 coincides with the order in which the player presses the stop buttons 5 that corresponds to the winning push order bell role, the player basically cannot stop and display the combination of symbols that corresponds to the winning push order bell role.
[0130] Therefore, the playability of the medal-less gaming machine 1 is such that the player can increase the number of balls dispensed by playing in a manner that allows the player to be controlled by the AT for a long period of time.
[0131] In each game state described below, the frequency of occurrence of the push order navigation is controlled to change. Specifically, in a game state controlled by non-AT (for example, normal game state, CZ state 1, 2, predetermined state), push order navigation is not executed when Bell role A and Bell role B are won.
[0132] In addition, in a game state that is partially controlled by AT (for example, AT state), the push order navigation is executed only when the bell role A is won. In addition, in a game state controlled by AT (for example, specialized zones 1 and 2, pseudo bonus state, EDAT state), push order navigation is executed when Bell role A and Bell role B are won.
[0133] As a result, in a gaming state controlled by the AT, the number of game medals that can be acquired per game is controlled to be large (to increase the net increase in number of medals). However, without being limited to this, in a game state controlled by a non-AT, push order navigation may be executed only when Bell A or Bell B is won, in a game state controlled partially by an AT, push order navigation may be executed when Bell A and Bell B are won, and in a game state controlled by an AT, if Bell B is won, push order navigation may be executed with a predetermined probability (other than 100%).
[0134] The cherry combination is a minor combination of the corresponding symbols, "cherry, ANY, ANY," and there are two types: a weak cherry combination where the "cherry" symbol stops on the top or bottom of the reel 41a, and a strong cherry combination where the "cherry" symbol stops on the middle of the reel 41a. The symbol combination corresponding to the cherry combination will line up on an active line if you are successful in pressing the reel.
[0135] The watermelon role is a minor role where the corresponding symbol combination is "watermelon, watermelon, watermelon". The symbol combination corresponding to the watermelon role will line up on an active line if you successfully press the button.
[0136] A single win is a small win that consists of a combination of corresponding symbols ("Replay, Watermelon, Bell"). The combination of symbols corresponding to a single win will line up on an effective line if you successfully press the button.
[0137] For the replay role, regardless of the timing of operation of the stop button 5, if the button is pressed in a sequence other than reverse, i.e., if the button is pressed in the first step left or the first step center, a combination of replay results ("replay replay replay") will be displayed stopped on the valid line, and if the button is pressed in the reverse, i.e., if the button is pressed in the first step right, a combination of specific results ("replay replay bell") will be displayed stopped on the valid line.
[0138] In the following explanation, the cherry role, watermelon role, common bell role, and chance eye role will be collectively referred to as "rare role."
[0139] In addition, the rare roles are set as "weak rare roles" for the weak cherry role, watermelon role, and common bell role, which have a relatively high probability of winning, and "strong rare roles" for the strong cherry role and chance eye role, which have a relatively low probability of winning.
[0140] In addition, rare roles (other than the common bell role) require a stopping operation (so-called eye-pressing operation) aimed at the symbol corresponding to the winning combination on a specific reel, and even if a win is made and pull-in stop control is performed, the corresponding symbol combination does not necessarily stop. If the player makes a mistake in pressing the buttons and is unable to stop the corresponding combination of symbols, a miss occurs and one gaming medal is awarded.
[0141] The bonus role is a role in which the corresponding symbol combination is "BAR-BAR-BAR", and when the corresponding symbol combination (special mode) is achieved by operating the stop button 5, the game state is shifted to the bonus state.
[0142] The right to win a bonus role can be carried over to the winning game and subsequent games as long as the corresponding symbol combination does not stop (a bonus role is won). Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is referred to as the "bonus winning state" or "inside state"). In a normal game, the bonus role is played during most of the time during the bonus winning state.
[0143] On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is displayed (the bonus role is won), the player enters a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state" or "non-internal state").
[0144] In addition, the bonus combination is won at a predetermined probability when the replay combination is won. When a bonus combination is won in combination with a replay combination, the main control unit 10 controls the reels with the lowest priority for the symbol combination corresponding to the bonus combination.
[0145] Therefore, in a game in which a bonus role and a replay role are both won, the combination of symbols corresponding to the bonus role cannot basically be stopped, but the combination of symbols corresponding to the replay role will be stopped, and the bonus winning state will continue (be carried over) into subsequent games. However, this is not limiting, and the bonus combination may be won by itself.
[0146] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (game medals are paid out). That is, the main control unit 10 is provided with a game value awarding means for awarding a game value (game medals) according to the stopping mode of the symbols.
[0147] (Payment when winning) As shown in FIG. 5, when a replay role is won, the player can play the next game again without inserting a game medal. When each of the winning roles of weak cherry role, strong cherry role, single prize role, and chance eye role is won, one game medal is paid out. When a watermelon role is won, six game medals are paid out. When a common bell role is won, fifteen game medals are paid out. When bell roles A1 to A6 are won, eight game medals are paid out. When bell roles B1 to B2 are won, three game medals are paid out. When bell roles B3 to B6 are won, fifteen game medals are paid out. Although not shown in the figure, when a bonus role is won, no game medals are paid out.
[0148] If the stop operation is performed in an incorrect button press order and the bell combinations A1 to A6 are missed, one game medal will be paid out. Also, if the stop operation is performed in an incorrect button press order or if the bell combinations B1 to B6 are missed due to a failure in the button press order, one game medal will be paid out. Also, if the rare combination is missed due to a failure in the button press order, one game medal will be paid out.
[0149] The number of game medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above numbers. In addition, the combination of symbols corresponding to each winning role may be other than those described above, and may be composed of symbols that require a button press operation, or may be composed of symbols that do not require a button press operation. Furthermore, in this embodiment, it is assumed that the number of game medals paid out is the same regardless of the number of bets, but the number of game medals paid out may be varied depending on the number of bets.
[0150] (Recommended order of pressing) The medal-less gaming machine 1 in this embodiment recommends a "first left press" order in which the stop button 5a is the first stop operation. Therefore, if the player performs a press order other than the left 1ST press, such as pressing the middle 1ST with the stop button 5b as the first stop operation, or pressing the right 1ST with the stop button 5c as the first stop operation (hereinafter these will be collectively referred to as irregular presses), specific information can be output.
[0151] "Output of specific information" refers to, for example, a display such as "Push left recommended" on the display 8, output of a prohibition sound from the speaker 9, or a change in the lighting state of the lamp 11.
[0152] Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular sequence, the player will accidentally hit the winning combination (bell combinations A3 to A6, B3 to B6) corresponding to the irregular button presses more frequently, resulting in the payment of 15 gaming medals, which will affect the gaming performance such as the payout rate expected by the medal-less gaming machine 1.
[0153] Therefore, in the medal-less gaming machine 1 of this embodiment, in the case of a game in which the push order navigation is not being performed, a warning such as "pushing left is recommended" is displayed on the display 8, thereby preventing active irregular pressing and preventing the unexpected payout of 15 gaming medals.
[0154] Furthermore, when irregular button presses are made, a penalty is imposed, such as not executing the bonus lottery or not awarding game points for the game. In addition, if irregular button presses are performed during the AT state, no penalty may be imposed.
[0155] (Winning probability of each role) Next, the winning probability of each winning combination will be explained with reference to FIG.
[0156] The main control unit 10 executes the lottery for each of the above-mentioned roles by executing an internal lottery based on the extraction of a predetermined random number when the game is executed in each gaming state. Note that Fig. 6 shows an internal lottery table used in the internal lottery during the bonus role, but the number of judgment values during the non-bonus role and during the bonus state is not shown.
[0157] As shown in FIG. 6, when the setting value set by the main control unit 10 is setting 1, the probability of winning each bonus role is, for example, 8982 / 65536 for the replay role, 990 / 65536 for the weak cherry role, 256 / 65536 for the strong cherry role, 920 / 65536 for the watermelon role, and 65536 for the chi. The chance role is set with a probability of 512 / 65536, the common bell role is set with a probability of 512 / 65536, the single role is set with a probability of 7680 / 65536, each of the bell roles A1 to A2 is set with a probability of 2492 / 65536, each of the bell roles A3 to A6 is set with a probability of 6890 / 65536, and each of the bell roles B1 to B6 is set with a probability of 2190 / 65536. In addition, the winning probability of each role in settings 2 to 6 is set to the values shown in the figure, although detailed explanations will be omitted.
[0158] During non-internal play, the winning combination and the judgment value are set so that the winning combination of the replay combination and the bonus combination will overlap (100% overlap). The winning combination that overlaps with the bonus combination may be set to a combination other than the replay combination.
[0159] The relationship between the winning probabilities of each role may be other than that shown in FIG.
[0160] In addition, it is assumed that the winning probability is the same for all set values, but this is not limited to this, and there may be winning roles whose winning probability varies depending on the set value and winning roles whose winning probability does not vary depending on the set value.
[0161] For example, the higher the setting of some rare roles, the higher the probability of winning, or the lower the setting, the higher the probability of winning a rare role. In addition, for winning roles other than rare roles, the higher the setting, the higher the winning probability may be set, or the lower the winning probability may be set. Also, although the winning probability of each role in a 3-bet game is assumed, it may be the winning probability of each role in a game other than a 3-bet game. Furthermore, although no losing combination is provided for the winning combination, a losing combination may be provided.
[0162] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a zone control means that can control the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and it starts when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the initial state (when reset) of the main control unit 10, control is performed in the normal section.
[0163] In this embodiment, the condition for transitioning to the advantageous zone is met when a role that transitions to the advantageous zone is won in the internal lottery process.
[0164] In addition, the conditions for transitioning to the advantageous zone may be met when a predetermined winning role is won, or the transition may be caused by, for example, the stopped display of a combination of symbols corresponding to the predetermined winning role or the stopped display of a combination of symbols not corresponding to the predetermined winning role (for example, a losing number or a missed push order bell role). In addition, the player may be transitioned to an advantageous zone on the condition that the player has transitioned to a gaming state (for example, an AT state) that is advantageous to the player as the number of gaming medals increases, and the advantageous zone may be continued if the advantageous gaming state continues.
[0165] The advantageous zone is a game zone in which push order navigation related to the push order bell role can be executed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when the advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for ending the advantageous zone may be, for example, when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In addition, if a predetermined number of games are played in the normal game state, the advantageous zone may end and the game may transition to the normal zone.
[0166] 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 main control unit 10 may control the lighting. 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 (for example, an AT state).
[0167] In addition, the medal-less gaming machine 1 is provided with a limiter function (hereinafter also referred to as the advantageous zone 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 advantageous zone limiter is activated. For example, the advantageous zone limiter satisfies the condition that "the number of coins won during one advantageous zone (the difference in the number of coins (number of game medals inserted - number of game medals paid out)) reaches the upper limit (for example, +2400 coins)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. The condition for the upper limit number of coins may be that "the number of coins acquired during one advantageous period (net increase in number of coins (so-called MY)) reaches the upper limit number of coins (for example, 2,400 coins)."
[0168] In addition, the conditions for ending the advantageous zone are not limited to the above, and may include, for example, "at least one push order bell role has been announced," "a combination of symbols corresponding to a bonus role has stopped and been displayed," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and transition to the normal zone may occur.
[0169] When the advantageous period ends, the right to win a bonus among the information related to the game is carried over, but other information is initialized. For example, the values of each counter described below and various information managed during each game state are initialized when the advantageous period ends. However, without being limited to this, some or all of the information that is initialized at the end of the advantageous period may not be initialized.
[0170] In addition, the medal-less gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of gaming medals (net increase in number) that the player actually acquires from the time the medal-less gaming machine 1 is turned on until it is turned off, as a function for limiting the number of gaming medals that the player acquires. Specifically, when the net increase in the number of coins (MY) from when the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 coins), the machine enters a state where the game cannot be played, and the machine enters a game stop state where the game cannot be played thereafter. Therefore, the number of game medals that a player can acquire while the game parlor is open is limited. Furthermore, even if the difference in the number of coins during one advantageous zone during operation of the amusement facility is an extremely small value and the player is able to win an extremely large number of game medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, so that even if the difference in the number of coins is an extremely small value, it is possible to prevent the amusement facility from suffering an extremely large disadvantage.
