Game machine

The gaming machine addresses monotony in conventional gaming machines by dynamically transitioning between normal and special states with varying winning expectations, enhancing playability through state changes and advantages.

JP2025166927APending Publication Date: 2025-11-07DAIKOKU DENKI KK
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Patent Information

Application Number
JP2024071124
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-25
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

Conventional gaming machines lack significant changes in gameplay experience between normal and special states, leading to monotony and poor playability in the normal state.

Method used

A gaming machine that transitions between normal and special states with varying winning expectations, including a low-probability normal state and high-probability special states, using a special state lottery to determine state changes and apply different levels of advantages.

Benefits of technology

Enhances gameplay excitement by varying the degree of winning expectation in the normal state, reducing monotony and improving playability through dynamic state transitions and enhanced gameplay mechanics.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine having improved game properties in a normal state.SOLUTION: A slot machine 1 can generate a normal state in which a winning expectation degree is low, and an AT state in which the winning expectation degree is high. When winning an AT lottery executed in a game in the normal state, a transition to the AT state can be performed. An advantageous degree set for the game in which the AT lottery is won is applied to the AT state. So, the advantageous degree after a generation of the AT state varies in the normal state, thereby decreasing monotonousness of the normal state and thus increasing game properties.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] Conventional gaming machines generally have specifications that execute a lottery for special states such as bonuses and AT (assist time) every time a game is played in a normal state. In addition, as described in Patent Document 1 below, for example, gaming machines of a type that executes a lottery with a high probability of winning at regular intervals have also appeared. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2021-115369 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above-mentioned conventional gaming machines, regardless of type, are configured so that the game is played under the same conditions after transitioning to the special state, which results in the problem that there is no significant change in the sense of expectation after winning the special state, and the gameplay in the normal state is poor.

[0005] The present invention has been made in consideration of the above-mentioned problems of the conventional art, and aims to provide a gaming machine with improved playability in the normal state. [Means for solving the problem]

[0006] The gaming machine of the present invention is a gaming machine capable of generating a normal state with a low expectation of winning and a special state with a high expectation of winning. In this gaming machine, a transition to the special state is determined by a special state lottery executed in a game in the normal state. One of multiple levels of advantage applicable in the special state is set for the game in the normal state. For the special state, the advantage set for the game in the normal state in which a transition to the special state is determined by the special state lottery is applied.

[0007] In the gaming machine of the present invention, the degree of advantage after the occurrence of a special state changes in the normal state. According to the gaming machine of the present invention, by changing the degree of expectation for the special state in the normal state, monotony in the normal state can be reduced and gameplay can be improved. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 10 is an explanatory diagram of the gaming state in the non-bonus state in Example 1. [Figure 2] FIG. 2 is a front view of the slot machine and card unit in the first embodiment. [Figure 3] 1 is a development view of the symbols arranged on the outer periphery of the reel in Example 1. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the slot machine and the card unit in the first embodiment. [Figure 5] FIG. 2 is an explanatory diagram showing winning combinations and winning symbols of the slot machine in the first embodiment. [Figure 6] FIG. 10 is an explanatory diagram showing the number of internal winning random numbers for each role in the internal winning role lottery table (for example, setting 1) in Example 1. [Figure 7] FIG. 2 is a transition diagram of a gaming state in the slot machine in the first embodiment. [Figure 8] An explanatory diagram showing the expected probability of winning AT (expected probability of transition) in each CZ scenario in Example 1. [Figure 9]Front view of the presentation screen at the start of the CZ in Example 1 ((a) presentation screen when there is no scenario suggestion, (b) presentation screen when there is a scenario suggestion). [Figure 10] FIG. 10 is an explanatory diagram illustrating the navigation probability for each period under a general normal state in the first embodiment. [Figure 11] An explanatory diagram illustrating the winning probability and suggestion probability for each navigation probability in Example 1. [Figure 12] An explanatory diagram of a situation in Example 1 in which a new cycle begins before the end of the premonition period after winning the AT. [Figure 13] An explanatory diagram of a situation in Example 1 in which a new cycle begins before the end of the prognostic period after winning the CZ lottery. [Figure 14] An explanatory diagram illustrating the winning probability and suggestion probability for each navigation probability in Example 1. [Figure 15] An explanatory diagram illustrating patterns of higher AT lotteries in Example 1. [Figure 16] An explanatory diagram illustrating patterns of higher AT lotteries in Example 1. [Figure 17] An explanatory diagram illustrating patterns of higher AT lotteries in Example 1. [Figure 18] A flow chart showing the processing flow in the final game of the AT in Example 1. [Figure 19] FIG. 10 is a front view of a presentation screen including a display of acquired points in the first embodiment. [Figure 20] An explanatory diagram of the procedure for consuming points in Example 1 ((a) suggestion type selection screen, (b) point consumption confirmation screen, (c) point consumption completion screen). [Figure 21] An explanatory diagram of the pattern of the selection rate of the number of continuing games in the AT state in Example 2. [Figure 22] FIG. 10 is an explanatory diagram of multiple stages of advantage in the second embodiment. [Figure 23] FIG. 10 is an explanatory diagram showing selection rates A to C of the number of occurrences of the AT state in the second embodiment. [Figure 24] FIG. 13 is a diagram illustrating a display screen of the number of cycles by navigation probability in the fourth embodiment. [Figure 25] FIG. 13 is a diagram illustrating a display screen of periodicity ratios by navigation probability in the fourth embodiment. [Figure 26] An explanatory diagram of patterns for each setting of the selection rate of the AT winning probability in Example 4. DETAILED DESCRIPTION OF THE INVENTION

[0009] The embodiments of the present invention will be specifically described using the following examples. (Example) This example is an example of a slot machine 1 that can generate, as non-bonus states, a normal state in which the winning expectation is low, and an AT state (an example of a special state) in which the winning expectation is higher than in the normal state by push order navigation. This content will be explained using Figures 1 to 20.

[0010] As shown in Figure 1, the normal state of the slot machine (gaming machine) 1 of this example is divided into a general normal state and a special normal state called a CZ (Chance Zone), which is a special normal state with different gameplay characteristics. The general normal state is further divided into a first general normal state and a second general normal state, which have different advantageous degrees. The second general normal state is more advantageous than the first general normal state in that it has a higher AT winning expectation (expectation of transition to the AT state). The slot machine 1 also has a higher AT state in which the push order navigation occurs more frequently than in the normal AT state. The slot machine 1 of this example achieves attractive gameplay through the transition of game states in non-bonus states. In the following description, the first general normal state is referred to as a low-probability state, and the second general normal state is referred to as a high-probability state.

[0011] The slot machine 1 (Fig. 2) is a gaming machine that is played with points awarded from a separately installed card unit 3. The slot machine 1 is connected to the card unit 3 via a dedicated interface so that it can communicate with the card unit 3. Below, we will explain (A) the configuration of the slot machine and the card unit, (B) an overview of the gameplay of the slot machine, and (C) the distinctive gameplay of the slot machine, in that order.

[0012] (A) Configuration of the slot machine and card unit The external configuration of the slot machine 1 will be described with reference to FIG. 2. The front portion of the slot machine 1 is composed of a front frame 10 having a substantially rectangular symbol display window 11 disposed approximately in the center. In the front frame 10, an effect display unit 12 is disposed above the symbol display window 11, and a base unit 100 is formed below the symbol display window 11. The effect display unit 12 displays effect images such as animations and photographs to enhance the game. A speaker (not shown in FIG. 2) for effect purposes is housed on the back side of the front frame 10. A canopy-shaped protrusion 105 is disposed at the top of the slot machine 1, and a decorative lamp 106 is disposed in front of the protrusion 105.

[0013] The base unit 100 is formed to protrude opposite the symbol display window 11, which is positioned away from the player. The base unit 100 has a shelf-like operation surface 14 at its upper end adjacent to the symbol display window 11, and has an operation panel 13 adjacent to the lower side of the operation surface 14. The operation surface 14 is provided with a bet button 141 for placing a bet on a game (playing points), an effect button 143, etc., and is also provided with an information display unit 140. The operation panel 13 is provided with a start lever 131 (start switch) for starting the movement of symbols on the reels 21, and a stop button 133 for stopping the movement of symbols.

[0014] The information display unit 140 can display the cumulative number of game points, such as game points based on the scores received from the card unit 3 and game points based on the scores awarded in response to winning combinations. The number of game points displayed by the information display unit 140 is subtracted each time game points are bet on the game, and is added in response to winning combinations. In the slot machine 1, the game can be played until the number of game points falls below a specified number.

[0015] The information display unit 140 is a touch panel type liquid crystal display, and various touch operations such as information display operation and counting operation are possible. Depending on the information display operation, it is possible to switch between display screens of various game data such as the number of jackpots and the number of special lottery draws. By using the counting operation, the game points stored as credits in the slot machine 1 can be transferred to the card unit 3.

[0016] The bet button 141 is an operation button for a bet operation to bet game points on a game. In response to the bet operation, a specified number of game points (3 points in this example) are bet from the game points stored in the slot machine 1, and the game can be started. The start lever 131 is an operation switch (start switch) for a start operation to start the game. When a start operation is detected with the specified number of game points bet, the game starts. The effect button 143 is an operation button for starting various effects.

[0017] The symbol display window 11 is a display window in which three vertically long symbol display areas are arranged horizontally. Each symbol display area is a symbol display area for three symbols. The entire symbol display window 11 displays nine symbols arranged in a two-dimensional matrix of three rows and three columns.

[0018] Reels 21 constituting the variable symbol display means are disposed on the rear side of the three symbol display areas. Reels 21L, 21C, and 21R are cylindrical rotating reels. As shown in FIG. 3, which shows the cylindrical outer peripheral surface developed in a plane, 20 symbols are disposed at approximately regular intervals on the outer peripheral surface of reels 21L, 21C, and 21R. Note that instead of the rotating reel of this example, an image-type reel that displays variable symbols on a liquid crystal display can also be used as reel 21.

[0019] In the symbol display window 11, in which nine symbols 27 are arranged in three rows and three columns, there are set up prize lines, which are the direction in which the winning symbols that are eligible for winning are lined up. The prize lines are made up of five lines, consisting of the top, middle and bottom horizontal prize lines and the diagonal prize lines.