[0171] (Game-related counters) During the advantageous period, the main control unit 10 operates as a counting means, and stores the counting results of the counter shown below in the memory unit. Counter for the number of games played during the advantageous period (hereinafter referred to as Counter A) - Counts the number of games played during the advantageous period Advantageous Zone Difference Counter (hereinafter referred to as Counter B)...Counter value of the number of winnings (difference) during the advantageous zone
[0172] Counter B is a counter related to the advantageous zone limiter. When the game transitions from the normal zone to the advantageous zone, the main control unit 10 starts counting the number of games played during the advantageous zone (counter A) and the number of game medals won during the advantageous zone (counter B), and when the value indicated by counter B reaches a specific value (+2400 medals), the advantageous zone is forcibly ended. The values of counter A and counter B are initialized (cleared to zero) when the advantageous period ends.
[0173] Counter B is a counter that allows the main control unit 10 to monitor the difference between the number of game medals consumed (entered as the number of bets) by the player in one advantageous period and the number of game medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of game medals consumed and the number of game medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of game medals consumed in playing the game becomes greater than the total number of game medals paid out as a result of the game.
[0174] This makes it possible to count the number of game medals consumed (the number of game medals lost by the player) even if the player has not actually won any game medals during the advantageous zone and has only consumed game medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values (game medals) consumed in the advantageous zone is greater than the number of game values (game medals) awarded in the advantageous zone.
[0175] In addition to the configuration described above, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game features based on these gaming states.
[0176] (Details of each game state) Next, with reference to FIG. 7, each gaming state of the medal-less gaming machine 1 according to this embodiment and transitions between each gaming state will be described. The main control unit 10 can independently control the lottery state (RT state) of the internal lottery process, the transition control between the normal zone and the advantageous zone, and the transition control between the game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the game medals are paid out). However, this is not limited to this, and the transition may occur from the next game after the transition condition is met.
[0177] As shown in Figure 7, play on the medal-less gaming machine 1 according to this embodiment is carried out in a non-advantageous zone and an advantageous zone. In the advantageous zone, play is carried out in a plurality of gaming states, such as the normal gaming state, CZ states 1 and 2, specialized zones 1 and 2, AT state, pseudo-bonus state, predetermined state, and EDAT state. Hereinafter, CZ states 1 and 2 may be collectively referred to as CZ states, and specialized zones 1 and 2 may be collectively referred to as specialized zones. Furthermore, CZ state 1 may be abbreviated as CZ1, and CZ state 2 may be abbreviated as CZ2.
[0178] The game state in this embodiment can be broadly divided into an AT state in which push order navigation can be performed without restrictions, a partial AT state in which push order navigation is restricted compared to the AT state, and a non-AT state in which push order navigation is not performed. In the AT state, push order navigation is performed when Bell A is won and when Bell B is won. However, in the partial AT state, push order navigation is only performed when Bell A is won.
[0179] Specifically, in Figure 7, the "unmarked" state is a gaming state that is included in the non-AT state. In other words, the non-advantageous section, normal gaming state, CZ (chance zone) states 1 and 2, and predetermined states are non-AT states. In Figure 7, the states marked with "●" are gaming states in partial AT states. In other words, the AT state is a partial AT state. In Figure 7, the "■" state is an AT state. In other words, specialized zones 1 and 2, pseudo bonus state, and EDAT (ending assist time) state are AT states.
[0180] In this embodiment, a command capable of identifying the result of the internal lottery is sent from the main control unit 10 to the sub-control unit 20. Then, based on the command, the sub-control unit 20 executes display control of the display 8 and the navigation lamp 12, thereby executing the push order navigation. Note that control regarding the display of the push order navigation may also be executed by the lamps controlled by the main control unit 10.
[0181] As shown in Figure 7, when the gaming machine 1 is shipped, when the settings are changed, or when it is reset, play begins in a non-advantageous zone. This game is during a non-internal win of a bonus role. If a role that transitions to an advantageous zone is won during a non-internal win of a bonus role in a non-advantageous zone, the game transitions to an advantageous zone and also transitions to normal game state (arrow a in Figure 7). A role that transitions to an advantageous zone is any role other than a single-unit role.
[0182] On the other hand, if you are in a non-advantageous zone and are within a bonus role, and you win a role that transitions to an advantageous zone, you will move to the advantageous zone and also to CZ2 (arrow b in Figure 7).
[0183] If the CZ lottery determines that a transition to CZ2 will occur during normal gameplay, the game will transition to CZ2 (arrow c in Figure 7).
[0184] If you do not win the lottery to move to specialized zone 2 in CZ2, you will move to normal game mode (arrow d in Figure 7).
[0185] In normal game mode, if the CZ lottery determines that a transition to CZ1 will occur, the game will transition to CZ1 (arrow e in Figure 8).
[0186] If you do not win the lottery to move to specialized zone 1 in CZ1, you will move to normal game mode (arrow f in Figure 7).
[0187] If you win the lottery to move to Specialized Zone 2 in CZ2, you will move to Specialized Zone 2 (arrow g in Figure 7).
[0188] If you win the lottery to move to Specialized Zone 1 in CZ1, you will move to Specialized Zone 1 (arrow h in Figure 7).
[0189] If you successfully destroy all the additional panels in Specialized Zone 1, you will move to Specialized Zone 2 (arrow i in Figure 7). The additional panels will be explained later.
[0190] If the same type of bell role A is won for two consecutive games in specialized zone 2, the game will transition to the AT state (arrow j in Figure 7).
[0191] In the specialized zone 1, if the same type of bell B is won twice (not limited to two consecutive games), or if a specific result that is displayed as a stop is displayed by performing reverse pressing and successfully pressing the buttons at the right time when a replay is won (dropout), the system will transition to the AT state (arrow k in Figure 7).
[0192] If you win the pseudo-bonus transition lottery while in the AT state, you will transition to the pseudo-bonus state (arrow l in Figure 7).
[0193] When the specified number of games is played in the pseudo-bonus state, the game transitions to the AT state (arrow m in Figure 7).
[0194] When the number of remaining games becomes 0 in the AT state, the game transitions to the normal game state (arrow n in Figure 7).
[0195] When the difference in number of coins in the advantageous zone reaches a predetermined state of 2200 coins, the state transitions to the EDAT state (arrow o in FIG. 7). The predetermined state can be any gaming state other than the non-advantageous zone.
[0196] In the EDAT state, when the difference in the number of coins in the advantageous zone reaches the limit of 2,400 coins, it transitions to the non-advantageous zone (arrow p in Figure 7).
[0197] In the AT state, an additional lottery (winning role) is executed for each game to determine whether or not to add to the number of games in the AT state based on the results of an internal lottery (see Figure 14(a)). As a result, if the additional lottery (winning role) is won, a bomb lottery is executed to determine whether or not to grant a "bomb," which is the right to receive another additional lottery, separate from the additional lottery (winning role) (see Figure 14(b)). "Bombs" include "copper bomb," "silver bomb," "gold bomb," and "rainbow bomb." "Bombs" have ranks, with "copper bomb" being the lowest rank, "silver bomb" being higher in rank than "copper bomb," "gold bomb" being higher in rank than "silver bomb," and "rainbow bomb" being the highest rank. In the bomb lottery, one of "copper bomb," "silver bomb," or "gold bomb" can be awarded.
[0198] If the player wins the bomb lottery and is awarded a "bomb," a pseudo-bonus lottery is held to determine whether or not to transition to a pseudo-bonus state, with a probability based on the type of bomb awarded (see Figure 14(c)). During the pseudo-bonus state, a lottery is held to upgrade the rank of the "bomb" awarded when the pseudo-bonus was won. Note that a "rainbow bomb" is not awarded in the bomb lottery, but a "gold bomb" can be upgraded to a "rainbow bomb" here.
[0199] Also, if the bomb lottery is won and a "bomb" is awarded, the number of games added by the additional lottery (winning role) is consumed, and when the number of games remaining in the AT state reaches again the number of games remaining before the number of games was added by the additional lottery (winning role) (i.e., the number of games remaining at the time the additional lottery (winning role) was won), an additional lottery (bomb) will be held (see Figure 14(d)). The additional lottery (bomb) determines whether or not to add the number of games in the AT state based on the type of "bomb."
[0200] For example, if there are 10 games remaining in the AT state and 30 games are added through an additional lottery (winning role), the number of games remaining in the AT state will become 40. If the additional 30 games are played from this point, the number of games remaining in the AT state will once again reach the 10 games remaining before the number of games was added through the additional lottery (winning role). When the number of games remaining in the AT state once again reaches 10 games, an additional lottery (bomb) will be executed. In this way, if you win the additional lottery (winning role) and are awarded a "bomb," an additional lottery (bomb) will be executed, so you will have two opportunities to add more.
[0201] By performing such game control, in this embodiment, a "bomb" is placed in the number of games remaining in the AT state at the time when the bomb lottery is won and a "bomb" is awarded, and when the number of games remaining in the AT state reaches the number of games where the "bomb" was placed after the additional games have been played, the "bomb" explodes, providing an opportunity for an additional game.
[0202] Next, the details of each of the above game states will be explained.
[0203] (Non-advantageous section) In the non-advantageous zone, the player is waiting to move on to the advantageous zone, but since all roles other than a single win are set as advantageous zone transition roles, the duration of this state is short. When a beneficial zone transition role is won in the non-advantageous zone, if the player is not inside the zone (RT0, etc.), the game will transition to normal play, and if the role is inside the zone (RT1, etc.), the game will transition to CZ2. When a beneficial zone transition role is won in the non-advantageous zone, a ceiling game number lottery is held to determine the ceiling game number in normal play. Note that the ceiling game number is also determined when transitioning to CZ2, and is used when ending CZ2 and transitioning to normal play.
[0204] <Ceiling Game Lottery> The main control unit 10 executes a ceiling game count lottery when a beneficial zone transition role is won in a non-beneficial zone. After the number of games determined by the ceiling game count lottery is played, the main control unit 10 executes a CZ lottery to determine whether to transition to CZ1 or CZ2.
[0205] 8(a) shows a ceiling game number lottery table used in the ceiling game number lottery. In this embodiment, "G" in the drawing is an abbreviation for the game.
[0206] The ceiling number of games is determined based on whether or not a bonus combination is in play, a random number value (with a range of 256 options) extracted during game execution, and a set value. The ceiling number of games can be selected from "100," "300," "500," "700," and "900."
[0207] As shown in Figure 8(a), for example, if a winning combination results in a transition to a favorable zone when not inside a non-favorable zone, in the case of setting 1, the following is controlled: "100" is selected with a probability of 32 / 256, "300" is selected with a probability of 64 / 256, "500" is selected with a probability of 128 / 256, "700" is selected with a probability of 32 / 256, and "900" is selected with a probability of 0 / 256.
[0208] On the other hand, if you win a role that transitions to a favorable zone while inside a non-favorable zone, for example, in the case of setting 1, the number "100" will be selected with a probability of 96 / 256, "300" with a probability of 48 / 256, "500" with a probability of 48 / 256, "700" with a probability of 32 / 256, and "900" with a probability of 32 / 256.
[0209] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0210] As mentioned above, when not inside the game, the ceiling number of games is never set to "900". Therefore, when the game is reset (when the setting is changed), that is, when the game parlor opens, the ceiling number of games can be reached early and the game can be shifted to the CZ state, which is advantageous for the player.
[0211] (Normal gameplay state) The normal gaming state is a gaming property in which the game is played aiming for the CZ state (CZ1 and CZ2). In the normal gaming state, when the ceiling game count is reached or when a rare combination is won, a CZ lottery is executed. When a rare combination is won, it is determined by the CZ lottery whether to transition to the CZ state, and when it is determined to transition to the CZ state, it is determined whether to transition to CZ1 or CZ2. Also, when the ceiling game count is reached, it is determined by the CZ lottery whether to transition to CZ1 or CZ2. Therefore, when the ceiling game count is reached, the transition to the CZ state is confirmed.
[0212] <CZ lottery (when a rare combination is won)> The main control unit 10 executes a CZ lottery when a rare combination is won in the normal gaming state, determines whether to transition to the CZ state, and when it is determined to transition to the CZ state, determines whether to transition to CZ1 or CZ2.
[0213] FIG. 8(b) shows a CZ lottery table used in the CZ lottery when a rare combination is won in the normal gaming state.
[0214] The CZ lottery is executed based on whether the won rare combination is a weak rare combination or a strong rare combination, a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game, and a set value.
[0215] As shown in FIG. 8(b), for example, when a weak rare combination is won, in the case of setting 1, "loss" is selected with a probability of 232 / 256, "CZ1" is selected with a probability of 16 / 256, and "CZ2" is selected with a probability of 8 / 256.
[0216] On the other hand, for example, when a strong rare combination is won, in the case of setting 1, "loss" is selected with a probability of 216 / 256, "CZ1" is selected with a probability of 32 / 256, and "CZ2" is selected with a probability of 8 / 256.
[0217] Note that the explanations for cases of settings 2 to 6 are omitted, but the control is such that the lottery is performed with the illustrated probabilities.
[0218] As described above, depending on whether it is a weak rare combination or a strong rare combination, the reference table is different, and the probability of transitioning to the CZ state is higher for the strong rare combination than for the weak rare combination.
[0219] In addition, even for combinations other than the above, a lottery for transitioning to CZ1 or CZ2 may be executed. Also, the lottery probability of the CZ lottery may be changed according to the number of CZ skips. Further, depending on the type of rare combination, the type of CZ state to transition to may be changed (rare combination 1 transitions only to CZ1, rare combination 2 transitions only to CZ2, etc.).
[0220] <CZ Lottery (When the ceiling game number is reached)> When the main control unit 10 reaches the ceiling game number in the normal game state, it executes a CZ lottery and determines whether to transition to CZ1 or CZ2. That is, when the ceiling game number is reached in the normal game state, it always transitions to the CZ state.
[0221] FIG. 8(c) shows a CZ lottery table used in the CZ lottery when the ceiling game number is reached in the normal game state.
[0222] The CZ lottery is executed based on whether the number of CZ skips is less than 3 or 3 or more, a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game, and a set value. The number of CZ skips is the number of consecutive times that, in CZ1 or CZ2, it is not possible to transition to the specialized zone and returns to the normal game state. The number of CZ skips is reset when transitioning to specialized zone 1 or 2 or when the advantageous section ends.
[0223] As shown in FIG. 8(c), when the number of CZ skips is less than 3, for example, in the case of setting 1, it is controlled such that "CZ1" is selected with a probability of 240 / 256 and "CZ2" is selected with a probability of 16 / 256.
[0224] On the other hand, when the number of CZ through times is three or more, for example, in the case of setting 1, "CZ1" is selected with a probability of 0 / 256, and "CZ2" is selected with a probability of 256 / 256.
[0225] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0226] As mentioned above, the table referenced varies depending on the number of CZ passes, and if the number of CZ passes is three or more in a row, there is a high probability of transitioning to CZ2 (because transition to CZ2 is confirmed for settings 1 to 4), making it difficult to stop playing. Also, even if the number of CZ passes increases, it can create a sense of anticipation for the development of the game.
[0227] Furthermore, in this embodiment, the percentage of balls allocated to CZ2 when winning the CZ lottery based on winning a rare role is higher than the percentage of balls allocated to CZ2 when the number of CZ passes is less than three when the ceiling is reached (see Figures 8(b) and (c)).
[0228] Note that when the ceiling is reached, the CZ lottery may be executed without reference to the number of CZ passes. Also, instead of differentiating the CZ type that is likely to be won depending on whether the number of CZ passes is a predetermined number or more, the allocation ratio of the CZ type may be determined according to the number of CZ passes in a manner different from this embodiment, such as "if the number of CZ passes is even, it is likely to win CZ1" or "if the number of CZ passes is odd, it is likely to win CZ2."
[0229] In addition, if the number of CZ passes is a first number (for example, 5 times) or more, a lottery may be held to allow the player to transition to specialized zone 1 other than the CZ state, and if the number of CZ passes is a second number (for example, 10 times) or more that is greater than the first number, a lottery may be held to allow the player to transition to specialized zone 2 other than the CZ state.
[0230] Furthermore, the number of times of skipping only CZ1 or only CZ2 may be counted as the number of times of skipping only CZ1 or only CZ2. In other words, the number of times of skipping may be narrowed down.
[0231] (CZ1) CZ1 is a gaming state that lasts for 10 games and aims to reach Specialized Zone 1. In CZ1, a Specialized Zone 1 lottery is held for each game to determine whether or not to transition to Specialized Zone 1. In addition, if 10 games are played without winning the Specialized Zone 1 lottery, a ceiling game number lottery is held to determine the ceiling number of games for the normal gaming state to transition to after the CZ state ends.
[0232] <Specialized Zone 1 Lottery> In CZ1, the main control unit 10 executes a specialized zone 1 lottery for each game to determine whether or not to transition to specialized zone 1.
[0233] FIG. 9(a) shows a specialized zone 1 lottery table used in the specialized zone 1 lottery in CZ1.
[0234] The Special Zone 1 lottery is based on the random number value (with a range of 256) extracted during game execution and the results of the internal lottery. Note that "Other" in the figure indicates all lottery results (including misses) other than rare roles.
[0235] As shown in FIG. 9(a), for example, if the result of the internal lottery is "other," control is exercised so that "miss" is selected with a probability of 248 / 256, and "win" is selected with a probability of 8 / 256. If the result of the internal lottery is a "weak rare combination," control is exercised so that "miss" is selected with a probability of 128 / 256, and "win" is selected with a probability of 128 / 256. If the result of the internal lottery is a "strong rare combination," control is exercised so that "miss" is selected with a probability of 0 / 256, and "win" is selected with a probability of 256 / 256.
[0236] In addition, if a strong rare role is won, the transition destination may be allocated so that there is a predetermined probability (50%) of moving to specialized zone 1, and there is a predetermined probability (50%) of moving to specialized zone 2. In this case, if a weak rare role is won, there may also be a lower probability than the above-mentioned probability of moving to specialized zone 2 (specialized zone 1 = 80%, specialized zone 2 = 20%, etc.). Also, only if there is a win with other roles, there may be a transition to the AT state (initial number of games = 20G), so that the game development is less favorable than if there was a win with a rare role.
[0237] In addition, if there are remaining games in CZ1, the number of games in the specialized zone or AT state may be added depending on the results of the internal lottery. Also, if multiple wins are made in the patent zone 1 lottery, it may be promoted to CZ2.
[0238] <Ceiling game number lottery (at the end of CZ)> The main control unit 10 executes a ceiling game number lottery (at the end of CZ) when CZ1 ends and the game transitions to the normal gaming state.
[0239] FIG. 9(b) shows a ceiling game number lottery table used in the ceiling game number lottery (at the end of the CZ).
[0240] The ceiling game number lottery (at the end of the CZ) is based on a random number value (with a range of 256) extracted during game execution and a set value. The ceiling game number can be selected from "100", "300", "500", "700", or "900".
[0241] As shown in FIG. 9(b), for example, in the case of setting 1, the number "100" is selected with a probability of 32 / 256, the number "300" is selected with a probability of 56 / 256, the number "500" is selected with a probability of 56 / 256, the number "700" is selected with a probability of 40 / 256, and the number "900" is selected with a probability of 72 / 256.
[0242] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0243] Furthermore, when transitioning from CZ2 to the normal gaming state, the main control unit 10 also executes the ceiling game number lottery (at the end of CZ) at the end of CZ2 using the ceiling game number lottery table shown in FIG. 9(b).
[0244] (CZ2) CZ2 is a game state that lasts for five games, and is a gameplay in which the aim is to enter Specialized Zone 2. In CZ2, when a replay or rare role is won, a Specialized Zone 2 lottery is held to determine whether or not to move to Specialized Zone 2. CZ2 lasts for a shorter period than CZ1, but because the expected probability of winning the specialized zone when a replay or weak rare role is won is higher than in CZ1, players can play with more anticipation of moving to the specialized zone than in CZ1.
[0245] <Specialized Zone 2 Lottery> In CZ2, when a replay role or a rare role is won, the main control unit 10 executes a specialized zone 2 lottery to determine whether or not to move to the specialized zone 2.
[0246] FIG. 9(c) shows a specialized zone 2 lottery table used in the specialized zone 2 lottery in CZ2.
[0247] The Specialized Zone 2 lottery is based on the number of games in CZ2, a random number value (with a range of 256) drawn when the game is played, and the results of an internal lottery. The tables referenced for games 1 to 4 of CZ2 are different from those for game 5 (the final game).
[0248] As shown in FIG. 9(c), for example, when the number of games in CZ2 is 1 to 4, if the result of the internal lottery is a "replay role," control is exercised so that a "miss" is selected with a probability of 128 / 256, and a "win" is selected with a probability of 128 / 256. If the result of the internal lottery is a "weak rare role," control is exercised so that a "miss" is selected with a probability of 0 / 256, and a "win" is selected with a probability of 256 / 256. If the result of the internal lottery is a "strong rare role," control is exercised so that a "miss" is selected with a probability of 0 / 256, and a "win" is selected with a probability of 256 / 256.
[0249] On the other hand, for example, when the number of games in CZ2 is 5, if the result of the internal lottery is a "replay role," control is exercised so that a "miss" is selected with a probability of 0 / 256 and a "win" is selected with a probability of 256 / 256. If the result of the internal lottery is a "weak rare role," control is exercised so that a "miss" is selected with a probability of 0 / 256 and a "win" is selected with a probability of 256 / 256. If the result of the internal lottery is a "strong rare role," control is exercised so that a "miss" is selected with a probability of 0 / 256 and a "win" is selected with a probability of 256 / 256.
[0250] As described above, in CZ2, the probability of transitioning to specialized zone 2 when a replay role is won is higher in the final game than in games other than the final game, which can increase interest in the final game.
[0251] Note that, based on the number of winning games and winning combinations, the benefits that are awarded or that are likely to be awarded may be varied, for example, as shown in (1) to (4) below. Also, the "bomb" shown in the examples of (1) to (4) can be placed in the final game of the AT state, and an additional lottery (bomb) based on the "bomb" placed in the final game of the AT state can be cited as an example, but the "bomb" may also be placed in a game other than the final game of the AT state. Also, a "bomb" may be placed in a game in specialized zone 2, and an additional lottery (bomb) may be held in specialized zone 2, and the number of additional games determined here may be added to the initial number of games played in the AT state. (1) When the number of games in CZ2 is 1 to 4, when a strong rare role is won: 80% chance of winning Specialized Zone 2, 20% chance of winning Specialized Zone 2 + "Copper Explosion", etc. (2) When the number of games in CZ2 is 5, when a strong rare role is won: 50% chance of winning Specialized Zone 2, 10% chance of winning Specialized Zone 2 + "Gold Explosion", 20% chance of winning Specialized Zone 2 + "Silver Explosion", 20% chance of winning Specialized Zone 2 + "Copper Explosion", etc. (3) When the number of games in CZ2 is 1 to 4, if a weak rare role is won: 100% of the time, the Specialized Zone 2 is won (4) When the number of games in CZ2 is 5, when a weak rare role is won: 80% chance of winning Specialized Zone 2, 20% chance of winning Specialized Zone 2 + "Silver Explosion", etc.
[0252] In addition, depending on the number of games remaining in CZ2, the number of guaranteed games in specialized zone 2 may be increased, or a lottery may be held to award a ``bomb.''
[0253] (Specialized Zone 1) Specialized Zone 1 is an AT state that continues until the specified termination conditions (conditions (1) to (3) below) are met. Specialized Zone 1 is a game in which six additional panels (see Figure 11) are displayed in a closed state on the display 8, and the additional panels are opened when bell roles B1 to B6 are won. By opening the additional panels, it is possible to add to the number of games in the AT state.
[0254] Specifically, an initial placement lottery for the additional panels is executed in the first game of specialized zone 1. Then, the number of additional games in the AT state is determined based on the result of the internal lottery in the first game of specialized zone 1, and the determined number of additional games in the AT state is assigned to the additional panels corresponding to the bell roles B1 to B6 (in the order of bell roles B1 to B6). Specifically, the initial placement lottery for the additional panels is repeated six times to assign the number of additional games to each of the additional panels corresponding to the bell roles B1 to B6.
[0255] For example, the number of additional games in the AT state determined in the first additional panel initial placement lottery is assigned to the additional panel corresponding to the bell role B1 → the number of additional games in the AT state determined in the second additional panel initial placement lottery is assigned to the additional panel corresponding to the bell role B2 → the number of additional games in the AT state determined in the sixth additional panel initial placement lottery is assigned to the additional panel corresponding to the bell role B6.
[0256] As a result, the number of additional games in the AT state is assigned to each additional panel corresponding to the type of bell role B. If the bell role B is won during the specialized zone 1, the additional panel corresponding to that type is opened. If a rare role is won during the specialized zone 1, an additional panel promotion lottery is executed to increase the number of additional games assigned to the additional panel.