[0020] In the slot machine 1, stop buttons 133 are provided individually corresponding to each of the reels 21L, 21C, and 21R. There is a left stop button 133L corresponding to the left reel 21L, a center stop button 133C corresponding to the center reel 21C, and a right stop button 133R corresponding to the right reel 21R.

[0021] Next, the card unit 3 (FIG. 2) attached to the slot machine 1 is a gaming device installed separately from the slot machine 1. The card unit 3 is installed, for example, in the vertically long gap between the corresponding slot machine 1 and the adjacent slot machine 1. The card unit 3 performs score-related processing, such as the process of awarding points using an awarding function (lending function) and the process of issuing a gaming card 50C on which scores are recorded. The points are gaming value that becomes the right when betting gaming points on a game. The card unit 3 receives various types of gaming information from the corresponding slot machine 1 and outputs the various types of gaming information to an in-game management device (not shown) or the like.

[0022] The front of the card unit 3 (Figure 2) is provided with a status indicator lamp 31 that displays the operating status of the device, such as an error, a bill insertion slot 320, a touch-operable display unit 33, an add button 34 for receiving points (loan) in exchange for withdrawing payment, a replay button 35 for converting the counted points into game points, a return button 36 for requesting the return of the game card 50C, and a card insertion slot 370 for inserting the game card 50C.

[0023] Next, the electrical configuration of the slot machine 1 and the card unit 3 will be described with reference to Fig. 4. In addition to the components already mentioned, the main control unit 20, which controls the overall operation of the slot machine 1, is connected to a reel drive unit 211 which, together with the reels 21, constitutes a variable symbol display means, a reference position detection unit 213 which detects the rotation position of the reels 21, a touch panel 140P, an effect control unit 25 which controls various effects, and the like. Furthermore, an interface circuit (I / F) 200 which mediates communication with the card unit 3 is connected to the main control unit 20.

[0024] 4, the main control unit 20 has a CPU, ROM and RAM as memory means, an I / O unit as an input / output interface, a random number generation unit that generates random numbers, and a random number extraction unit that extracts random numbers for internal winning combination lottery. The CPU executes software programs read from the ROM to realize various functions described below.

[0025] The reel driving unit 211 includes a stepping motor (not shown) that can be controlled in steps, and drives the reel 21 to rotate by the rotational driving force of this stepping motor. The reference position detection unit 213 is a detection unit that detects the passage of the reference position piece for each of the reels 21L, 21C, and 21R, and outputs a detection signal. The touch panel 140P is a transparent sheet that is laminated on the display screen of the information display unit 140 and that realizes a touch function.

[0026] The performance control unit 25 is connected to an audio output unit 260 that drives the speaker 26, a decorative lamp 106, a display control unit 120 that controls the performance display unit 12, and the like. The performance control unit 25, which is a performance control means, performs various performances using the speaker 26 and the decorative lamp 106, and also performs game performances by displaying performance videos and photos on the performance display unit 12. Sound, music, etc. are output from the speaker 26. The decorative lamp 106 performs performances using light.

[0027] Like the main control unit 20, the performance control unit 25 is equipped with a CPU, ROM, RAM, etc. (not shown). The performance control unit 25 realizes various functions by having the CPU execute software programs loaded from the ROM. In particular, the performance control unit 25 functions as a lottery means that executes various lotteries for performances. Each lottery is executed using random numbers generated by the performance control unit 25. The lottery means executed by the performance control unit 25 include, for example, a special state lottery means, an advantage degree lottery means, a general normal state lottery means, and a special normal state lottery means. The lotteries executed by the performance control unit 25 as lottery means include the following.

[0028] (1) High probability lottery: A lottery to transition from a low probability state (first general normal state) to a high probability state (second general normal state). This is an example of a general normal state lottery. This is executed by the general normal state lottery means in response to the formation of a rare minor role (internal win). (2) Fall lottery: A lottery to transition from a high probability state (second general normal state) to a low probability state (first general normal state). This is an example of a general normal state lottery. This is executed by the general normal state lottery means in each game under the high probability state. (3) CZ lottery: A lottery to transition from the general normal state to the CZ (an example of a special normal state). An example of a special normal lottery. Executed by the special normal state lottery means in response to the formation of a rare minor role. (4) AT lottery: A lottery for transitioning to the AT state. This is an example of a special state lottery for determining whether or not to transition to the AT state (an example of a special state) in a normal game state. This is executed by the special state lottery means in response to the formation of a rare minor role, etc. (5) Advantage Lottery: A lottery to determine one of the multiple levels of navigation probability (an example of an advantage; in this example, navigation probabilities A to E) that will be applied to the AT state triggered by winning the AT lottery. This is carried out by the advantage lottery means for each cycle of 32 games (with exceptions) under normal conditions. In addition to the navigation probability, the advantage lottery also determines the advantage, such as the conditions for promotion to a higher AT state. (6) Higher AT lottery: A lottery to transition from the AT state to the higher AT state (higher special state). This is carried out during the AT state. In the higher AT state, the navigation probability becomes more favorable.

[0029] The performance control unit 25 has the functions of the following means in addition to the function as a lottery means. (1) Advantage setting means: A means for setting one of the multiple levels of navigation probability (an example of advantage; in this example, navigation probabilities A to E) applied to the AT state as an advantage for the game in the normal state. The advantage setting means sets the navigation probability determined by the above-mentioned advantage lottery for the game in the normal state. In addition to the navigation probability, the advantage also includes conditions for promotion to a higher AT state, etc. (2) Advantage application means: A means for applying the advantage, such as the navigation probability, set for a game that has been determined to transition to an AT state by a special state lottery to that AT state. (3) Special state generating means: When the special state lottery means determines that the game will transition to an AT state (an example of a special state), a means for transitioning to the AT state after a premonition period including a predetermined number of games (in this example, 17 premonition games) has passed. (4) Higher special state generating means: A means for transitioning to a more advantageous higher AT state (higher special state) in response to the establishment of a promotion condition during the AT state (special state). The promotion condition is winning the higher AT lottery. In this example, the higher AT lottery is executed in response to the establishment of a rare small role, a 2-point role, and in response to consecutive wins of a 15-point role over a target number of times. Since the probability of winning the higher AT lottery in response to consecutive wins of a 15-point role is 100%, in reality, consecutive wins of a 15-point role over a target number of times (4 or 5 times) is one of the promotion conditions. (5) Special normal state transition means: When the special normal state lottery means determines that a transition to CZ (special normal state) will occur, a means for transitioning to CZ after a premonition period including a predetermined number of games (17 games in this example) has passed. (6) Point awarding means: A means for awarding a predetermined number of points to a player when a predetermined point awarding condition is met in accordance with the execution of a game. In this example, the point awarding condition is set to be winning a point acquisition lottery that is executed for each game. (7) Expectation setting means: A means for setting the AT winning expectation (expectation of transition to AT state) for each game during the CZ. (8) Special state termination means: A means for terminating the AT state and returning to the normal state when a predetermined number of continuing games (20 to 100 games in this example) has been played after transitioning from the normal state to the AT state.

[0030] The effect display unit 12 executes various game effects under the control of the effect control unit 25. In the configuration of this example, the effect display unit 12 realizes the following function as suggestion means. (9) Expectation suggestion means: A means for suggesting to the player in advance the probability of winning the AT (expectation of transition to the AT state) in each game during the CZ (special normal state) by consuming points awarded by the point awarding means. (10) Means for suggesting advantage: A means for suggesting to the player the navigation probability (an example of an advantage; in this example, one of the navigation probabilities A to E) set for the game in normal state.

[0031] The main control unit 20 also has the functions of the following means. (11) Game start permission means: A means for allowing a game to start when a specified number of points have been bet on the game. (12) Internal lottery means: means for determining an internal winning role by internal lottery and for setting an internal winning flag corresponding to the internal winning role. (13) Flag control means: means for controlling an internal win flag corresponding to an internal win role. (14) Reel control means: means for controlling the rotation and stopping of the reel 21. (15) Winning determination means: means for determining whether or not the combination of symbols 27 stopped along the winning line is a winning symbol. (16) Profit awarding means: A means for awarding points according to the winning of a small role or a replay role. When a replay role is won, the points required for a unit game are awarded, and the points are immediately bet. (17) Bonus generating means: A means for generating a big bonus state or a regular bonus state depending on the winning of the BB role or the RB role.

[0032] The ROM of the main control unit 20 stores, in addition to the program, an internal win combination lottery table used for lottery-drawing an internal win combination, and a reel control table used for controlling the stop of the reels 21. The reel control table is a data table that defines the possible stopping positions on the pay line.

[0033] The internal winning role lottery table is a data table that specifies the winning random number for each role among the random numbers for internal winning role lottery from 0 to 65535. There are two types of internal winning role lottery tables: a table that is applied in the normal state and a table that is applied in the bonus state (BB state, RB state).

[0034] In the slot machine 1 of this example, as shown in FIG. 5, minor roles such as 1-point, 2-point, and 15-point roles, two types of bonus roles (BB role and RB role), and a replay role are set. As shown in the figure, the winning symbols for the BB role, the RB role, the 1-point role, the 15-point role, the 2-point role, and the replay role are set. The slot machine 1 awards corresponding points according to the winning of a minor role, and generates a corresponding type of bonus state according to the winning of a BB role or an RB role. Each role becomes eligible for winning according to the winning of an internal winning role lottery (internal win), and a prize is won when the corresponding winning symbol actually stops on a winning line.

[0035] In this example, the 15-point role, which is won simultaneously with the 1-point role under normal conditions, is a push-order role in which the push order is announced under AT mode. The 15-point role, which is a push-order role, can be won on the condition that the stop button 133 is operated according to the announced push order. In addition, in the slot machine 1 of this example, the 2-point role is a rare minor role. Depending on the formation of the 2-point role (internal win), various lotteries are held, and depending on the win, various special situations occur.

[0036] The number of winning random numbers for each role in the internal winning role lottery table for the normal state and the internal winning role lottery table for the bonus state differs depending on the gaming machine setting (one of settings 1 to 6). For example, in setting 1, the number of winning random numbers in the normal state and the bonus state is set as shown in Figure 6. In the figure, each number in the column headed "Normal State" indicates the number of winning random numbers for each role in the internal winning role lottery table for the normal state. Each number in the column headed "During Bonus" indicates the number of winning random numbers for each role in the internal winning role lottery table for the bonus state. All winning random numbers for 15-point roles, which are push-order roles, are simultaneously won with 1-point roles. Therefore, the figure does not show the number of winning random numbers for the 15-point role alone, but only the numbers of winning random numbers for the 15-point role and the 1-point role at the same time.