[0257] Specialized Zone 1 will continue until one of the following (1) to (3) is met: (1) The same type of Bell B is won twice from the second game onwards (the same additional panel is opened twice). (2) All six types of Bell B are won from the second game onwards (all additional panels are unlocked). (3) After the additional panel is opened, a specific result (the result that stops when a replay role is won by pressing the reverse button) stops.
[0258] Specialized Zone 1 effectively ends after the third game due to the setting of the end conditions (1) to (3) above. That is, condition (1) is met in the third game even if the same type of Bell B is won in two consecutive games after the allocation of the number of add-on games to the add-on panel in the first game, so Specialized Zone 1 ends in at least the third game. Also, condition (2) is met in the seventh game even if different types of Bell B are won in six consecutive games after the allocation of the number of add-on games to the add-on panel in the first game, so Specialized Zone 1 ends in at least the seventh game. Also, condition (3) is met in the third game even if the Bell B is won in the second game after the allocation of the number of add-on games to the add-on panel in the first game, opening the add-on panel, and then a replay is won in the third game, so Specialized Zone 1 ends in at least the third game.
[0259] If condition (1) or condition (3) is met, the game will transition to the AT state, and if condition (2) is met, the game will transition to the AT state via specialized zone 2 (see Figure 7). At this time, if condition (1) is met, the number of additional games that have been acquired up to that point in the AT state will not be awarded (the number of additional games will be confiscated), but if condition (2) or condition (3) is met, the number of additional games that have been acquired up to that point in the AT state will be awarded.
[0260] The RAM of the main control unit 10 stores the winning history of Bell B. The main control unit 10 then determines whether the condition (1) or the condition (2) is met by referring to the winning history of Bell B stored in the RAM. When the main control unit 10 determines to transition to the AT state, it clears the winning history stored in the RAM.
[0261] The condition (3) is met when a replay role is won by performing a reverse push, and therefore specialized zone 1 is maintained if a reverse push is not performed when a replay role is won. In this embodiment, when a replay role is won in specialized zone 1, the sub-controller 20 displays an image on the display 8 indicating that a push order other than reverse push will maintain specialized zone 1, and that reverse push will result in a transition to the AT state. The player can choose whether to maintain specialized zone 1 or transition to the AT state by selecting whether or not to perform a reverse push based on the image displayed on the display 8.
[0262] If the special zone 1 is maintained, it is possible to continue the game with the aim of further opening up the additional panels (i.e., acquiring further additional games), but if the condition (2) is met and the game transitions to the AT state, there is a risk that the additional games will be confiscated. On the other hand, if a specific result is stopped by pushing backwards to switch to the AT state, further additional games cannot be acquired, but the additional games acquired up to that point will be awarded, so profits can be confirmed. In this way, when a replay role is won, the player can choose how the game will proceed, which increases the excitement of the game.
[0263] In addition, in this embodiment, the number of added games associated with each added panel is not notified, and is notified only when added, so that even though a large number of added games was associated with the added panel, it is difficult for the player to realize that the specialized zone 1 has ended without that number being awarded. This prevents the player from feeling a loss and losing interest in the game.
[0264] At the end of CZ1, the initial add-on panel may be determined regardless of the winning role selected in the internal lottery, and the add-on panel may be unlocked from the first game in specialized zone 1. In this case, the add-on panel can be unlocked by the bell role B that is won in the first game in specialized zone 1. The target role for unlocking the add-on panel may be a role other than the bell role B.
[0265] In addition, the specialized zone 1 may be terminated when a specific result stops without an additional panel being opened. In this case, by moving to the specialized zone 1 with multiple panels (e.g., two predetermined panels) less than six open, the game may proceed more advantageously than when (1) is established.
[0266] In addition, some or all of the number of added games associated with the added panels may be made recognizable. Furthermore, the player may be able to switch whether or not some or all of the number of added games associated with the added panels are made recognizable. Furthermore, the greater the number of absorptions in the advantageous zone, the more number of added games may be made recognizable for the added panels. For example, the number of added games may be made recognizable for more added panels when the number of absorptions in the advantageous zone is -3000 coins than when the number of absorptions is -2000 coins or less.
[0267] <Initial placement lottery for additional panels> The main control unit 10 executes a lottery for the initial placement of additional panels at the start of the first game in the specialized zone 1. The main control unit 10 repeats the lottery for the initial placement of additional panels six times to determine the number of additional games to be associated with the additional panels corresponding to each of the bell roles B1 to B6.
[0268] FIG. 10(a) shows an additional panel initial placement lottery table used in the additional panel initial placement lottery.
[0269] The initial placement of the additional panels is determined based on whether a non-rare combination (including misses) or a rare combination is won, a random number value (with a range of 256 types) extracted when the game is played, and a set value. The number of additional games can be selected from "10", "20", "30", "50", and "100".
[0270] As shown in Figure 10(a), when a non-rare role is won, for example, in the case of setting 1, the number "10" is selected with a probability of 132 / 256, the number "20" is selected with a probability of 64 / 256, the number "30" is selected with a probability of 32 / 256, the number "50" is selected with a probability of 16 / 256, and the number "100" is selected with a probability of 12 / 256.
[0271] On the other hand, if a rare role is won, for example, in the case of setting 1, the number "10" is selected with a probability of 64 / 256, the number "20" is selected with a probability of 88 / 256, the number "30" is selected with a probability of 48 / 256, the number "50" is selected with a probability of 32 / 256, and the number "100" is selected with a probability of 24 / 256.
[0272] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0273] As described above, when a rare role is won, a larger value is more likely to be selected as the number of additional games than when a non-rare role is won.
[0274] In addition, the initial placement lottery for the additional panels may be determined by referring to one table without dividing the tables into non-rare roles and rare roles, that is, without depending on the winning role. Also, the number of games for each additional panel may be determined by playing games for the number of additional panels (6 games) and referring to the table based on the winning role for each game.
[0275] In addition, the results of a single initial placement lottery for additional panels may be assigned to all additional panels, or one of several patterns in which an additional number of games is assigned to each additional panel may be determined.
[0276] <Add-on panel promotion lottery> The main control unit 10 executes an additional panel promotion lottery to determine whether or not to increase the number of additional games allocated to the additional panel when a rare combination is won in the specialized zone 1.
[0277] Increasing the number of bonus games means increasing the number of bonus games already allocated to the next higher number, or granting a bonus in addition to the number of bonus games already allocated. For example, if the bonus game number "10" is allocated and you win the bonus panel promotion lottery, it will be promoted to "30." The same applies to other bonus game numbers; if the bonus game number "100" is allocated and you win the bonus panel promotion lottery, it will become "100 games + silver bomb" and will not increase any further. The "silver bomb" granted here is installed in the final game of the AT state. Therefore, there is a possibility that the number of games in the AT state will be added in the final game of the AT state. Note that the number of games to install the "silver bomb" is not limited to the final game, but may also be determined by lottery.
[0278] It is also possible to promote after "100 games + Silver Explosion." For example, promotion can be set appropriately, such as "100 games + Silver Explosion" → "100 games + Gold Explosion" → "100 games + Rainbow Explosion" → "110 games + Rainbow Explosion" → ... and then adding 10 games each time.
[0279] Also, if the number of additional games is promoted to "100", it may be "100 games + right to transfer to specialized zone 2", and if the additional panel for "right to transfer to specialized zone 2" is opened, it may be possible to transfer to specialized zone 2.
[0280] FIG. 10(b) shows an additional panel promotion lottery table used in the additional panel promotion lottery.
[0281] The lottery for the promotion of the additional panel is based on whether the player has won a weak rare role or a strong rare role, a random number value (with a range of 256 types) extracted when the game is played, and the number of additional games already allocated (in the figure, the current number of additional games). If the result of the lottery is "winning," the number of additional games will increase.
[0282] As shown in Figure 10(b), when a weak rare role is won, for example, if the number of additional games already allocated is "10", the probability of "miss" being selected is 128 / 256, and the probability of "win" being selected is 128 / 256.
[0283] On the other hand, if a strong rare role is won, for example, if the number of additional games already allocated is "10", the probability of "miss" being selected is 0 / 256, and the probability of "win" being selected is 256 / 256.
[0284] Note that we will not explain what happens when the number of additional games already allocated is between "30" and "100," but the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0285] As mentioned above, strong rare roles are more advantageous than weak rare roles in increasing the number of additional games.
[0286] In addition, if you have a "silver bomb," which is the right to add to the number of games in the AT state, and the condition (1) above is met and Specialized Zone 1 ends (the same type of bell role B is won twice), the "silver bomb" will be erased as well as the number of added games. However, it is also possible to have only the bomb remain, or if you have a bomb, only the bomb will be erased and the number of added games will be awarded.
[0287] (Specialized Zone 1 production screen) Next, a specific example of the presentation screen displayed on the display device 8 in the specialized zone 1 will be described with reference to Fig. 11. The display control of the presentation screen is performed by the sub-control unit 20.
[0288] As shown in Fig. 11(a), when the game moves to the specialized zone 1, the added panel 100 is displayed as the initial screen in the first game. The added panel 100 consists of the first added panel 100a to the sixth added panel 100f.
[0289] On the initial screen, the first add-on panel 100a to the sixth add-on panel 100f are all closed. Although not visible to the player, the first add-on panel 100a to the sixth add-on panel 100f are assigned the number of add-on games in the AT state.
[0290] The first add-on panel 100a to the sixth add-on panel 100f correspond to bell roles B1 to B6. The first add-on panel 100a to the sixth add-on panel 100f display the correct button press sequence to win the bell roles B1 to B6 corresponding to each add-on panel, as well as the reels 41 and symbols (sevens) that must be pressed to win the bell roles B1 to B6 corresponding to each add-on panel.
[0291] Specifically, the first additional panel 100a corresponds to the bell role B1. The first additional panel 100a displays the correct button press order (left → center → right) to win the bell role B1 and the symbol (seven) that requires a button press on the reel 41a.
[0292] The second additional panel 100b corresponds to the bell role B2. The second additional panel 100b displays the correct button press order (left → right → center) to win the bell role B2 and the symbol (seven) that requires eye-pressing on the reel 41a.
[0293] The third additional panel 100c corresponds to the bell role B3. The third additional panel 100c displays the correct button press order (center → left → right) to win the bell role B3 and the symbol (seven) that requires eye pressing on the reel 41b.
[0294] The fourth additional panel 100d corresponds to the bell role B4. The fourth additional panel 100d displays the correct button press order (center → right → left) to win the bell role B4 and the symbol (seven) that requires eye-pressing on the reel 41b.
[0295] The fifth additional panel 100e corresponds to the bell role B5. The fifth additional panel 100e displays the order of pressing the British Sea (right → left → center) to win the bell role B5 and the symbol (seven) that requires pressing on the reel 41c.
[0296] The 6th additional panel 100f corresponds to the bell role B6. The 6th additional panel 100f displays the correct button press order (right → left → center) to win the bell role B6 and the symbol (seven) that requires eye pressing on the reel 41c.
[0297] As shown in Figure 11(b), in the add-on panel 100 configured as described above, if one of the bell roles B1 to B6 is won in the second game or later in specialized zone 1, the first add-on panel 100a to the sixth add-on panel 100f corresponding to the winning B1 to B6 will be opened.
[0298] For example, if the bell role B1 is won, the first additional panel 100a corresponding to the bell role B1 is opened. When the first additional panel 100a is opened, the number of additional games in the AT state is displayed. In this example, an example is shown in which the first additional panel 100a is assigned an additional number of 30 games. Therefore, for example, "+30" is displayed on the first additional panel 100a. This allows the player to recognize that 30 games can be added to the number of games in the AT state.
[0299] Then, in a subsequent game, if you win a replay role, you can choose to stop the specific result and transition to the AT state, or maintain Specialized Zone 1 and pursue the possibility of winning additional games.
[0300] As described above, in specialized zone 1, if a player wins the Bell role B in a game after the game in which the Bell role B was won, it is possible to end specialized zone 1. Furthermore, if a player wins the Bell role B in a specific game, which is the second game or later, in specialized zone 1 and also wins the Bell role B in a game after the specific game, it is possible to determine that specialized zone 1 is to be ended. Furthermore, if a replay role is won in specialized zone 1, it is possible to control the AT state to be advantageous to the player, and if a player wins the Bell role B in a specific game, which is the second game or later, in specialized zone 1 and also wins the Replay role in the game following the specific game, it is possible to award an additional number of games in the AT state, and if a player wins the Bell role B in a specific game, which is the second game or later, in specialized zone 1 and also wins the Bell role B in the game following the specific game, the additional number of games in the AT state is not awarded. Furthermore, the main control unit 10 can control the specialized zone 1 to the AT state if Bell B is won in a specific game, which is a game played from the second game onwards, and Bell B is won in the next game of the specific game or later. Furthermore, if a replay role is won in the specialized zone 1 and a reverse push stop operation is received, it is possible to control the specialized zone 1 to the AT state, and if a replay role is won in the specialized zone 1 and a stop operation other than reverse push is received, it is possible to maintain the specialized zone 1.
[0301] (Specialized Zone 2) The special zone 2 is an AT state that continues until the same type of bell role A is won for two consecutive games. Note that roles other than the bell role A may also be targeted.
[0302] Specialized Zone 2 does not count winnings of Bell A until the third game, but starts counting winnings of Bell A from the fourth game onwards. In other words, the initial guaranteed number of games for Specialized Zone 2 that guarantees that Bell A will not be counted is three. Hereinafter, the remaining period of the guaranteed number of games will be referred to as the guaranteed period. As a result, it is guaranteed that Specialized Zone 2 will not end until at least the fourth game (because Bell A is counted from the fourth game onwards). Therefore, Specialized Zone 2 may end after the fifth game. For example, if Bell A is won in the fourth game and also in the fifth game, Specialized Zone 2 will end in the fifth game (shortest period). After Specialized Zone 2 ends, the AT state will begin.
[0303] The RAM of the main control unit 10 stores the winning history of Bell A. The main control unit 10 then determines whether the conditions for transitioning to the AT state (i.e., the conditions for ending specialized zone 2) have been met by referring to the winning history of Bell A stored in the RAM. When the main control unit 10 determines that a transition to the AT state will occur, it clears the winning history stored in the RAM.
[0304] It is not necessary to set an initial guaranteed number of games. Furthermore, the initial guaranteed number of games does not have to be a uniformly fixed number of games. For example, the initial guaranteed number of games can be determined by lottery between 3 and 7 games (each with a 20% probability of winning).
[0305] In the specialized zone 2, a lottery for the number of guaranteed games is held for each game to determine the number of guaranteed games to be added to the initial number of guaranteed games. The trigger for the lottery for the number of guaranteed games may be set appropriately. For example, it may be held at a specific number of games (such as when the last digit is 0), or it may be held only when a rare combination is won.
[0306] In addition, in the special zone 2, a bonus lottery is executed in the final game based on the number of continuing games in the special zone 2, and the bonus to be awarded is determined. Specifically, the bonus lottery determines the initial number of games in the AT state.
[0307] The timing of the bonus lottery does not have to be limited to the final game of specialized zone 2. For example, it may be executed at the start of the AT state. Also, by adding a predetermined number of games (e.g., 5 games) or more per game, the cumulative total of the added games may be used as the initial number of games for the AT state, or an initial value may be determined at the end of specialized zone 2 and the cumulative total may be added to the initial value. In this case, the initial number of games for the AT state = the number of games added per game + the number of games determined in the final game.
[0308] <Guaranteed number of games lottery> In the specialized zone 2, the main control unit 10 executes a lottery for the number of guaranteed games for each game to determine the number of guaranteed games to be added to the initial number of guaranteed games.
[0309] FIG. 12(a) shows a guaranteed number of games lottery table used in the guaranteed number of games lottery in the specialized zone 2.
[0310] The lottery for the guaranteed number of games is based on the last digit of the number of games to be played in Specialized Zone 2, a random number value (with a range of 256 options) extracted when the game is played, and the results of the internal lottery. Note that "Other" in the diagram indicates all lottery results (including misses) other than rare roles. The number of guaranteed games is selected from "0," "1," "3," and "5."
[0311] As shown in Figure 12(a), when the last digit of the number of continuing games in specialized zone 2 is other than 0, for example, if the result of the internal lottery is "other," "0" is selected with a probability of 240 / 256, "1" is selected with a probability of 16 / 256, "3" is selected with a probability of 0 / 256, and "5" is selected with a probability of 0 / 256.
[0312] On the other hand, if the last digit of the number of continuing games in specialized zone 2 is 0, for example, if the result of the internal lottery is "Other," then "0" will be selected with a probability of 128 / 256, "1" with a probability of 108 / 256, "3" with a probability of 16 / 256, and "5" with a probability of 4 / 256.
[0313] Although explanations for the "weak rare role" and "strong rare role" are omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0314] As mentioned above, the table referenced varies depending on the number of continuing games in Specialized Zone 2, and if the last digit is "0", the number of games is more likely to be awarded.
[0315] In addition, since the lottery for the guaranteed number of games is not executed in the final game of the specialized zone 2, it may not be referred to when the bell role A is won. In other words, if the bell role A is won for two consecutive games and the type of bell role A that is the same as the bell role A that was won in the previous game, the lottery for the guaranteed number of games will not be executed.
[0316] However, the number of continuing games may include the final game of specialized zone 2. In other words, even if the same type of bell role A is won two consecutive games, a lottery for the guaranteed number of games may be held when the bell role A is won the second time, and if the guaranteed number of games is won in the lottery, specialized zone 2 may continue.
[0317] The lottery for the guaranteed number of games is conducted regardless of whether or not the guaranteed game period is in progress. Therefore, the guaranteed period is extended by the amount added by the lottery for the guaranteed number of games. In this case, if the number of guaranteed games remains, the number of games in the AT state or the guaranteed number of games may be added if the same type of Bell A appears in two consecutive games.
[0318] <Bonus lottery> At the end of the specialized zone 2, the main control unit 10 executes a bonus lottery to determine the bonus to be given to the player.
[0319] FIG. 12(b) shows a bonus award lottery table used in the bonus award lottery in the specialized zone 2.
[0320] The lottery for awarding the bonus is based on a random number value (with a range of 256 options) drawn when the game is played and the number of games played in Specialized Zone 2. Bonuses are selected from "100", "150", "200", "300", and "300 + Golden Bomb".
[0321] As shown in Figure 12(b), for example, if the number of continuing games in specialized zone 2 is "9 games or less," the game is controlled so that "100" is selected with a probability of 240 / 256, "150" is selected with a probability of 14 / 256, "200" is selected with a probability of 1 / 256, "300" is selected with a probability of 1 / 256, and "300 + Golden Explosion" is selected with a probability of 0 / 256.
[0322] We will not explain the cases where the number of continuing games is 10 or more and 19 or less, where the number of continuing games is 20 or more and 29 or less, where the number of continuing games is 30 or more and 39 or less, where the number of continuing games is 40 or more and 49 or less, and where the number of continuing games is 50 or more, but the lottery is controlled to be held with the probabilities shown in the figure.
[0323] As described above, the number of games is determined by the bonus lottery in the final game of Specialized Zone 2, and the number of games determined by the bonus lottery becomes the initial number of games in the AT state. On the other hand, when moving from Specialized Zone 1 to Specialized Zone 2, the number of games won in Specialized Zone 1 is added to the number of games determined by the bonus lottery.
[0324] In this embodiment, the larger the number of continuing games in specialized zone 2, the larger the number of initial games in the AT state tends to be. On the other hand, since the configuration allows the guarantee period to be extended in specialized zone 2, it is possible to increase the interest in playing in specialized zone 2.
[0325] In addition, when moving from Specialized Zone 1 to Specialized Zone 2, the bonus lottery table (a bonus lottery table that has been changed to 100=2x, 150=3x, 200=4x, 300=5x, 300+Golden Explosion=5x+Rainbow Explosion, etc. for the current lottery results) can be referenced, and the determined value (multiplier) multiplied by the number of games won in Specialized Zone 1 can be used as the initial number of games in the AT state. Also, the number of remaining games in Specialized Zone 1 can be converted into a multiplier.
[0326] In addition, the "Golden Explosion" in the above diagram is a confirmed bonus during the AT state, and is placed in the final game of the AT state. However, the number of games in which the "Golden Explosion" is placed is not limited to the final game, and may be determined by lottery. For example, an bonus based on the "Golden Explosion" may be placed when there are 10 games remaining in the AT state.
[0327] (Example of the special zone 2 production screen) Next, a specific example of the presentation screen of the specialized zone 2 on the display device 8 will be described with reference to Fig. 13. The screen transitions in the order of Fig. 13(a) → Fig. 13(b) → Fig. 13(g). Display control of the presentation screen shown in Fig. 13 is performed by the sub-control unit 20.
[0328] FIG. 13(a) shows the initial warranty period immediately after the start of specialized zone 2. At this time, an initial warranty period screen 200 is displayed to indicate that it is the initial warranty period. In this example, "Preparing" is displayed. When the initial warranty period screen 200 is displayed, winning the bell role A is not counted. The initial warranty period screen 200 is displayed on top of the winning status screen 201, which will be described later, and the winning status screen 201 can be viewed through the initial warranty period screen 200.
[0329] FIG. 13(b) shows a winning status screen 201 that is displayed after the guaranteed number of games has been played. The winning status screen 201 is a screen that shows the type of winning for Bell role A. The winning status screen 201 is divided into six areas, a first area 201a to a sixth area 201f. The first area 201a corresponds to Bell role A1. The second area 201b corresponds to Bell role A2. The third area 201c corresponds to Bell role A3. The fourth area 201d corresponds to Bell role A4. The fifth area 201e corresponds to Bell role A5. The sixth area 201f corresponds to Bell role A6. In this example, different characters A to F are assigned to the first area 201a to the sixth area 201f, respectively.
[0330] 13(b) shows a state in which the character F in the sixth area 201f has touched the volleyball after the guaranteed games have been played, i.e., after the fourth game.
[0331] Figure 13(c) shows a state in which the lottery result in the next game of Figure 13(b) is anything other than Bell A. In this state, the volleyball displayed in Figure 13(b) is cleared, and all of the characters A to F in the first area 201a to the sixth area 201f are displayed.
[0332] FIG. 13(d) shows the guarantee period for the added guaranteed number of games. During the added guarantee period, the added guarantee period screen 202 is displayed. In this example, "On break" is displayed. The added guarantee period screen 202 is displayed on top of the winning status screen 201 described below, and the winning status screen 201 can be viewed through the added guarantee period screen 202. By making the display mode of the added guarantee period screen 202 different from that of the initial guarantee period screen 200 (FIG. 13(a)), the variety of presentation screens can be increased.
[0333] As shown in FIG. 13(e), when the added guaranteed number of games has been played, the winning status screen 201 is displayed again.
[0334] 13(f) and 13(g), it is assumed that the same type of bell role A is won in two consecutive games. For example, it is assumed that the bell role A3 is won and a situation is displayed in which the character C in the third area 201c touches the volleyball two consecutive times.
[0335] As shown in Figure 13(h), if the same type of bell symbol A is won for two consecutive games, the specialized zone 2 ends, and an end screen 203 for the specialized zone 2 is displayed. The end screen also displays the number of games that have continued in the specialized zone 2. In this example, it displays that 25 games have continued.
[0336] As described above, if a player wins the Bell A symbol in a game subsequent to the game in which the Bell A symbol is won in the specialized zone 2, the specialized zone 2 can be terminated. Furthermore, if a player wins the Bell A symbol in a specific game that is a game played after the guarantee period in the specialized zone 2 and also wins the Bell A symbol in the game following the specific game, it can be determined that the specialized zone 2 is terminated. If a player wins the Bell A symbol in a specific game that is a game played after the guarantee period in the specialized zone 2 and does not win the Bell A symbol in the special game that is the game following the specific game, and also wins the Bell A symbol in the predetermined game that is the game following the special game, it is not determined that the specialized zone 2 is terminated. Furthermore, after the specialized zone 2 ends, the AT state can be controlled to be advantageous to the player. When the specialized zone 2 ends, an additional number of games can be awarded to extend the AT state, and an additional number of games can be awarded according to the duration of the specialized zone 2.
[0337] (AT state) The AT state is a partial AT state in which only Bell role A executes push order navigation and Bell role B does not execute push order navigation, and the gameplay is such that the player aims to achieve a pseudo-bonus state.