[0037] As shown in Figure 6, for example, in slot machine 1 with setting 1, the number of random numbers that can simultaneously win a 15-point role and a 1-point role in the internal winning role lottery table for normal operation is 32,768. As mentioned above, the random number acquisition range is 0 to 65,535, so the probability of simultaneously winning a 15-point role and a 1-point role under normal operation is nearly 50%. When a 15-point role and a 1-point role simultaneously occur in a non-AT state where there is no notification of the push order, it is not easy to win the 15-point role with a predetermined push order, and in most cases the 1-point role wins.

[0038] Next, the configuration of the card unit 3 will be described. The card unit 3 is configured around the control unit 30 (see FIG. 4). In addition to the above configuration, the control unit 30 is connected to a banknote processing unit 321, a touch panel 33P, a card stock unit 37S, a card R / W unit 37, an I / F unit 300 that enables communication with the relay device 501, and the like. The banknote processing unit 321 processes banknotes inserted through the banknote insertion slot 320. The touch panel 33P is a transparent panel that enables touch operation of the display unit 33. The card stock unit 37S is configured to store newly issued gaming cards 50C (see FIG. 2) and collected gaming cards 50C, up to a maximum of 10 cards. The card R / W unit 37 is a reader / writer that reads and writes recorded data on the gaming cards 50C.

[0039] The gaming cards 50C handled by the card unit 3 include general cards for general players and membership cards for member players. A general card is a gaming card issued when a general player finishes playing with a deposit balance or points. A membership card is a gaming card issued in response to membership registration at an amusement facility. With a membership card, for example, a points saving service can be used, in which points saved up to the previous day are deposited with the amusement facility. The points saved are stored in association with the card ID of the membership card by an in-flight management device (not shown).

[0040] To start playing on the slot machine 1 configured as described above, a player must operate the card unit 3 to receive points. To receive points, the player must insert a bill into the card unit 3 or insert a gaming card 50C. When the card unit 3 accepts a bill, it adds the amount of the bill to the deposit balance (up to 10,000 yen) and stores the result. When the gaming card 50C is inserted, the card unit 3 requests the in-game management device to verify the card information recorded on the gaming card 50C, such as the deposit balance, the number of points held, and the number of saved points. If the verification result is OK, the card unit 3 displays the card information, such as the deposit balance, the number of points held, and the number of saved points, on the display unit 33. The number of points held is the number of points the player has already earned. The number of saved points is the number of points the player has earned or saved on the previous day and deposited with the gaming parlor. As described above, the point-saving service is a service for members. Therefore, the number of saved points is associated only with the membership card.

[0041] The card unit 3 converts the player's deposit balance, points, etc. into points in response to a player's request, such as by operating the award button 34, and transmits the converted points to the corresponding slot machine 1. For example, when the award button 34 is operated, the points are converted into points (50 points) in increments of a fixed amount (e.g., 1,000 yen) and transmitted to the slot machine 1. The slot machine 1 then credits (stores) the received points as game points. For example, when the replay button 35 is operated, the points are converted into points in increments of 50 points and transmitted to the slot machine 1, enabling a replay (replay process). The awarded points are added to the game points and displayed as credits on the information display unit 140. The player can use the game points equal to the credits in the game.

[0042] The card unit 3 stores and displays points such as the number of points owned, the number of game points, and the total number of points which is the sum of the number of points owned and the number of game points. The number of points owned is the number of points that the player has already acquired, which is stored in the card unit 3. The number of game points is the number of points that is stored as credits by the slot machine 1.

[0043] In the slot machine 1, when three or more game points are credited (stored) and the bet button 141 is operated (betting operation), three points are bet and the start of the game (unit game) is permitted. If the start of the game is permitted, the start lever 131 can be validly operated (start operation) and the game can be started. Note that when a replay winning combination is detected, the main control unit 20 automatically bets game points on the next game without consuming the credited game points and even if a betting operation is not performed.

[0044] When the main control unit 20 detects a valid start operation, it acquires a random number for lottery of an internal winning role extracted by the random number extraction unit from among the random numbers (0 to 65535) generated by the random number generation unit. The main control unit 20 compares the random number for lottery of an internal winning role with the winning random numbers of each role defined in the internal winning role lottery table, and determines the internal winning role.

[0045] The result of the internal lottery in the main control unit 20 is transmitted to the performance control unit 25. The performance control unit 25 stores various performance controls according to the result of the internal lottery. The performance control unit 25 selects and executes the performance control corresponding to the result of the internal lottery received from the main control unit 20 from the various stored performance controls. The performance control includes various types of lotteries. The performance control unit 25 executes various types of lotteries according to, for example, an internal win of a rare minor role, a two-point role.

[0046] When the main control unit 20 determines any role as an internal win role, it switches the internal win flag corresponding to that internal win role to the ON state. Internal win flags for roles other than the bonus roles (BB role, RB role) are reset to the OFF state (zero) before the start of the next game, regardless of whether or not a win was won in the game in which the internal win flag was first established. Therefore, if roles other than the bonus role do not win in the game in which the internal win was established, all of them will be missed. On the other hand, for the bonus role flag, which is the internal win flag for the bonus role, the established state (ON state) of the internal win flag is carried over to the next game in sequence until a win is won, and is reset to the OFF state in response to a win. With this control, once a bonus role is established (internal win), a win is guaranteed.

[0047] Following the internal lottery, the main control unit 20 starts the variation of the symbols on the reels 21. The main control unit 20 inputs control pulses to the stepping motor that constitutes the reel drive unit 211, and rotates the stepping motor one step per pulse, thereby rotating the reels 21. The main control unit 20 counts the number of control pulses input to the reel drive unit 211, i.e., the number of steps rotated by the stepping motor. Note that the number of steps is reset to zero each time a detection signal is acquired for the reference position piece of each reel 21, so it is the number of steps that have occurred since the most recent detection signal was generated.

[0048] The main control unit 20 executes so-called pull-in control, which stops symbols within a predetermined pull-in range defined by rules (rules regarding the certification and type inspection of gaming machines, etc.) on a winning line. In this example, a range equivalent to four symbols is set as this pull-in range. The main control unit 20 determines the stop position by sampling the number of steps when it detects a variable stop signal in response to the operation of the stop button 133. The stop position is determined by comparing the sampled number of steps with a reel control table (not shown) that defines the possible stop positions on the winning line. If possible, the main control unit 20 pulls in a symbol corresponding to the internal win flag to that stop position and stops the reel 21.

[0049] After all the reels 21 have stopped, the main control unit 20 determines whether the combination of symbols 27 that have stopped and been displayed along a winning line that has been set to cross the three reels 21L, C, and R is a predetermined winning symbol. Specifically, the main control unit 20 identifies the symbols 27 that have stopped on the winning line based on the number of steps of the stepping motors (reel drive units 211) of the stopped reels 21L, C, and R, and determines whether the combination of symbols 27 will result in a winning combination.

[0050] When the main control unit 20 determines that any winning combination has been achieved, it awards a benefit corresponding to that winning combination. For example, if a 2-point combination is the winning combination, it awards 2 points. When a BB combination is achieved, the main control unit 20 generates a BB state, which is a bonus state, as the benefit. When an RB combination is achieved, the main control unit 20 generates an RB state, which is a bonus state, as the benefit.

[0051] The end condition for the bonus state is determined depending on whether the winning combination that triggered it was the BB combination or the RB combination. The end condition for the bonus state triggered by the BB combination is that a predetermined number of points have been awarded. The end condition for the bonus state triggered by the RB combination is that a predetermined number of games have been played, or that a specific winning combination (hereinafter referred to as a minor combination) has been won a predetermined number of times.

[0052] The number of points awarded during play on the slot machine 1 is added to the number of credits and displayed on the information display unit 140. During play, various game data (such as the number of jackpots and the number of special drawing lotteries) can be displayed on the information display unit 140 in accordance with the information display operation on the information display unit 140.

[0053] During a game, the main control unit 20 transmits various game signals indicating the results of the game to the card unit 3 as needed. Game signals transmitted to the card unit 3 include, for example, an out signal, a safe signal, a bonus signal, etc. An out signal is a signal indicating the consumption of game points, and is output in response to a bet operation of game points. An out signal is information on subtraction of game points. A safe signal is a signal indicating the points awarded as a result of a game. A safe signal is information on addition of game points. A bonus signal is a signal output when a bonus state (BB state, RB state) is occurring.

[0054] The card unit 3 aggregates the various game signals received from the corresponding slot machine 1 to generate and store game information, and also transmits the game information to an in-game management device (not shown) or the like as needed. The card unit 3 also updates the stored score in response to score addition and subtraction information received from the corresponding slot machine 1. The card unit 3 transmits information on the player's deposit balance and score to the in-game management device as needed.

[0055] When the game on the slot machine 1 is finished, the credited game points can be transmitted to the card unit 3 by performing a counting operation on the touch-operable information display unit 140. The credit number of the slot machine 1 is subtracted in accordance with the transmission of the game points to the card unit 3.

[0056] When the return button 36 is operated while there is at least one of the deposit balance, the number of points held, and the number of saved points in the card unit 3, the deposit balance, the number of points held, and the number of saved points are recorded on the gaming card 50C and issued. When the number of points held and the number of saved points are recorded on the gaming card 50C, the type information of the gaming machine on which the points were acquired is recorded in association with the card.

[0057] (B) Overview of slot machine gameplay As shown in Figure 7, the game states that occur when playing the slot machine 1 include a non-bonus state and a bonus state. The non-bonus state includes a so-called AT state (an example of a special state) in which a push order notification (hereinafter referred to as "navigation") occurs with a high probability when a 15-point combination is achieved (internal win). During the non-bonus state, the state becomes either the AT state or the normal state, which is a non-AT state.

[0058] In the normal non-AT state, the player plays with the aim of entering the bonus state or AT state. In the normal state, the player stays in either "normal time (general normal state)" or "CZ (special normal state)." "CZ" is a game state with a high probability of winning the AT (expectation of transitioning to the AT state) and a different gameplay from normal time.

[0059] Under normal circumstances, a cycle of 32 games, an example of a predetermined number of games, is repeated. At the start of the cycle, an advantage lottery is held to determine the advantage to be applied in the AT state or the high probability state after the AT state ends. The advantage lottery determines the advantage, such as the navigation probability to be applied in the AT state and the conditions for promotion to a higher AT state. As mentioned above, in this example, reaching the target number of consecutive wins of 15-point roles (4 or 5 times) is essentially one of the conditions for promotion to a higher AT state.

[0060] The advantage levels, such as the navigation probability and promotion conditions determined by the above advantage level lottery, are set for each game during the cycle. When the AT lottery is won, the advantage levels, such as the navigation probability and promotion conditions set for the game at the time of the win, are applied to the AT state that occurs as a result of the win. Note that while the cycle is in progress, the progress of the cycle is displayed, for example, as 28 / 32 if 28 games have been played.

[0061] During normal times, the machine will stay in either a low probability state (first general normal state) or a high probability state (second general normal state). The default state during normal times is the low probability state. The low probability state is the state with the lowest expected probability of winning the AT. The transition from the low probability state to the high probability state occurs depending on whether the high probability lottery, which is executed when a rare small win such as a two-point role, is achieved. The fall (transition) from the high probability state to the low probability state occurs depending on whether the fall lottery is won.

[0062] The CZ can be entered by winning the CZ lottery, which is executed when a so-called rare small win, such as a two-point combination, is achieved. In this example configuration, after winning the CZ lottery, a predetermined number of so-called premonition games are played, and then the game transitions to the CZ. In this example, the number of premonition games for the CZ is 17. In each game during the CZ, an AT lottery with a high probability of winning is executed, and if the AT lottery is won, the game transitions to the AT state. If the AT lottery is not won during the CZ, the game transitions to normal mode. The gameplay of the CZ will be described later.

[0063] If the AT lottery is won under normal conditions, an AT state will occur for a predetermined number of continuing games (20 to 100 games in this example). When the predetermined number of continuing games has been consumed, the AT state will end (special state ending means), and the game will transition (return) to normal, non-AT, conditions. The number of continuing games in the AT state is determined by lottery when the AT state occurs, from 20 to 100 games. Alternatively, the number of continuing games in the AT state may be a fixed number of games.

[0064] During the AT state, when a 15-point role is formed (when a 15-point role and a 1-point role are won simultaneously), a navigation (push order notification) occurs with a high probability, increasing the expectation of winning the 15-point role. As will be described in more detail later, in this example slot machine 1, multiple types of navigation probabilities, A to E, are provided as the probability of a navigation occurring (an example of an advantage). The navigation probability applied in the AT state is determined according to the internal state during normal times when the AT lottery is won.

[0065] During the AT state, a higher AT lottery is held to transition to a higher AT state (higher special state). The higher AT state continues for a predetermined number of games, such as 20 games, and transitions to the normal AT state after the predetermined number of games has been played. In the higher AT state, the navigation probability is higher than in the normal AT state, so players can expect to receive more points.

[0066] The bonus state lottery is held in all states: normal state, AT state, and higher AT state. The AT lottery is also held in the bonus state. If you win the AT lottery in the bonus state, you can transition to the AT state after the bonus state ends.

[0067] As described above, the slot machine 1 of this example has internal states with different AT winning probabilities during normal play, excluding the special normal CZ state. During normal play, the machine enters either a low-probability state (first general normal state) with a low AT winning expectation or a high-probability state (second general normal state) with a high AT winning expectation. After the AT state ends, the machine transitions to a high-probability state, which continues until the player wins the drop lottery, which is the lottery for transitioning to the low-probability state. Since the AT lottery winning expectation increases after the AT state ends, the AT state can be expected to occur repeatedly. Furthermore, the high-probability state has multiple modes with different drop probabilities, which are the winning probability of the drop lottery. Modes with a high drop probability are called "short," and modes with a low drop probability are called "long." The high-probability state is set with an advantage determined by the above-mentioned advantage lottery.

[0068] (C) The distinctive playability of slot machines The slot machine 1 of this example has features such as (C1) CZ gameplay, (C2) normal navigation probability, (C3) transition to a higher AT state, (C4) game effects by consuming points, etc. Below, the gameplay features of (C1) to (C4) will be explained in order.

[0069] (C1) CZ (Special Normal State) Gameplay The gameplay of the CZ is that players aim to win the AT lottery over a set number of games, such as 10 games. During the CZ, the probability of winning the AT lottery (called the AT winning probability) increases over the course of 10 games. The AT lottery is held in response to the formation of a replay role and a rare minor role (a 2-point role in this example).

[0070] In this example configuration, when the CZ lottery is won, a scenario that affects the AT winning probability for each game in the CZ is set (expectation setting means). There are multiple scenarios, and each scenario has a different AT winning expectation (expectation of transition to AT state), which is the expectation of winning the AT (winning the AT lottery). The multiple scenarios are set, for example, as shown in the table in Figure 8.

[0071] In the table of Figure 8, "low" indicates a relatively low probability of winning the AT (expectation of transitioning to the AT state), "medium" indicates a relatively medium probability, and "high" indicates a relatively high probability. Specifically, at "low," the probability of winning the AT lottery is 10% when a replay occurs and 50% when a rare small win occurs. At "medium," the probability of winning the AT lottery is 30% when a replay occurs and 65% when a rare small win occurs. At "high," the probability of winning the AT lottery is 50% when a replay occurs and 100% when a rare small win occurs. It is also possible to win a bonus during the CZ. When a bonus is won, the AT lottery has a 100% probability of winning, and the AT state may begin after the bonus state ends.

[0072] When the CZ starts, one of the presentation screens shown in Figure 9(a) and (b) is displayed on the presentation display unit 12. Which of Figure 9(a) and (b) is displayed depends on whether or not points are consumed, as will be described in detail later. Figure 9(a) is the CZ start screen when no points are consumed. This CZ start screen only displays the fact that the CZ is starting, and does not suggest a CZ scenario. Figure 9(b) is the CZ start screen according to point consumption. This CZ start screen displays the fact that the CZ is starting, as well as a suggestion of a CZ scenario.

[0073] In the CZ start screen of Figure 9(b), the CZ scenario is suggested by an arrangement of colors (e.g., blue, yellow, and red, respectively) corresponding to the AT winning expectation (expectation of transition to the AT state) of, for example, "low," "medium," and "high." In the configuration of this example, different colors are stored in association with the AT winning expectation of "low," "medium," and "high," and the suggested scenario is executed using the associated colors. Note that the attached drawing is a black and white drawing, and the drawing represents colors by the presence or absence and type of hatching. No hatching indicates blue, dot hatching indicates yellow, and diagonal hatching indicates red.

[0074] If the scenario shown in Figure 9(b) is suggested, the player will be able to understand the probability of winning the AT (probability of transitioning to the AT state) in each game under the CZ. This will encourage the player to hope for a rare small win (internal win) in a game with a high probability of winning the AT, which is expected to increase the enjoyment of the game. There are various ways to suggest (display) the scenario. Instead of color, the scenario may be suggested by a pattern or by the brightness of the display. Furthermore, the scenario may be suggested by sound, or it may also be suggested by a visual effect, etc.

[0075] (C2) Normal navigation probability In the slot machine 1 of this example, the navigation probability (an example of an advantage) to be applied to the AT state is determined according to the internal state during normal times (general normal state) when an AT win occurs. As described above, during normal times, an advantage lottery is executed to determine the advantage of the navigation probability, etc. Then, the advantage of the navigation probability, etc. determined by the advantage lottery is set for the game in the normal state, thereby setting the internal state during normal times. When an AT win occurs, the advantage of the navigation probability, etc. set as the internal state during normal times, i.e., the advantage of the navigation probability, etc. set for the game when the AT win occurs, is applied to the AT state triggered by the AT win. In addition, in the slot machine 1 of this example, a display effect is executed (advantage suggestion means) that suggests or notifies which navigation probability is set as the internal state during normal times.

[0076] Under normal circumstances, at the start of each cycle (in this example, one cycle is 32 games), an advantage lottery is held to determine the advantage, such as the navigation probability. In other words, an advantage lottery is held for each cycle, and the navigation probability is set, for example, as shown in the cycle image in Figure 10. The winning probability and details of each navigation probability in the figure are as shown in Figure 11. The winning probability of Navigation Probability A, which has a suggested probability of 1 / 5, which is the probability of navigation (push order notification) occurring, is 55%. The winning probability of Navigation Probability B, which has a suggested probability of 1 / 4, is 25%. The winning probability of Navigation Probability C, which has a suggested probability of 1 / 3, is 12.5%. The winning probability of Navigation Probability D, which has a suggested probability of 1 / 2, is 6.25%. The winning probability of Navigation Probability E, which has a suggested probability of 1 / 1 and is the most advantageous, is 1.25%.

[0077] In this example configuration, if a CZ is won during a cycle, the number of games in that cycle is extended by the number of games required for that CZ. For example, if the number of CZ games is 10, one cycle is treated as 32 + 10 = 42 games. Note that during the CZ, the game cycle may not progress, for example, by stopping the count of the number of games played.

[0078] The transition to the AT state or CZ may occur after a premonition period, which is a period during which a predetermined number of premonition games (for example, 17 games) are played, and a situation may occur in which one cycle ends and a new cycle begins while the premonition game number is played. For example, a situation such as the situation in Figure 12 where a new cycle begins before the end of the premonition period after winning the AT, or the situation in Figure 13 where a new cycle begins before the end of the premonition period after winning the CZ lottery, etc.

[0079] In the situation in Figure 12, for example, after an AT win occurs within a set cycle with Navigation Probability D, a new cycle begins while the number of premonition games is consumed, and a new Navigation Probability is set by the advantage lottery at the start of the cycle. In this case, if the new Navigation Probability is, for example, Navigation Probability A, which is less favorable than Navigation Probability D, and an AT state with Navigation Probability A occurs in the new cycle, it will be disadvantageous to the player.

[0080] 13 is a situation where, for example, after winning the CZ in a cycle with Navigation Probability D, a new Navigation Probability is set at the start of a new cycle while the number of premonition games is being consumed. For example, if the new Navigation Probability is Navigation Probability A, even if the CZ is won in a cycle with Navigation Probability D, there is a possibility that an AT win will occur in the CZ in a cycle with Navigation Probability A. If the AT state corresponding to this AT win is an AT state with Navigation Probability A, it will be disadvantageous to the player.