[0338] The initial number of games in the AT state differs depending on the three patterns: (1) via specialized zone 1 only, (2) via specialized zone 2 only, and (3) via specialized zone 1 and specialized zone 2. Specifically, they are as follows: (1) 20 games + cumulative number of bonus games won with bonus panels in Specialized Zone 1 (2) The initial number of games determined by the bonus lottery in the final game of Specialized Zone 2 (3) The cumulative number of bonus games acquired through the bonus panel in Specialized Zone 1 + the initial number of games determined by the bonus lottery in the final game of Specialized Zone 2
[0339] For example, in pattern (1), if no additional games can be added using the additional panel in specialized zone 1, the initial number of games will be 20. Also, in pattern (2), if 150 games are selected for the final game in specialized zone 2, the initial number of games will be 150. In pattern (3), if 100 games are added using the additional panel in specialized zone 1 and 200 games are selected for the final game in specialized zone 2, the initial number of games will be 300.
[0340] The number of games played in the AT state is managed by a game number counter provided in the RAM of the main control unit 10. That is, the main control unit 10 sets the initial number of games played in the AT state to the game number counter. Furthermore, if the number of games is increased, the main control unit 10 sets the increased number of games. The main control unit 10 then subtracts the value of the game number counter each time a game is played. Therefore, the game number counter can store the number of games played (number of games played) that can be decreased by playing a game.
[0341] In the AT state, an additional lottery (winning role) is held for each game to determine whether or not to add to the number of games played in the AT state based on the results of an internal lottery. If the additional lottery (winning role) is won, a bomb lottery is held. The bomb lottery determines whether or not to award a "bomb," which is the right to receive an additional lottery (bomb). The "bomb" is selected from several types. If it is decided to award a "bomb," the additional lottery (bomb) is held after the additional number of games awarded by the additional lottery (winning role) has been consumed. The additional lottery (bomb) determines whether or not to add to the number of games played in the AT state depending on the type of "bomb" awarded.
[0342] Therefore, when a "bomb" is awarded, the number of games remaining in the AT state before the number of games determined by the additional lottery (winning role) is added becomes the "explosion point" (hereinafter also referred to as "Bomb P") at which the additional lottery (bomb) is executed. Hereinafter, the awarding of a "bomb" may be referred to as the setting of a bomb. For example, if the number of games remaining in the AT state before the number of games determined by the additional lottery (winning role) is added is 10 games, and 30 games are added by the additional lottery (winning role), the Bomb P will occur when 30 games are consumed and the number of games remaining in the AT state becomes 10 again. The additional lottery (bomb) is executed according to the type of bomb (color / rank). The additional lottery (winning role) and the additional lottery (bomb) can be added the same number of times (see Figures 14(a) and 14(d)).
[0343] If you win the bonus lottery (winning role) when you reach the Baku-P, the bonus lottery (bomb) will not be executed. However, if you win the bomb lottery based on the bonus lottery (winning role), the "bomb" will be promoted based on the result of the bomb lottery. As a result, if the "bomb" is promoted to the highest rank, the overflowed promotion rank will be converted into the number of bonus games in the AT state (10 bonus games per rank).
[0344] For example, if you win the bonus lottery (winning role) for 10 games when you reach the "Golden Explosion" bonus point and also win "Silver Explosion," "Golden Explosion" will be promoted by two ranks, so it will be promoted to "Rainbow Explosion" and overflow by one rank. Therefore, 10 games will be added as overflow. As a result, 20 games will be added in addition to the 10 games in the bonus lottery (winning role).
[0345] Furthermore, when a "bomb" is awarded, a pseudo bonus lottery is held to determine whether or not to transition to a pseudo bonus state, depending on the type of "bomb" awarded. If the pseudo bonus lottery is won, the game transitions to the pseudo bonus state. During the pseudo bonus state, a lottery is held to promote the "bomb" awarded when the pseudo bonus was won. When the pseudo bonus state ends, the game returns to the AT state, and the remaining games are played. In other words, if the pseudo bonus lottery is won when it is decided that a "bomb" will be awarded through the bomb lottery after winning the additional lottery (winning role), the pseudo bonus state will be played and then the number of games added by the additional lottery (winning role) will begin to be played.
[0346] In addition, if you win the additional lottery (winning role) at the timing when you reach the BakuP, you can execute the additional lottery (bomb) first, or you can execute both the additional lottery (winning role) and the additional lottery (bomb). In this case, you can set multiple "bombs".
[0347] <Additional lottery (winning role)> In the AT state, the main control unit 10 executes an additional lottery (winning role) for each game to determine whether or not to add to the number of games in the AT state based on the result of an internal lottery.
[0348] FIG. 14(a) shows an additional lottery table used in the additional lottery (winning role) in the AT state.
[0349] The bonus lottery (winning role) is based on the random number (with a range of 256 options) extracted when the game is played and the results of the internal lottery. Note that "Other" in the figure indicates all lottery results (including misses) other than rare roles. The number of bonus games can be selected from "0", "10", "30", "50", and "100".
[0350] As shown in Figure 14(a), for example, if the result of the internal lottery is "Other," the number "0" is selected with a probability of 255 / 256, the number "10" is selected with a probability of 1 / 256, the number "30" is selected with a probability of 0 / 256, the number "50" is selected with a probability of 0 / 256, and the number "100" is selected with a probability of 0 / 256.
[0351] Although explanations for the "weak rare role" and "strong rare role" are omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0352] <Bomb Lottery> In the AT state, when the player wins the additional lottery (winning role), the main control unit 10 executes a bomb lottery to determine whether or not to grant a "bomb" as a right to receive the additional lottery (bomb).
[0353] FIG. 14(b) shows a bomb lottery table used in the bomb lottery in the AT state.
[0354] The bomb lottery is carried out based on a random number value (with a selection range of 256 types) extracted when the game is played, and the number of games added in the add-on lottery (winning role). The "bomb" is selected from "copper bomb", "silver bomb", and "gold bomb". "Copper bomb" is added with a 25% probability. "Silver bomb" is added with a 50% probability. "Gold bomb" is added with a 100% probability. Therefore, "gold bomb" has the highest rank and "copper bomb" has the lowest rank. "Silver bomb" is in the middle rank.
[0355] As shown in Figure 14(b), for example, if the number of additional games in the additional lottery (winning role) is "10" games, the probability of "miss" being selected is 239 / 256, the probability of "copper bomb" being selected is 16 / 256, the probability of "silver bomb" being selected is 1 / 256, and the probability of "gold bomb" being selected is 0 / 256.
[0356] Although explanations for the "weak rare role" and "strong rare role" are omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0357] In addition, the "Rainbow Explosion" described below may be added as a result of the bomb lottery. Also, the bomb lottery may be executed even if it is decided not to add the number of games in the additional lottery (winning role). For example, the above table may be referenced (such as executing the bomb lottery at a rate of 10% when there are no additional games). In this case, if a "bomb" is awarded, it is preferable to place the "bomb" in the final game of the AT state, but it may also be placed at any other time.
[0358] If the Bomb Lottery determines a Copper Bomb or higher, the number of remaining games before adding the number of added games determined by the add-on lottery (winning role) is determined as the Bomb P. For example, if there are 50 games remaining and the number of added games is 10 games + "Copper Bomb", the remaining games will be 60 games + "Copper Bomb", but the Bomb P of that "Copper Bomb" will be reached when there are 50 games remaining. Therefore, after 10 games are played, the Bomb P will be reached.
[0359] In addition, an upper limit may be set on the number of bombs placed (maximum of 3, etc.), or it may be determined by lottery when the game transitions to the AT state. Whether or not there is an upper limit on the number of bombs placed, the maximum number of bombs that can be placed, etc. may also be determined by lottery.
[0360] <Pseudo Bonus Lottery> In the AT state, when the main control unit 10 decides to award a "bomb" in the bomb lottery, it conducts a pseudo-bonus lottery to determine whether or not to transition to a pseudo-bonus state depending on the type of "bomb" awarded.
[0361] FIG. 14(c) shows a pseudo bonus lottery table used in the pseudo bonus lottery in the AT state.
[0362] The pseudo bonus lottery is carried out based on a random number value (with a range of 256 types) that is sampled when the game is executed, and the type of "bomb."
[0363] As shown in FIG. 14(c), for example, if the type of "bomb" is a "copper bomb," the probability of "miss" being selected is 192 / 256, and the probability of "win" being selected is 64 / 256.
[0364] Although explanations for the cases of "Silver Explosion" and "Gold Explosion" will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0365] As described above, the lower the rank of the bomb that is given, the higher the winning probability of the pseudo bonus lottery, but the winning probability of the pseudo bonus lottery may be uniform regardless of the type of "bomb," or the higher the rank of the bomb, the higher the winning probability of the pseudo bonus lottery. Also, the pseudo bonus lottery may be executed regardless of whether a bomb is given or not.
[0366] <Additional lottery (bomb)> In the AT state, if a "bomb" is awarded, the main control unit 10 executes an additional lottery (bomb) when the Baku P is reached. The additional lottery (bomb) is executed when the Baku P is reached and the additional lottery (winning role) is not won.
[0367] Figure 14(d) shows the additional lottery (bomb) table used in the additional lottery (bomb) in the AT state.
[0368] The pseudo bonus lottery is based on a random number (with a range of 256) selected when the game is played and the type of "bomb." The number of additional games can be selected from "0," "10," "30," "50," or "30+Rainbow Bomb."
[0369] As shown in Figure 14(d), for example, if the result of the internal lottery is "Copper Explosion," the program controls so that "0" is selected with a probability of 192 / 256, "10" is selected with a probability of 48 / 256, "30" is selected with a probability of 15 / 256, "50" is selected with a probability of 1 / 256, and "30+Rainbow Explosion" is selected with a probability of 0 / 256.
[0370] Although explanations for the "Silver Explosion", "Gold Explosion", and "Rainbow Explosion" will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0371] In addition, instead of determining the number of additional games by the additional lottery (bomb), a lottery may be held to determine whether or not to re-award the number of additional games determined by the additional lottery (winning role) when the bomb is set.
[0372] As described above, the probability of being added is 25% for "Copper Explosion", 50% for "Silver Explosion", and 100% for "Gold Explosion" and "Rainbow Explosion". If a win is made here, the explosion effect may be executed in the number of games after the explosion P. For example, if there are 50 games left for the explosion P, it is possible to execute the added effect (explosion effect) when there are 48 games left (2 games after the explosion P). Note that the more games added, the more games that have passed since the explosion P may be consumed before the added effect is executed.
[0373] However, since only "Rainbow Explosion" has a 50% chance of winning another "Rainbow Explosion," the bonus may loop. In other words, if "30+Rainbow Explosion" is selected, the bonus lottery (bomb) based on "Rainbow Explosion" will be executed again after the 30 bonus games are consumed, and if "30+Rainbow Explosion" is selected again, the same process can be repeated. In this case, the expectation of winning a large profit can be increased.
[0374] Furthermore, multiple loop rates may be set for "Rainbow Bombs," such as 25%, 50%, and 80%. Loop rates may also be assigned to other bombs. Furthermore, if the additional lottery (bomb) is not won, and another "bomb" is placed, a lottery to promote that other "bomb" (e.g., a 25% chance of winning) may be held. For example, if the bombs are placed in the order of "Copper Bomb" → "Silver Bomb" → "Gold Bomb," and the "Copper Bomb" is not added, a lottery to promote the "Silver Bomb" to "Gold Bomb" can be held.
[0375] (AT state production screen) Next, the presentation screen displayed on the display device 8 in the AT state will be described with reference to Fig. 15. The sub-control unit 20 executes display control of the presentation screen in the AT state.
[0376] As shown in FIG. 15(a), the presentation screen 300 in the AT state displays the number of games remaining 301, the number of coins won 302, and a push order navigation 303 that notifies the player of the correct push order. For example, if the number of games remaining in the AT state is 10 and the player wins the bonus lottery (winning role), a bomb image 304 is displayed. The bomb image 304 is displayed in a color corresponding to the type of bomb. The bomb image 304 is also displayed at a position corresponding to the number of games remaining. That is, at the bottom of the presentation screen 300, the left edge indicates that the number of games remaining is 0, and the bomb image 304 is displayed at a position away from the left edge to the right according to the number of games remaining. This allows the bomb to be visually recognized.
[0377] Next, as shown in Figure 15(b), the number of additional games 305 determined by the additional lottery (winning combination) is displayed. In this example, the number of additional games 305 is displayed by displaying the number of additional games and an effect image that emphasizes the number of games around the number of games. Note that this example shows 30 games being added by the additional lottery (winning combination).
[0378] As shown in Figure 15(c), as a result of adding 30 games, the number of remaining games 301 is updated to 40 games. Also, a remaining number of games indication image 306 indicating the number of games remaining until the explosion (30 games in this example) is displayed at the right end of the lower part of the presentation screen 300. The remaining number of games indication image 306 moves to the left with each game played, approaching the bomb image 304.