[0081] In the slot machine 1 of this example, technical measures are taken to prevent the above-mentioned disadvantages to the player. That is, if a new cycle starts before the number of premonition games has been exhausted, a navigation probability equal to or more advantageous than the navigation probability set in the AT state or the game in which the CZ was won (decisive game) is determined by an advantage lottery at the start of the new cycle.

[0082] For example, if an AT state or CZ is won in a cycle in which navigation probability D is set as described above, and a new cycle begins before the end of the premonition period, the winning probability of each navigation probability is set as shown in Figure 14 in the advantage lottery at the start of the new cycle. In this figure, the winning probability of navigation probabilities A to C is zero, and only navigation probabilities D and E have the potential to be won. If the winning probability of each navigation probability is set in this way, either navigation probability D or E will be won. Navigation probability D is equivalent to the original navigation probability D that was set in the game in which the AT state or CZ was won. Navigation probability E is more advantageous than the original navigation probability D. Note that Figures 12 and 13 are examples in which navigation probability D is determined by the advantage lottery at the start of a new cycle.

[0083] It is also possible to suggest which navigation probability corresponds within one cycle. This suggestion can be made in any way, such as by increasing the appearance frequency of the character corresponding to the navigation probability or by changing the background of the display during normal times. This will be described in more detail later, but in this example, the suggestion is made according to point consumption.

[0084] (C3) Transition to higher AT state In the game of the slot machine 1 of this example, if a rare small combination (2 points in this example), which is an example of a special small combination, is achieved during the AT state, or if a predetermined winning combination (15 points in this example) is consecutively achieved, a higher AT lottery (an example of a predetermined lottery) is executed. Then, depending on whether the higher AT lottery, which is an example of a predetermined promotion condition, is won, a transition to a higher AT state (higher special state) spanning, for example, 20 games is determined.

[0085] In addition, the probability of winning is 100% in the higher AT lottery, which is executed in response to consecutive wins of a predetermined winning combination over the target number of times (four or five times). Therefore, consecutive wins of a predetermined winning combination over the target number of times essentially constitute an example of a predetermined promotion condition. The target number of times, four, and the target number of times, five, are examples of multiple promotion conditions. The promotion condition of either the target number of times, four or five, is determined by the above-mentioned advantage lottery and set by the above-mentioned advantage setting means. In addition, instead of the configuration of this example, the higher AT lottery when consecutive wins of a 15-point combination are achieved may be omitted, and the transition to the higher AT state may be made immediately in response to consecutive wins over the target number of times. When comparing the target number of times, four, and five as promotion conditions to the higher AT state, it is natural that the promotion condition of the fewer number of times, four, is more likely to be met.

[0086] When a transition to a higher AT state is decided, the state immediately transitions to the higher AT state. The most favorable navigation probability E is applied to the higher AT state. The navigation probability to be applied to the higher AT state can also be determined by lottery. In this case, the new navigation probability should be determined to be the same as the navigation probability when the higher AT lottery is won, or a navigation probability that is more favorable than that navigation probability. If the navigation probability E is the most favorable when the higher AT lottery is won, the same navigation probability E will be maintained in the higher AT state.

[0087] When a higher AT state is occurring, the count of the number of games consumed in the normal AT state is stopped. For example, if the number of continuing games in the normal AT state is 20, 20 more games are added, which is the number of continuing games in the higher AT state, making the number of continuing games in the AT state or higher AT state 40. Furthermore, if the number of continuing games in the normal AT state is extended, the number of continuing games in the AT state or higher AT state will be more than 40 games.

[0088] When the AT state ends, it transitions to a high probability state. For games in this high probability state (normal state), a navigation probability equal to or more favorable than the navigation probability applied to that AT state is set. This makes it easier for AT states to occur consecutively after the AT state ends. In the high probability state after the end of an AT state in which a higher AT state has occurred, the navigation probability applied to that higher AT state is set.

[0089] In addition, while the formation of rare small roles is a condition for the lottery of higher-ranked ATs, winning a 15-point role is a condition for the lottery of higher-ranked ATs. Therefore, the higher the navigation probability, the higher the probability of winning a 15-point role, and you can expect to win a higher-ranked AT state. The target number of consecutive wins of 15 points is set to be equal to or less than the number of games continued in the AT state. In this example, since the number of games continued in the AT state is set to 20 to 100 games, the target number of consecutive wins is set to 5 and 4, which are always equal to or less than the number of games continued.

[0090] The flow up to the decision of transition to the higher AT state will be explained with reference to Figure 15. The figure is a diagram illustrating patterns when the target number of consecutive wins of 15-point roles is 5 times. Pattern 1 in Figure 15 is a pattern in which a 15-point role is achieved in each of the nth to n+4th games, a navigation (push order notification) occurs, and 15-point roles are consecutively won for the target number of times, 5 times. In this pattern, a higher AT lottery is executed in response to the 5 consecutive wins of 15-point roles, and a win is made, and transition to the higher AT state is decided. Pattern 2 is a pattern in which a 15-point role is achieved in each of the nth to n+3th games, a navigation occurs, and a 15-point role is won, but in the n+4th game, although a 15-point role is achieved, a navigation does not occur and a 15-point role is not won, so the higher AT lottery is not executed and no win occurs. In pattern 3, a 15-point role is formed in each of the n to n+2 games, a navigation occurs, and a 15-point role is won. Then, in the n+3 game, a 15-point role is formed, but a navigation does not occur, but the push order is correct, so a 15-point role can be won. Then, in the n+4 game, a 15-point role is formed, a navigation occurs, a 15-point role is won, a higher AT lottery is executed, and a transition to a higher AT state is determined. In addition, if a navigation does not occur in the game where a 15-point role is formed, it is also good to display a display that suggests the formation of a 15-point role and asks for the correct push order.

[0091] In addition, even when the target number of consecutive wins of a 15-point role is four, patterns corresponding to each of the patterns exemplified in Figure 15 can be assumed. For example, a pattern corresponding to pattern 1 in Figure 15 is a pattern in which a 15-point role is achieved in each of the n to n+3 games, a navigation (push order notification) occurs, a 15-point role is won four times in a row, a higher-level AT lottery is executed, a win is made, and a transition to a higher-level AT state is determined. Also, a pattern corresponding to pattern 2 in the same figure is a pattern in which a 15-point role is achieved in each of the n to n+2 games, a navigation occurs, and a 15-point role is won, but although a 15-point role is achieved in the n+3 game, a navigation does not occur and a 15-point role is not won, so a higher-level AT lottery is not executed and no win occurs.

[0092] As shown in Figure 16, a rare small win may occur during consecutive wins of 15-point winning combinations. In this case, if the consecutive wins of 15-point winning combinations are interrupted, it may dissatisfy players hoping for a higher AT state. Therefore, if a rare small win occurs during consecutive wins of 15-point winning combinations, it is recommended that the consecutive wins be continued as shown in the same figure.

[0093] The pattern in Figure 16 is a pattern where the target number of consecutive wins of a 15-point role is 5, a navigation occurs in the nth to n+2th games where a 15-point role is formed, resulting in a 15-point role. After a rare small role is formed in the nth game, a navigation occurs in the nth to n+5th games where a 15-point role is formed, resulting in a 15-point role. In this case, the consecutive wins of a 15-point role are carried over through the nth game where a rare small role is formed, resulting in a win in a higher-level AT state. Note that a higher-level AT lottery is also held when a rare small role is formed. Therefore, when a rare small role is formed, in addition to consecutive wins of a 15-point role, a win in the higher-level AT lottery can be expected. A pattern similar to that in Figure 16 can also occur when the target number of wins is 4.

[0094] If the AT state ends while the consecutive wins of 15-point combinations are continuing, the player may feel that the consecutive wins of 15-point combinations just before the end were wasted, which may cause dissatisfaction. Therefore, in the slot machine 1 of this example, if the consecutive wins are continuing in the final game, the AT state is extended and continued from the next game onwards until the consecutive wins are broken.

[0095] Such a case will be explained using the pattern in FIG. 17 when the target number of times is 5 as an example. Pattern 5 in the figure indicates that consecutive wins continue until the n+2 game, just before the end of the game, and the AT state is extended to the n+3 and n+4 games. In this pattern, the AT state is extended to the n+3 and n+4 games, and the consecutive wins continue, so a higher-level AT lottery is executed and a transition to the higher-level AT state is determined. Pattern 6, like pattern 5, indicates that consecutive wins continue until the n+2 game, just before the end of the game, and the AT state is extended to the n+3 and n+4 games. However, in pattern 6, the consecutive wins end at the n+4 game, so the higher-level AT lottery is not executed and the AT state ends. It is also recommended to extend and continue the AT state even if a rare minor combination is achieved in the game that extended the AT state. A similar pattern can occur when the target number of consecutive wins of a 15-point combination is 4.

[0096] The processing flow in the final game of the AT state will be explained with reference to the flow chart of Fig. 18. In the final game of the AT state, first, it is determined whether a rare small combination has been achieved (S101). If a rare small combination has been achieved (S101: YES), it is determined whether a consecutive winning counter, which indicates the number of consecutive wins of 15-point combinations, is 1 or more (S112), and if it is 1 or more (S112: YES), the AT state continues (S113). On the other hand, if a rare small combination is achieved (S101: YES) but the consecutive winning counter is not 1 or more (S112: NO), the AT state ends (S123).

[0097] If a rare small combination is not achieved and a 15-point combination is not won (S101: NO → S102: NO), the AT state ends (S114). On the other hand, if a 15-point combination is won (S101: NO → S102: YES), the consecutive winning counter is incremented by 1 (S103), and it is determined whether the consecutive winning counter has reached the target number of times (S104). If the consecutive winning counter has reached the target number of times (S104: YES), a higher-level AT lottery is executed, and the winning rate is 100%, and the promotion condition is met, and a transition to the higher-level AT state is determined (S105). The target number of times is 4 or 5 times.

[0098] On the other hand, if the consecutive winning counter is less than the target number of times in the above step S104, the AT state is extended and continues (S104: NO → S115). If the AT state is extended, the new game becomes the final game of the AT state, and the above processing is executed repeatedly.

[0099] (C4) Game presentation using points In the game of the slot machine 1 of this example, a lottery for winning points is held for each game, and the player can spend the points he / she has won to enjoy advantageous effects for the player. As shown in Fig. 19, the effect display unit 12 displays the points earned according to the execution of the game, as well as the total points earned.

[0100] The accumulated points can be consumed at any time by the player. By consuming points, a predetermined display effect is executed at a predetermined timing. Examples of predetermined timing include when a predetermined preview effect occurs, when a rare small win is achieved, when the CZ starts, when the AT state ends, and the next game after the points are consumed. Examples of predetermined display effects include indications of navigation probability, indications of whether or not a high probability state is achieved, indications of the expected winning probability of various lotteries depending on the formation of a rare small win, CZ scenarios, indications of setting values, indications of the type of high probability state, etc.

[0101] For example, with regard to the suggestion of the CZ scenario, it may be possible to notify the player at the start of the CZ that a suggestion can be received by consuming points. Similarly, it may be possible to notify the player that a suggestion can be received by consuming points when a rare small win is achieved. On the other hand, if the suggestion indicates that the expectation is low even though the player has consumed points in response to the notification, it is likely to disappoint the player. In order to avoid disappointment, it is preferable to notify the player that a suggestion can be received by consuming points only when a predetermined expectation is exceeded.

[0102] When suggesting a game-related state such as a navigation probability or a high probability state, the suggestion may be made to occur in the next game after points are consumed, or the probability of the suggestion occurring may be increased until a predetermined LCD effect is produced. Note that the timing and content of the display effect may be designed in any way as long as it is advantageous to the player.

[0103] When consuming points, for example, by operating the effect button 143 or the information display unit 140 while the reels 21 are stopped, a suggestion type selection screen (FIG. 20(a)) can be displayed. The suggestion type selection screen displays the timing at which the display effect will be performed, the content of the display effect, and the number of points to be consumed. The player can select and confirm the desired content by operating the effect button 143 or the information display unit 140.

[0104] When the content of the display effect is decided by the player, a point consumption confirmation screen is displayed to confirm whether or not points are to be consumed for that content (Fig. 20(b)), and if the player agrees, a point consumption completion screen is displayed indicating that points have been consumed (Fig. 20(c)). After that, a predetermined display effect is executed at a timing corresponding to the decided display content.

[0105] In this example, points can be earned through a point lottery for each game, but the number of points that can be earned can be designed in any way. It may be configured so that one point can be earned for each game. Furthermore, after the opening of the gaming parlor, two or more points can be earned for each game until a predetermined number of games have been played, so that more points can be earned.

[0106] Furthermore, some players may wish to avoid leaving the above-mentioned points when they finish playing. For such players, it may be possible to allow them to consume all of their accumulated points. In this case, it is advisable to provide a display effect that always indicates the status of the game.

[0107] The slot machine 1 of this example configured as described above is a gaming machine that can generate a normal state in which the probability of winning is low and an AT state, which is an example of a special state in which the probability of winning is higher than in the normal state. In the slot machine 1, an AT lottery (special state lottery) is executed during a game in the normal state to determine whether or not to transition to the AT state.

[0108] In the slot machine 1 of this example, multiple types of navigation probabilities A to E are provided as navigation probabilities, which are an example of the degree of advantage applied to the AT state, and one of the navigation probabilities is set for a game in the normal state. Then, in this slot machine 1, the navigation probability set for a game that has been determined by AT lottery to transition to the AT state is applied to that AT state.

[0109] In the game of the slot machine 1 of this example, the degree of advantage when transitioning to the AT state differs depending on which of the navigation probabilities A to E is set for the game in the normal state. This slot machine 1 can attract the player's interest in the navigation probabilities set for the game in the normal state, and can reduce the boredom that the player may feel in the normal state.

[0110] In this example, when the slot machine 1 determines through an AT lottery that it will transition to the AT state, it transitions to the AT state after a premonition period including a predetermined number of games (17 games in this example). Providing a premonition period can reduce the sense of boredom that a player might experience under normal conditions. Meanwhile, in this slot machine 1, the advantage, such as the navigation probability, applied to the AT state is determined through an advantage lottery every time a predetermined number of games (32 games in this example) are played. If the advantage lottery is held before the premonition period has elapsed, a navigation probability is determined that is equal to or more favorable than the navigation probability set for the game in which the AT lottery was won and transition to the AT state was determined.

[0111] In addition, the slot machine 1 of this example can generate, as normal states, a general normal state in which the AT winning expectation, which is an example of the expectation of transition to the AT state (special state), is low, and a CZ, which is an example of a special normal state in which the AT winning expectation is high. In the slot machine 1, if a CZ lottery (special normal lottery) executed in a game in the general normal state is won, the game transitions to the CZ after a premonition period. When a transition to the AT state (special state) is determined by the AT lottery (special state lottery) in a game under the CZ, an advantage such as a navigation probability set for the game in which the transition to the CZ is determined is applied.

[0112] In the slot machine 1, the advantage such as the navigation probability is determined by the advantage lottery that is executed every time a predetermined number of games (32 games in this example) are executed as described above, and is set for the game in the normal state. On the other hand, if the advantage lottery is executed before the premonition period has elapsed, this advantage lottery determines a navigation probability that is equal to or more advantageous than the navigation probability set for the game in which the transition to the CZ has been determined.

[0113] In this example, the slot machine 1 provides a premonition period when a transition to the AT state (special state) or CZ (special normal state) is determined, thereby reducing the boredom that a player may feel in the normal state, while preventing the advantage of the AT state from worsening by going through the premonition period. Therefore, this slot machine 1 can maintain the player's sense of anticipation and tension for the AT state or CZ without causing anxiety that the premonition period will induce some kind of disadvantage.

[0114] In the game of the slot machine 1 of this example, the advantage factors such as the navigation probability applied to the AT state are set for the game over a predetermined period after the transition from the AT state to the normal state. Therefore, when an AT lottery is won during a predetermined period after the AT state ends, the advantage factors such as the navigation probability of the previous AT state continue to be applied to the newly occurring AT state. With this slot machine 1, even after the end of a highly advantageous AT state, players can look forward to a continuously highly advantageous AT state, maintaining the player's sense of anticipation and tension for winning the AT lottery.

[0115] In the slot machine 1 of this example, when a CZ lottery (special normal lottery) in the general normal state determines that a transition to a CZ, which is an example of a special normal state, is made, the transition to the CZ spans a predetermined number of games (10 games in this example). For each game in the CZ, an AT winning expectation, which is an example of the expectation of transition to the AT state, is set. In this slot machine 1, by spending points awarded according to the execution of a game, players can receive an indication of the AT winning expectation (expectation of transition to the AT state) for each game in the CZ.

[0116] In this way, in the slot machine 1 of this example, spending points can suggest the probability of winning the AT. Therefore, this slot machine 1 can motivate players to continue playing in order to earn points. Furthermore, this slot machine 1 allows players to understand the probability of winning the AT (the probability of transitioning to the AT state) while playing during the CZ. During the CZ, players can understand which game they should play in to achieve a small combination with a high probability of winning the AT, thereby maintaining their sense of anticipation and tension for the AT state. The slot machine 1 of this example can reduce the boredom that players may feel under normal conditions.

[0117] The slot machine 1 of this example can generate a higher AT state (higher special state) in which the probability of winning is increased as the AT state. In this slot machine 1, when a predetermined winning combination (a 15-point combination in this example) is consecutively won a target number of times (five or four times in this example) in the AT state, a higher AT lottery with a 100% probability of winning is executed, and the game can transition to the higher AT state. The AT state ends when a predetermined number of consecutive games (20 to 100 games in this example) has been played, but if the predetermined winning combination continues to be won, the AT state will continue even after the predetermined number of consecutive games has been played.

[0118] The slot machine 1 has a gameplay feature that stimulates the player's sense of anticipation and tension for the transition to a higher AT state during the normal AT state. In particular, in this slot machine 1, if a predetermined winning combination (a 15-point combination in this example) is consecutively won during the AT state, the AT state continues even after a predetermined number of continuing games has been played. Therefore, the player's sense of anticipation and tension for the transition to a higher AT state can be maintained without feeling dissatisfied that the AT state has ended even though the predetermined winning combination has been consecutively won.

[0119] In the slot machine 1 of this example, an advantage lottery is held every time a predetermined number of games (32 games in this example) that make up one cycle are played, and the advantage, such as the navigation probability, determined by this advantage lottery is set. In a normal state where the navigation probability is set high, a player hopes for a small role with a high AT winning expectation (transition expectation) to be achieved before a predetermined number of games have elapsed, and in a normal state where the navigation probability is set low, the player plays in anticipation of a new navigation probability after a predetermined number of games have elapsed. In this way, by holding an advantage lottery every cycle, the player's sense of anticipation and tension for winning the AT can be maintained without feeling bored, even when the expectation of winning the AT is low.

[0120] The slot machine 1 of this example is equipped with an advantage suggestion means that suggests to the player the navigation probability (an example of an advantage) set for the game in normal state. In the configuration of this example, the navigation probability set for the game in normal state is suggested by a display effect by the effect display unit 12. This allows the player to understand the navigation probability and play based on the understood navigation probability. Even in situations where the expectation of winning the AT is low, the player can be kept excited and excited about winning the AT without feeling bored.

[0121] The slot machine 1 of this example can generate a low-probability state (first general normal state) in which the transition expectation rate (AT winning expectation rate) to the AT state (special state) is low as a normal state, and a high-probability state (second general normal state) in which the transition expectation rate is higher than that of the low-probability state. The game for a predetermined period after transition from the AT state to the normal state is in the high-probability state. Then, in the game in the high-probability state, a drop lottery (general normal state lottery) is executed to determine whether to transition to the low-probability state.

[0122] In playing with the slot machine 1, after the AT state ends, a high-probability state with a high probability of winning the AT is set, and if the AT is won during that high-probability state, the navigation probability of the AT state immediately preceding that high-probability state is maintained. With this configuration, in an AT state in which a win occurs again after the end of an AT state in which the navigation probability was set high, the navigation probability will not be unfavorable, preventing the player from feeling dissatisfied or bored. The player can maintain a sense of anticipation and tension for winning the AT in the high-probability state after the AT state ends.

[0123] In the slot machine 1, if a higher AT lottery is won in a game in the AT state, the navigation probability (an example of the degree of advantage) applied to that AT state is improved to a more advantageous navigation probability (higher AT state). After this AT state ends, the more advantageous navigation probability applied to the higher AT state is set for games in the high probability state (for example, 20 games) over a predetermined period when the state transitions to the normal state.