[0379] As shown in Figure 15(d), when the number of games remaining in the AT state again becomes 10 games, the remaining game number indication image 306 reaches the bomb image 304. In this way, the bomb image 304 can notify the timing of the execution of the additional lottery (bomb).
[0380] As shown in Figure 15(e), when the remaining game number indication image 306 reaches the bomb image 304, the additional game number 305 determined by the additional lottery (bomb) is displayed in the same display mode as Figure 15(b). Note that this shows an example in which 30 games are added again by the additional lottery (bomb).
[0381] As described above, in the AT state, there is provided an additional lottery (winning role) which can determine whether to award an additional number of games to extend the AT state, a first awarding means which can award the additional number of games when it is determined that an additional number of games should be awarded by the additional lottery (winning role), an additional lottery (bomb) which can determine whether to award an additional number of games to extend the AT state when the additional number of games awarded to the first awarding means is consumed, and a second awarding means which can award the additional number of games when it is determined that an additional number of games should be awarded by the additional lottery (bomb). In addition, the main control unit 10 RAM has a game number counter that can store the number of plays that can be reduced by executing a game in the AT state, and the first awarding means can award a predetermined number of plays as a bonus for extending the AT state, and when the first awarding means awards a predetermined number of plays, the game number counter in the RAM of the main control unit 10 can increase the stored number of plays by the predetermined number of plays, and the additional lottery (bomb) can determine whether to award the predetermined number of plays as an additional number of games for extending the AT state when a game corresponding to the predetermined number of plays is executed.
[0382] In addition, it is possible to vary the probability of determining that an additional number of games will be awarded in the determination of the additional lottery (bomb) according to the type of "bomb." In addition, it is possible to vary the number of additional games in the AT state when it is determined that an additional number of games will be awarded in the determination of the additional lottery (bomb) according to the type of "bomb." In addition, when the additional lottery (bomb) determines that "30+Rainbow Explosion" will be awarded, the additional lottery (bomb) can re-determine whether to award an additional number of games if 30 games are consumed. In addition, it is equipped with a notification means that can notify the timing when the determination of the additional lottery (bomb) will be made.
[0383] (pseudo bonus state) The pseudo bonus state is an AT state that lasts for 20 games. The pseudo bonus state is a game state in which the "bomb" that triggered the pseudo bonus state can be promoted. In the pseudo bonus state, a promotion lottery is held every game to determine whether or not the "bomb" that triggered the pseudo bonus state will be promoted. There is also a "bomb" (rainbow bomb) that can only be promoted in the pseudo bonus state.
[0384] <Promotion Lottery> In the pseudo bonus state, the main control unit 10 executes a promotion lottery for each game to determine whether or not to promote the bomb that triggered the winning of the pseudo bonus state.
[0385] FIG. 16 shows a promotion lottery table used in the promotion lottery in the pseudo bonus state.
[0386] The promotion lottery is based on the results of an internal lottery, a random number value (with a range of 256) drawn when the game is executed, and the type of "bomb" that triggered the pseudo-bonus state. If the promotion lottery is won, the current "bomb" will be promoted by one rank if it is not a "Rainbow Bomb," and 10 games will be added if it is a "Rainbow Bomb."
[0387] As shown in Figure 16(a), for example, if the result of the internal lottery is a "non-rare role" and the type of bomb is a "copper bomb," the probability of "miss" being selected is 253 / 256, and the probability of "win" being selected is 3 / 256.
[0388] As shown in Figure 16(b), for example, if the result of the internal lottery is a "weak rare role" and the type of bomb is a "copper bomb," the probability of "miss" being selected is 128 / 256, and the probability of "win" being selected is 128 / 256.
[0389] As shown in Figure 16(c), for example, if the result of the internal lottery is a "strong rare role" and the type of bomb is a "copper bomb," the system is controlled so that "miss" is selected with a probability of 0 / 256, and "win" is selected with a probability of 256 / 256.
[0390] Although explanations for the "Silver Explosion", "Gold Explosion", and "Rainbow Explosion" will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0391] (EDAT state) The EDAT state is an AT state that continues until the advantageous period ends. In the EDAT state, when the advantageous period ends, the result screen displayed on the display 8 suggests a setting according to the number of unconsumed bombs. For example, one unconsumed "bomb" = an even or odd setting, two unconsumed "bombs" = a low or high setting, three unconsumed "bombs" = three candidate settings including the corresponding setting are announced, four unconsumed "bombs" = two candidate settings including the corresponding setting are announced, and five or more unconsumed "bombs" = the corresponding setting is announced.
[0392] (Variation) In this embodiment, an example has been given in which the specialized zones 1 and 2, the AT state, and the pseudo bonus state are managed by the number of games, but some or all of the specialized zones 1 and 2, the AT state, and the pseudo bonus state may be managed not only by the number of games, but also by other numerical values such as difference number management, payout number management, number of specific small wins management, etc. Also, some or all of the specialized zones 1 and 2, the AT state, and the pseudo bonus state may be set to either a partial AT state or an AT state.
[0393] (Effects of the present invention) (A1) A determination means (in this example, the lottery process of S2 in FIG. 4) that can determine one of a plurality of winning roles including a specific role (in this example, Bell role A, Bell role B), A control means (in this example, a transition of the game state under the control of the main control unit 10 shown in FIG. 7) that can control a specific game state (in this example, a specialized zone) that is advantageous to the player; In the specific game state, a determination means capable of determining whether to terminate the specific game state (in this example, a determination of the transition of the game state under the control of the main control unit 10 shown in FIG. 7); Equipped with The determination means In the specific game state, if the specific role is determined by the determination means in a game subsequent to the game in which the specific role is determined by the determination means, it is possible to determine that the specific game state is to be ended (in this example, the main control unit 10 is able to determine that the specialized zone is to be ended when the same type of bell role A or bell role B is won), The control means If the judgment means judges that the specific game state should be ended, it is possible to end the specific game state (in this example, the main control unit 10 ends the specialized zone when the same type of bell role A or bell role B is won). Therefore, it is possible to create a sense of tension regarding the result of the determination means in a specific game state, thereby increasing the interest in the game.
[0394] In this embodiment, the push order bell (bell A, bell B) has been described as an example of a specific role, but roles other than the push order bell role may also be used as the specific role.
[0395] In this embodiment, a specialized zone has been used as an example of a specific gaming state, but a gaming state other than a specialized zone, such as a CZ state, an AT state, or a pseudo bonus state, may also be used as a specific gaming state.
[0396] (A2) The determining means (in this example, the main control unit 10) In the specific game state (in this example, specialized zone 1), if the specific role (in this example, bell role B) is determined by the determination means (in this example, the lottery process of S2 in Figure 4) in a specific game (in this example, the second game or later), and if the specific role is determined by the determination means in a game after the specific game, it can be determined that the specific game state should be ended (in this example, determination of the transition of the game state by the control of the main control unit 10 shown in Figure 7). Therefore, once a specific combination is won, the sense of tension increases from the next game onwards, so it becomes possible to attract the player's interest in the game after the specific combination is won, and the enjoyment of the game can be improved.
[0397] (A3) The determination means (in this example, the lottery process of S2 in FIG. 4) It is possible to determine a special role (in this example, a replay role), The control means (in this example, the main control unit 10) In the specific gaming state (in this example, specialized zone 1), when the special role is determined by the determination means, it is possible to control to a special gaming state (in this example, AT state) advantageous to the player (in this example, transition of the gaming state by control of the main control unit 10 shown in FIG. 7), In the specific game state, when the specific role is determined by the determination means in the specific game, a granting means is provided that can grant a benefit (in this example, the number of additional games in the AT state) to extend the special game state (in this example, when the bell role B is won, an additional panel is opened and the number of additional games in the AT state can be granted), The applying means is In the specific game state, if the specific role is determined by the determination means in the specific game and the special role is determined by the determination means in a game after the specific game, a benefit can be awarded (in this example, if a replay role is won in a game after the game in which the bell role B is won, an additional number of games in the AT state can be awarded), In the specific game state, if the specific role is determined by the determination means in the specific game and the specific role is determined by the determination means in a game after the specific game, no bonus will be awarded (in this example, if the same type of bell role B is won in a game after the game in which the bell role B was won, the additional number of games in the AT state will not be awarded). Therefore, if a specific role is determined after the specific role is determined, no benefit is given, but since it is possible to avoid a situation where no benefit is given because a special role is determined after the specific role is determined, it is possible to prevent the player from feeling a loss and improve the enjoyment of the game.
[0398] In this embodiment, the number of games in the AT state is given as an example of a bonus, but a bonus other than the number of games in the AT state, such as stock in the AT state, may also be given. For example, if the end condition of the AT state is specified by the difference in number of coins or the number of coins paid out, the game period in the AT state can be extended by giving an additional bonus to the difference in number of coins or the number of coins paid out.
[0399] In this embodiment, the AT state has been used as an example of a special gaming state, but gaming states other than the AT state, such as a CZ state, an AT state, a pseudo bonus state, or a bonus state based on a bonus role, may also be used as a special gaming state.
[0400] (A4) The control means (in this example, the main control unit 10) In the specific game state (in this example, specialized zone 1), if the specific role (in this example, bell role B) is determined by the determination means in the specific game (in this example, the second game or later), and if the specific role is determined by the determination means in a game after the specific game, it is possible to control to the special game state (in this example, AT state) (in this example, the transition of the game state by control of the main control unit 10 shown in Figure 7). Therefore, if a specific role is determined after the specific role is determined, no special benefit is given, but the game state is shifted to a special game state, so that it is possible to prevent the player from feeling a loss, and the interest in the game can be improved.
[0401] (A5) An operation means (in this example, a stop button 5) that can be operated by a player is provided, The control means (in this example, the main control unit 10) In the specific game state (in this example, specialized zone 1), when the special role (in this example, replay role) is determined by the determination means (in this example, lottery processing of S2 in FIG. 4), and the operation means receives a first operation (in this example, reverse push), it is possible to control to the special game state (in this example, AT state), In the specific game state, when the special role is determined by the determination means and the operation means receives a second operation (in this example, a push order other than reverse push), it is possible to maintain the specific game state (in this example, the transition of the game state under the control of the main control unit 10 shown in Figure 7). Therefore, the player can choose whether or not to continue the specific game state, which can enrich the game variations and increase the interest in the game.
[0402] In this embodiment, the stop button 5 has been used as an example of an operating means, but it is also possible to select whether or not to continue a specific game state by operating an operating means other than the stop button 5, such as the bet button 2a, the MAX bet button 2b, the effect button 2g, or the start lever 3.
[0403] (A6) The determining means (in this example, the main control unit 10) In the specific game state (in this example, specialized zone 2), when the specific role (in this example, bell role A, bell role B) is determined by the determination means in a specific game (in this example, a game outside the guarantee period), and when the specific role is determined by the determination means in the next game of the specific game, it is possible to determine that the specific game state is to be ended (in this example, the transition of the game state by the control of the main control unit 10 shown in FIG. 7), In the specific game state, if the specific role is determined by the determination means in a specific game, and the specific role is not determined by the determination means in a special game that is the next game after the specific game, and the specific role is determined by the determination means in a predetermined game that is the next game after the special game, it is not determined that the specific game state is to be ended (in this example, the transition of the game state is controlled by the main control unit 10 shown in Figure 7). Therefore, the special game state will not end unless a special combination is determined in two consecutive games, which increases the sense of tension in the next game after the game in which a special combination has been determined. This makes it possible to attract the player's interest in the next game after the game in which a special combination has been determined, thereby increasing the enjoyment of the game.
[0404] (A7) The control means (in this example, the main control unit 10) After the specific gaming state (in this example, specialized zone 2) ends, it can be controlled to a special gaming state (in this example, AT state) that is advantageous to the player, When the specific gaming state ends, a bonus (in this example, the number of games in the AT state) for extending the special gaming state is awarded by a bonus awarding lottery by the main control unit 10 using the table of FIG. 12(b) ; The applying means is A bonus can be awarded according to the duration of the specific gaming state (in this example, FIG. 12(b)). Therefore, it is possible to associate the specific game state with the special game state, thereby increasing the interest in the game. Also, if the system is configured so that a larger bonus is awarded the longer the specific game state continues, it is possible to award a large amount of profit, thereby increasing the interest in the game. Also, if the system is configured so that a smaller bonus is awarded the longer the specific game state continues, it is possible to provide a balanced gameplay, thereby increasing the interest in the game.