[0124] In this way, the slot machine 1 of this example is provided with a case where the navigation probability is improved in the AT state. In this case, that is, when a higher AT lottery is won, an improved navigation probability is set for the game in the high probability state after the AT state ends. While the improved navigation probability is set, the player will play in the hope of winning the AT, and will be able to maintain the sense of anticipation and tension for winning the AT without feeling bored until the AT is won.

[0125] Then, when playing slot machine 1, after transitioning from the AT state to the normal state (high probability state), the advantage factors such as the navigation probability are set again when transitioning to the low probability state depending on whether or not the drop-out lottery is won. If the advantage factors such as the navigation probability are set again when transitioning from the high probability state to the low probability state after the AT state ends, players can play with the expectation that the navigation probability is set high even when the high probability state ends. Players can maintain their anticipation of winning the AT without feeling bored until a new AT win occurs.

[0126] The slot machine 1 of this example can execute an effect that indicates the probability of winning the AT (probability of transition) in each game during the CZ using a corresponding color. If the probability of winning the AT during the CZ for each game, which is a unit game, is displayed using a color at the start of the CZ, the player can more intuitively grasp the probability of winning the AT. By playing in the hope of achieving a small combination with a high probability of winning the AT, the player can maintain the sense of anticipation and tension of winning the AT.

[0127] In the slot machine 1 of this example, when consecutive wins of a 15-point combination, an example of a predetermined winning combination, are achieved for a target number of times in the AT state, a higher-level AT lottery with a 100% probability of winning is executed, and if the win is achieved, the player can transition to a higher-level AT state. In this slot machine 1, when a predetermined number of consecutive games (20 to 100 games in this example) are played in the AT state, a rare small combination (an example of a special small combination) is achieved. However, if consecutive wins of 15-point combinations continue until just before the predetermined number of consecutive games are played, the AT state does not end and continues to the next game. In other words, in the slot machine 1 of this example, if consecutive wins of a predetermined winning combination (15-point combination) are achieved until just before the final game of the AT state, and a so-called rare small combination is achieved in the final game, the AT state continues.

[0128] With this type of game specification, it is possible to prevent situations that are unfavorable to the player, such as when a rare minor combination, which is advantageous to the player, is won, but the state in which a predetermined winning combination is won consecutively ends and the AT state ends. If such a situation can be avoided, it is possible to prevent dissatisfaction among players and maintain the player's sense of expectation and tension for the higher AT lottery.

[0129] Instead of or in addition to the configuration of this example, the following configurations may be adopted. Also, the following configurations may be adopted in appropriate combination. In this example, a slot machine that does not use medals is assumed as the gaming machine, but it may also be a slot machine that pays out medals. Considering a payout-type slot machine, the number of points held and the number of points saved may also be referred to as held medals and saved medals. In the slot machine 1 of this example, the number of bets (prescribed number) is fixed at 3 points, but it may also be a slot machine in which the player can select the number of bets under normal conditions within the range of 1 to 3 points, for example.

[0130] In this example, a 2-point combination is set as a rare minor combination, but in addition to the 2-point combination, a 1-point combination or a 15-point combination may also be included, and some of the replay combinations may be treated as rare minor combinations. In that case, it is advisable to make the winning symbol different from the normal winning symbol. Each of the numerical values ​​exemplified in this example may be designed in any way, and multiple numerical values ​​may be the same.

[0131] The cycle for setting the advantage such as navigation probability is set to 32 games, but the cycle can be one game or more and does not have to be a fixed number. Similarly, the number of premonition games when winning the CZ lottery or AT lottery can be any number of games as long as it is one game or more and does not have to be a fixed number of games.

[0132] In this example, when the higher AT lottery is won and the player transitions to the higher AT state, a more favorable navigation probability than the navigation probability applied to the original AT state is determined. Alternatively, a navigation probability that is one level more favorable than the navigation probability applied to the original AT state may be applied to the higher AT state.

[0133] In this example, reaching a target number of consecutive wins of a 15-point combination (an example of a predetermined winning combination) is one of the conditions for effectively promoting to the AT state. A target number of four and a target number of five are set as multiple promotion conditions with different probability of success. The numerical value and type of the target number are not limited to four and five as in this example, and can be changed as appropriate. For example, the target number of times set as a promotion condition may be selected from a range of two to seven, etc., through a favorability lottery. Furthermore, in this example, the probability of winning the higher-level AT lottery when the target number of consecutive wins of a 15-point combination is reached is set to 100%, making the consecutive wins the effective promotion condition. Alternatively, multiple types of higher-level AT lotteries with different winning probabilities may be set as promotion conditions triggered by consecutive wins of a 15-point combination. For example, winning the higher-level AT lottery with a 90% probability and winning the higher-level AT lottery with a 60% probability may be set as multiple promotion conditions with different probability of success. Similarly, it is also good to provide multiple types of higher AT lotteries with different winning probabilities according to the establishment of rare small roles. In this case, the multiple types of higher AT lotteries with different winning probabilities become multiple promotion conditions with different probabilities of establishment.

[0134] In this example, a premonition game is set when the CZ lottery or AT lottery is won. The premonition period, which is the execution period of the premonition game, may be eliminated, and the game in which the CZ lottery or AT lottery is won may immediately transition to the CZ or AT state, or the next game after the win may transition to the CZ or AT state.

[0135] In this example, the number of games to continue in the AT state is determined by a lottery when the AT state occurs. Alternatively, the number of games to continue in the AT state may be determined by an advantage lottery held when a cycle starts during normal play. For example, any number of games from 20 to 100, which are multiple numbers of games to continue, may be selected in advance as the advantage. As described above, the advantage is set for each game during normal play.

[0136] In this example, the AT state is configured to continue if a 15-point combination is won consecutively in the final game of the AT state. In addition, in the AT state, it is possible to acquire the right to continue the AT state, and if the right is acquired, the AT state may continue regardless of whether a 15-point combination is won consecutively.

[0137] The slot machine 1 of this example is configured to indicate which navigation probability is set by display effects. As long as it can indicate the navigation probability to the player, any indication can be made, regardless of display effects, and it can also be indicated by sound, etc. Similarly, while the example shows a configuration in which the scenario in the CZ is indicated by color, it is also possible to display lines by characters, sound effects, or a rough estimate of the expected value by probability.

[0138] In this example, a transition from a high probability state to a low probability state is triggered by winning the drop lottery, but the high probability state may continue for a predetermined period without employing a drop lottery. In that case, for example, a high probability state with a relatively short predetermined period may be referred to as a "short" high probability state, and a high probability state with a relatively long predetermined period may be referred to as a "long" high probability state.

[0139] In the configuration of this example, CZ is a non-AT state, but CZ may be included in the AT state.Furthermore, it may be included in the AT state during normal times, but in that case, it is better to make the navigation probability extremely low. A part or all of the control performed by the performance control unit 25 described in this example may be performed by the main control unit 20.

[0140] In this example, two types of bonus roles are provided as types of roles, but the type of bonus role may be one type, or three or more types. Also, it is not necessary to provide a bonus role, in which case there is no bonus state as a gaming state, and the only gaming state that is advantageous to the player is the AT state.

[0141] Example 2 This example is an example in which the contents of the advantage degree lottery executed at the start of each cycle in normal mode are changed based on the slot machine of Example 1. This content will be described with reference to Figs.

[0142] In the configuration of Example 1, the advantage lottery determines the advantage such as the navigation probability and the conditions for promotion to a higher AT state. In addition to these, the advantage lottery in this example also determines the selection rate of the number of games to continue in the AT state and the probability of winning the AT in the high probability state after the AT state ends.

[0143] In Example 1, the number of games to be continued in the AT state was 20 to 100 games, whereas in the slot machine of this example, the number of games to be continued in the AT state is either 20 games or 100 games. As shown in FIG. 21, for example, the selection rate patterns for the number of games to be continued in the AT state are three-stage patterns, with the selection rate for 20 games: the selection rate for 100 games being 90%:10%, 70%:30%, and 50%:50%. A selection rate pattern of one of these three stages is determined as the advantage rate by an advantage rate lottery. When transitioning to the AT state, the number of games to be continued is determined according to the determined selection rate pattern. Note that in FIG. 21, the number of games to be continued in the AT state is abbreviated as the number of AT games.

[0144] The probability of winning the AT in the high probability state after the AT state ends is, for example, 1 / 30, 1 / 20, and 1 / 10, as shown in Figure 22. One of the three selection rates is determined as the advantage rate by the advantage rate lottery. When transitioning to the AT state, the number of games to continue in the AT state is determined by the determined selection rate. The other configurations and effects are the same as those of the first embodiment.

[0145] The effect control unit (reference numeral 25 in FIG. 4) may also be provided with a special state consecutive generation means for re-generating the AT state with a predetermined probability after the AT state (special state) has ended. For example, consecutive lotteries may be performed each time the AT state occurs, and the next AT state may be generated consecutively depending on the winning of the consecutive lotteries. In this case, the number of games that each AT state continues may be a fixed number, such as 30 games. For example, the winning probability of consecutive lotteries may be set to four levels: 66%, 79%, 84%, and 89% (an example of a multi-level probability), and one of the winning probabilities may be set as the advantage level. The winning probability of consecutive lotteries may be determined by an advantage level lottery. The four levels of winning probability in consecutive lotteries: 66%, 79%, 84%, and 89% are an example of a multi-level advantage level, as shown in FIG. 22. If the consecutive lotteries are not successful, the game will transition to the normal state, for example, with an allocation of 80% for the low-probability state and 20% for the high-probability state.

[0146] The number of times the AT state will occur when the AT lottery is won may be determined in advance by lottery. Each time the AT state occurs, the determined number of occurrences may be subtracted by one, and the AT state may be repeatedly generated until the number of occurrences reaches zero. It is also possible to transition to a low-probability state when the number of AT occurrences reaches zero, without providing a high-probability state after the end of the AT state. The number of games that the AT state continues for one time may be a fixed number of games, such as 100 games.

[0147] For example, if the number of times the AT state can occur is set to 1, 3, 5, 7, or 10, it is possible to assign the selection rate for each occurrence to three levels, A to C, as shown in Figure 23. The three levels, A to C, are an example of multiple levels of advantage. One of the three levels, A to C, can be determined by an advantage lottery. It is also possible to hold an additional lottery while the AT state is ongoing. Depending on the win in the additional lottery, it is possible to add one to the remaining number of occurrences.