[0405] (Regarding the prior art related to (A1) to (A7) above) In the past, a patent document (JP 2020-005810 A) disclosed a gaming machine that controlled a specialized zone (specific gaming state) advantageous to a player. However, since the specialized zone ended when a predetermined number of games were played, there was no surprise about the timing of the end, and the specialized zone did not sufficiently increase the interest.
[0406] Therefore, the present invention aims to provide a gaming machine in which a specific game state continues until the same winning combination is won multiple times, thereby providing a gaming machine that can increase the enjoyment of the game.
[0407] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.
[0408] As a result, by varying the timing at which the specific game state ends, it is possible to create an element of surprise, which can sufficiently increase the interest in the specific game state. Also, since the specific game state does not end just by winning a specific combination (such as a push-order bell) that triggers the end of the specific game state once, it is possible to reduce the sense of despair felt about the specific combination. It is also possible to add a sense of tension to the game after winning a specific combination.
[0409] (B1) A control means (in this example, a transition of the game state under the control of the main control unit 10 shown in FIG. 7) that can control a specific game state (in this example, an AT state) that is advantageous to the player; In the specific gaming state, a first determination means (in this example, execution of an additional lottery (winning role) by the main control unit 10 using the table of FIG. 14(a)) capable of determining whether to grant a benefit for extending the specific gaming state; When the first determination means determines that a bonus should be awarded, a first awarding means (in this example, the main control unit 10 awards an additional game number based on the result of the bonus lottery (winning role)) that can award the bonus; When the bonus granted to the first granting means is consumed (in this example, when the number of bonus games determined by the bonus lottery (winning role) is consumed and reaches the bomb P), a second determination means (in this example, the execution of the bonus lottery (bomb) by the main control unit 10 using the table of Figure 14 (d)) that can determine whether to grant a bonus to extend the specific gaming state; When the second judgment means determines that a bonus should be awarded, a second awarding means (in this example, the main control unit 10 awards an additional number of games based on the result of the additional lottery (bomb)) is provided. Therefore, since there is a possibility that the bonus will be awarded multiple times, it is possible to increase the expectation of the bonus being awarded, and the enjoyment of the game can be improved.
[0410] (B2) A storage means (in this example, a game number counter in the RAM provided in the main control unit 10) is provided that can store the number of games that can be reduced by executing a game in the specific game state (in this example, the AT state), The first providing means is As a benefit for extending the specific gaming state, a predetermined number of games can be awarded (in this example, the main control unit 10 awards the number of additional games based on the result of the additional lottery (winning role)), The storage means When the first awarding means awards a predetermined number of games (in this example, 10, 30, or 50 games as shown in FIG. 14(a)), it is possible to increase the number of games stored by the predetermined number of games (in this example, the number of added games is set in a game number counter in the RAM provided in the main control unit 10), The second determination means When a game corresponding to the predetermined number of games is played (in this example, when the number of additional games determined by the additional lottery (winning role) is consumed and reaches the BakuP), it is possible to determine whether to grant a predetermined number of games as a bonus to extend the specific game state (in this example, it is possible to select from 10, 30, or 50 games, as shown in Figure 14(d)). Therefore, since there is a possibility that the bonus will be awarded multiple times, it is possible to increase the expectation of the bonus being awarded, and the enjoyment of the game can be improved.
[0411] (B3) It is possible to vary the probability of determining that a bonus will be awarded in the judgment of the second judgment means (in this example, the probability of the number of games being added in the additional lottery (bomb) using the table of Figure 14(d) varies depending on the result of the bomb lottery by the main control unit 10 using the table of Figure 14(b)). Therefore, it becomes possible to change the expectation of the award of the benefit, which makes it possible to enrich the variety of the content of the game and increase the interest in the game.
[0412] (B4) It is possible to vary the extension period of the specific game state when the second judgment means judges that a bonus will be awarded (in this example, the number of games that can be selected in the additional lottery (bomb) using the table in Figure 14(d) varies depending on the result of the bomb lottery by the main control unit 10 using the table in Figure 14(b)). Therefore, it becomes possible to change the extension period of the specific game state, which makes it possible to enrich the variety of game content and increase the interest in the game.
[0413] (B5) When the second determination means determines that a specific benefit (in this example, the “30+Rainbow Explosion” shown in the table of FIG. 14(d)) is to be granted, The second determination means When a specific bonus is consumed, it is possible to determine again whether to grant the bonus (in this example, after 30 games, the "Rainbow Explosion" explodes again with an explosive P, and an additional lottery (bomb) is performed using the table in Figure 14(d)). Therefore, it becomes possible to recognize when the benefit will be awarded, and it is possible to prevent players from getting bored of playing until the benefit is awarded.
[0414] (B6) A notification means (in this example, FIGS. 15(c) and 15(d)) is provided that can notify the timing when the second determination means makes a determination. Therefore, it is possible to increase the interest in the game until the timing for the second determination means to make a determination arrives.
[0415] (Regarding the prior art related to (B1) to (B6) above) A conventional patent document (JP Patent Publication No. 2017-169625) discloses a gaming machine that, when a specific role such as a rare role is won in a specific gaming state advantageous to the player, such as an AT, a lottery is held to add to the number of games, and, if the lottery is won, a predetermined number of games is awarded.
[0416] Here, in the above gaming machine, when a predetermined number of games (a bonus) is awarded, the specific game state is extended by the predetermined number of games, so the player plays in the specific game state in the hope of winning a specific combination. However, in the above gaming machine's bonus lottery, when a specific combination is awarded, a lottery is only held once to determine whether or not to add to the number of games, so the bonus lottery (determination of the award of a bonus) does not sufficiently increase interest.
[0417] Therefore, the present invention aims to provide a gaming machine that determines the timing of awarding a bonus to extend a specific gaming state as the timing of awarding the bonus, and determines whether to award the bonus again when the game progresses and the timing returns to that point.Therefore, the present invention provides a gaming machine that can increase the interest in the game.
[0418] Specifically, the present invention aims to provide a gaming machine that sets the timing of the bonus lottery as the time when the bonus lottery is won, and executes the bonus lottery when the time for the bonus lottery returns as the game progresses.Therefore, the present invention aims to provide a gaming machine that can increase the enjoyment of the game.
[0419] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.
[0420] As a result, there is a possibility that an additional lottery will be executed (a bonus will be awarded) with one lottery trigger, which can sufficiently increase interest in the additional lottery (decision on whether to award a bonus). Also, if the timing of the additional lottery (the timing of decision on whether to award a bonus) is notified, the player can play with a sense of security during the AT state (specific game state).
[0421] 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.
[0422] For example, in the above embodiment, the AT state was described as being controlled by a game number management type AT, but this is not limited to this, and it may be managed by at least one of, for example, the difference in number of coins, the number of times push order navigation occurs, the number of times small prizes are won, the number of game medals won, the number of game medals paid out, etc. Also, the objects to be managed may be different in each stage during the AT state.
[0423] Furthermore, in the above embodiment, the case of an AT machine has been described, but the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines).
[0424] In addition, in the above-mentioned embodiment, a game number subtraction method is applied during the AT, but this is not limited to this, and a game number addition method may also be used in which the AT ends when the number of games added for each game reaches an upper limit number.
[0425] Furthermore, in the above-described embodiment, it is assumed that the normal game state is controlled to a normal zone or an advantageous zone, and the AT state is controlled to an advantageous zone, but this is not limited to this, and each game state may be controlled to either or both of the normal zone and the advantageous zone.
[0426] In the above-described embodiment, the tables referenced in the various processes are merely examples and are not limited to the above-described tables. Furthermore, the winning probabilities related to the various tables are not limited to the values described above and can be changed as appropriate.
[0427] In addition, in various tables, there are some in which the winning probability is the same for all setting values, and some in which the winning probability differs for each setting value, but this is not limited to this, and the winning probability may be the same for all setting values in all tables, or may be different. Also, the winning probability or the reference table may be different for only some setting values (only even setting, only odd setting, only high setting).
[0428] Furthermore, in the above-described embodiments, when expressions such as "one is more likely than the other" or "one is less likely than the other" are used, the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. Furthermore, in the above-described embodiment, the numerical values defined for control are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0429] Furthermore, in the above embodiment, the advantageous zone limiter is explained as being activated when the difference in number of coins in one advantageous zone reaches the upper limit number, but this is not limited thereto, and the advantageous zone limiter may be configured to be activated when the number of games in one advantageous zone reaches the upper limit number of games. For example, the advantageous zone end condition may be established when the condition "the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit number of games (for example, 4000 games)" is met.
[0430] In addition, a vibration means may be provided on the front door 1a to vibrate the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation.
[0431] In addition, a ventilation means may be provided on the front door 1a to blow air towards the player, and when a relatively highly anticipated effect is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0432] Furthermore, in the above-described embodiment, the main control unit 10 performed operations as various means such as game state control means, but the sub-control unit 20 may perform some or all of these operations, and the sub-control unit 20 may also operate as various means.
[0433] Conversely, while the sub-controller 20 operates as a means for executing effects on the display 8, etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0434] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a gaming machine (slot machine) that uses actual gaming media such as actual medals.
[0435] Furthermore, in the above-described embodiment, the reels 41 driven and controlled by a motor are used as the variable display means, but instead of or in addition to this, the display 8 such as a liquid crystal display can be used as a variable display means for identifying information by displaying an image of a reel or the like with a changing pattern. [Explanation of symbols]
[0436] 1. Medalless gaming machines 8 Display 10 Main control unit 20 Sub-controller
Claims
1. A determination means capable of determining any one of a plurality of winning roles including a specific role; A control means capable of controlling the game to a specific game state advantageous to a player; a determination means for determining whether to terminate the specific gaming state in the specific gaming state; Equipped with The determination means In the specific gaming state, if the specific winning combination is determined by the determination means in a game subsequent to the game in which the specific winning combination is determined by the determination means, it is possible to determine that the specific gaming state is to be ended; The control means When the determination means determines that the specific gaming state should be ended, the specific gaming state can be ended. A gaming machine characterized by:
2. The determination means In the specific game state, if the specific combination is determined by the determination means in a specific game and the specific combination is determined by the determination means in a game after the specific game, it is possible to determine that the specific game state is to be ended.
2. The gaming machine according to claim 1 .
3. The determining means It is possible to determine special roles, The control means In the specific gaming state, when the special combination is determined by the determination means, it is possible to control the special gaming state to be advantageous to the player, In the specific game state, when the specific role is determined by the determination means in the specific game, a granting means is provided that can grant a privilege for extending the special game state; The applying means is In the specific game state, when the specific role is determined by the determination means in the specific game and the special role is determined by the determination means in a game after the specific game, a benefit can be awarded; In the specific game state, if the specific combination is determined by the determination means in the specific game and the specific combination is determined by the determination means in a game after the specific game, no benefit is awarded.
3. The gaming machine according to claim 2.
4. The control means In the specific game state, when the specific combination is determined by the determination means in the specific game and the specific combination is determined by the determination means in a game after the specific game, the game can be controlled to the special game state.
4. The gaming machine according to claim 3.
5. The game machine is provided with an operating means operable by a player, The control means In the specific gaming state, when the special combination is determined by the determination means and the operation means receives a first operation, it is possible to control to the special gaming state, In the specific gaming state, when the special combination is determined by the determination means and the operation means receives a second operation, the specific gaming state can be maintained.
4. The gaming machine according to claim 3.
6. The determination means In the specific game state, when the specific combination is determined by the determination means in a specific game and the specific combination is determined by the determination means in a next game of the specific game, it is possible to determine that the specific game state is to be ended; In the specific game state, if the specific role is determined by the determination means in a specific game, and the specific role is not determined by the determination means in a special game that is the next game of the specific game, and the specific role is determined by the determination means in a predetermined game that is the next game of the special game, it is not determined that the specific game state is to be ended.
2. The gaming machine according to claim 1 .
7. The control means After the specific gaming state ends, the gaming state can be controlled to a special gaming state that is advantageous to the player. a granting means for granting a benefit for extending the special gaming state when the specific gaming state ends; The applying means is A bonus can be awarded according to the duration of the specific gaming state.
7. The gaming machine according to claim 6,
Citation Information
Patent Citations
Slot machine
JP2013039217A
Game machine
JP2017109004A
Game machine
JP2017119042A
Game machine
JP2017192445A
Game machine
JP2019111258A