[0148] In the AT state, an extension lottery may be executed to add to the number of games to be continued in the AT state, and the remaining number of games to be continued may be added depending on the winning combination. For example, an extension lottery may be executed for each game while the AT state is in progress, and the number of extension games may be added to the remaining number of games to be continued depending on the winning combination. The number of extension games may be selected, for example, from a range of 10 to 100 games. The probability of winning the extension lottery may be set to three levels, for example, 1 / 100, 1 / 50, and 1 / 30, and applied as the degree of advantage. The three levels of 1 / 100, 1 / 50, and 1 / 30 are examples of multiple levels of advantage, as shown in Figure 22.

[0149] Example 3 This example is an example in which the setting of the number of games executed in one cycle during normal play is changed based on the slot machine of Example 1 or Example 2. In the configurations of Examples 1 and 2, the number of games executed in one cycle during normal play is basically fixed at 32 games, although it may be extended depending on the number of CZ games, etc. In contrast, the slot machine of this example is set up so that one cycle during normal play may be extended.

[0150] The effect control unit (reference numeral 25 in FIG. 4) of the slot machine in this example has a function as an extension lottery means that executes a period extension lottery (extension lottery) during a period to determine whether or not to extend the period. In this slot machine, the period is extended by a predetermined number of games depending on whether the period extension lottery is won.

[0151] The periodic extension lottery should be executed only when the degree of advantage (e.g., navigation probability) set by the advantage setting means is at or above a predetermined level. By executing the periodic extension lottery only when the degree of advantage is at or above a predetermined level, it is possible to prevent situations in which extending the period would actually be disadvantageous to the player. In particular, it is desirable to execute the periodic extension lottery in the period in which the highest degree of advantage is set. For example, it is also possible to execute the periodic extension lottery for every game in the period in which the navigation probability E is set. For example, if a periodic extension lottery with a winning rate of 1% is won, the period will be extended by 32 games (an example of the predetermined number of games).

[0152] If the cycle is extended by 32 games in response to a win in the cycle extension lottery, the countdown display for the cycle game number should run from [31 / 32] to [0 / 32], while the countdown display for the extended game should start from [31 / 64]. By changing the denominator from 32 to 64 in the game following the end of the original cycle before the extension, it is possible to clearly notify the player that the cycle has been extended. Notifying the player that the cycle has been extended can bring joy to the player.

[0153] In playing the slot machine in this example, the diversity of the game under normal conditions can be further increased by providing a case where the cycle is extended to a predetermined number of games while the same advantage level is set. The other configurations and effects are the same as those of the first or second embodiment.

[0154] Instead of or in addition to the above-mentioned extension lottery means, the slot machine may be equipped with a carryover lottery function. The carryover lottery means executes a carryover lottery during a cycle to determine whether or not the advantage set for that cycle should be carried over to the next cycle. In this case, by creating a situation where the same advantage is carried over to the next cycle, the variety of the game in the normal state can be further increased.

[0155] The carryover lottery means may execute the carryover lottery only when the advantage (e.g., navigation probability) set by the advantage setting means is equal to or greater than a predetermined level. In this case, it is possible to prevent players from being disappointed by carrying over unfavorable navigation probabilities.

[0156] Example 4 This example is a configuration example that is provided with a function for displaying game data relating to normal cycles based on the slot machine of any one of Examples 1 to 3. This will be described with reference to FIGS.

[0157] The slot machine of this example has the configuration of any one of Examples 1 to 3, and is equipped with a calculation means for calculating the number of times a cycle has been executed, categorizing the number of times by the degree of advantage (e.g., navigation probability) set by the degree of advantage setting means, and an information display means for displaying the number of times calculated by the calculation means. The calculation means is provided in the performance control unit (reference numeral 25 in FIG. 4). The function of the information display means is realized by the information display unit (reference numeral 140 in FIG. 2). By performing an information display operation on the information display unit which can be touched, it is possible to display various data related to cycles by degree of advantage, such as the number of cycles by degree of advantage.

[0158] The calculation means tally up the number of cycles for which each of the navigation probabilities A to E, which are an example of multiple levels of advantage, has been set. The information display unit 140 displays the number of cycles for each of the navigation probabilities A to E as the number of cycles for each of the navigation probabilities (number of cycles for each level of advantage), as shown in Fig. 24, for example. The number of cycles for each navigation probability is displayed as follows: Navigation probability A: 56 cycles, Navigation probability B: 21 cycles, Navigation probability C: 8 cycles, Navigation probability D: 3 cycles, Navigation probability E: 1 cycle.

[0159] The number of cycles by navigation probability is updated, for example, every time one cycle is completed. Updating the number of cycles by navigation probability in this way allows the player to check the navigation probability set for the most recent cycle. The timing of the update is not limited to every cycle, and various timings can be set, such as every multiple cycles, every predetermined number of games, or every date update. Even with such update timing, the player can objectively grasp the stay ratio by advantage level. The stay ratio for each cycle and the cumulative number of games stayed may also be displayed.

[0160] In this example slot machine, the advantage when transitioning to a special state changes periodically in the normal state, so the player's expectations for the special state change, eliminating the monotony of normal play. Also, if the number of cycles for each navigation probability is displayed, the player can objectively grasp how many cycles for each advantage (navigation probability) have actually been executed, and can formulate a gaming strategy based on the tendency of setting the advantage. Other configurations and effects are the same as those of the first to third embodiments.

[0161] Note that the calculation means may be configured to calculate the number of games played in a cycle by navigation probability, instead of or in addition to the number of cycles by navigation probability (number by advantage), which is the number of cycles executed by navigation probability (by advantage). In this case, the information display means may be configured to display the number of games calculated by the calculation means. The calculation means may also be configured to calculate the ratio of the number of cycles by each navigation probability (number by advantage) to the total number of cycles. In this case, the display screen for the cycle ratio by navigation probability (ratio by advantage) in Figure 25, for example, allows the player to clearly grasp the expectation of each navigation probability (advantage).

[0162] The effect control unit (reference numeral 25 in FIG. 4) may also be provided with a probability setting means for setting the probability of winning the AT lottery (special state lottery) at multiple levels. In this case, the advantage setting means may be configured to select one of multiple levels of advantage based on different selection rates for each probability level and set it for each game during a cycle. In this case, the selection rate for each advantage level can serve as a basis for estimating the probability set by the probability setting means. Players can enjoy estimating the probability setting based on the selection rate for each advantage level. For example, as shown in FIG. 26, the probability of winning the AT lottery may be associated with the gaming machine setting (e.g., settings 1 to 6) that determines the number of winning random numbers for each role in the internal winning role lottery table. In this figure, the pattern of selection rates for the winning probability in the AT lottery differs for each gaming machine setting, with the more advantageous settings, such as settings 5 ​​and 6, showing a higher expected winning probability in the AT lottery.

[0163] Although specific examples of the present invention have been described in detail as examples, these examples merely disclose examples of the technology encompassed by the claims. Needless to say, the scope of the claims should not be interpreted as being limited by the configurations, numerical values, etc. of the specific examples. The claims encompass technologies that are obtained by variously modifying, changing, or appropriately combining the specific examples using publicly known technology and the knowledge of those skilled in the art. [Explanation of symbols]

[0164] 1. Slot machines (gaming machines) 11. Pattern display window 12. Performance display unit (expectation indication means, advantage indication means) 133 Stop button 131 Start lever 140 Information display section 141 Bet Button 143 Production button 21 Reel (variable symbol display means) 211 Reel drive unit (variable symbol display means) 20 Main control unit (game start permission means, internal lottery means, flag control means, reel control means, winning determination means, profit award means, bonus generation means) 25 performance control unit (performance control means, advantage setting means, advantage application means, special state generation means, higher special state generation means, special normal state transition means, point granting means, expectation setting means, special state termination means, special state lottery means, advantage lottery means, general normal state lottery means, special normal state lottery means) 3 Card Unit 30 Control Unit 31 Status indicator lamp 320 Bill insertion slot 33 Display section 34 Grant button 35 Replay button 36 Return button 370 Card slot 50C Gaming Card

Claims

1. In a gaming machine capable of generating a normal state in which the expectation of winning in a game is low and a special state in which the expectation of winning is higher than that in the normal state, a special state lottery means for executing a special state lottery to determine whether or not the game in the normal state will transition to the special state; an advantage setting means for setting one of a plurality of levels of advantage applicable to the game in the normal state in the special state; an advantage application means for applying, to the special state, an advantage set for the game in the normal state that has been determined to transition to the special state by the special state lottery; and a higher special state generating means for generating a higher special state that further increases the probability of winning when a predetermined promotion condition is met in the special state, A gaming machine characterized in that the advantage setting means is configured to set one promotion condition selected from a plurality of promotion conditions having different probabilities of being fulfilled as the advantage.

2. In a gaming machine capable of generating a normal state in which the expectation of winning in a game is low and a special state in which the expectation of winning is higher than that in the normal state, a special state lottery means for executing a special state lottery to determine whether or not the game in the normal state will transition to the special state; an advantage setting means for setting one of a plurality of levels of advantage applicable to the game in the normal state in the special state; an advantage application means for applying, to the special state, an advantage set for the game in the normal state that has been determined to transition to the special state by the special state lottery; and a special state generating means for generating the special state for a number of consecutive games selected in advance from a plurality of consecutive game numbers when the special state lottery is won, A gaming machine characterized in that the advantage setting means is configured to set one pattern as the advantage from among a plurality of patterns which determine the selection rate of each of the plurality of continued game numbers.

3. In a gaming machine capable of generating a normal state in which the expectation of winning in a game is low and a special state in which the expectation of winning is higher than that in the normal state, a special state lottery means for executing a special state lottery to determine whether or not the game in the normal state will transition to the special state; an advantage setting means for setting one of a plurality of levels of advantage applicable to the game in the normal state in the special state; an advantage application means for applying, to the special state, an advantage set for the game in the normal state that has been determined to transition to the special state by the special state lottery; and a special state consecutive generating means for generating the special state again with a preset probability after the special state has ended, A gaming machine characterized in that the advantage setting means is configured to set one probability selected from multiple levels of probability for the special state to occur again as the advantage.

4. A gaming machine as described in any one of claims 1 to 3, characterized in that the advantage setting means sets an advantage determined by an advantage lottery each time a predetermined number of games are executed.

5. A gaming machine as claimed in any one of claims 1 to 3, characterized in that it is provided with an advantage suggestion means for suggesting to a player the advantage set by the advantage setting means.

Citation Information

Patent Citations

  • Game machine

    JP2021115369A