Game machine

The gaming machine uses special effects and conditional transitions to create dynamic game states, increasing player interest and favorable outcomes, addressing the need for enhanced player engagement.

JP2025168431APending Publication Date: 2025-11-07NEWGIN KK
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2025139688
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-25
Publication Date
2025-11-07

AI Technical Summary

Technical Problem

There is a need to enhance player interest in gaming machines by creating game states that offer favorable outcomes and transitions to advantageous states, which conventional slot machines do not adequately address.

Method used

The gaming machine incorporates an effect execution means capable of executing special effects with distinct parts, allowing for the display of specific symbols in a stopped state and transitioning to advantageous states based on termination conditions, with varying probabilities for symbol triggers.

Benefits of technology

This design increases player interest by providing dynamic game states and opportunities for favorable outcomes, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025168431000001_ABST
    Figure 2025168431000001_ABST
Patent Text Reader

Abstract

To provide a game machine that can improve the amusement of players.SOLUTION: Presentation performance means (e.g., a display presentation device 15) can perform a special presentation (e.g., a chance mode). The special presentation is configured to include a first part and a second part and can perform a stop display of a specific symbol (e.g., a corresponding symbol combination) while staying in the first part. A shift is made to the second part corresponding to the stop display of the specific symbol in the first part. In the second part, an occurrence expectation degree differs for a stop display of symbols that may become a shifting trigger to an advantageous state when symbols that may become the shifting trigger to the advantageous state are first symbols or second symbols.SELECTED DRAWING: Figure 11
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Conventionally, slot machines are known as an example of gaming machines. In slot machines, game states include states that are advantageous in some respect compared to normal states. As shown in Patent Document 1, CZ (Chance Zone) and ART (Assist Replay Time) are known as advantageous states. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-120203 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, it is expected that the expectation that the game will unfold in a favorable manner will be heightened, and that this will further increase the interest of the player. [Means for solving the problem]

[0005] The gaming machine that solves the above problem comprises an effect execution means capable of executing an effect, and an effect control means that controls the effect execution means, wherein the effect execution means is capable of executing a special effect, and the special effect is configured to include a first part and a second part, and while staying in the first part, a specific symbol can be displayed in a stopped state, and in response to the stopped display of the specific symbol in the first part, a transition is made to the second part, and when a termination condition of the first part is met while staying in the first part without the specific symbol being displayed in a stopped state, the special effect is completed without transitioning to the second part. The gist is that the effect may end, and when the special effect ends, there may be a transition to an advantageous state or no transition to the advantageous state, and the second part may include a second part in which the symbol that can be a trigger for a transition to the advantageous state is a first symbol, and a second part in which the symbol that can be a trigger for a transition to the advantageous state is a second symbol, and the second part in which the symbol that can be a trigger for a transition to the advantageous state is the second symbol has a higher expected probability of the symbol that can be a trigger for a transition being stopped and displayed than a second part in which the symbol that can be a trigger for a transition to the advantageous state is the first symbol. [Effects of the Invention]

[0006] According to the present invention, the interest of the player can be increased. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a diagram schematically illustrating a slot machine as viewed from the front. [Figure 2] FIG. 10 is an enlarged view of the information display section of the slot machine. [Figure 3] 10A and 10B are diagrams showing a specific example of an operation mode of a stop operation unit. [Figure 4] FIG. 10 is a diagram showing a specific example of the relationship between winning combinations and prizes. [Figure 5] FIG. 10 is a diagram showing an example of the relationship between the internal state of the slot machine and the presentation mode. [Figure 6] FIG. 10 is a diagram showing an example of the relationship between the internal state of the slot machine and the presentation mode. [Figure 7]FIG. 2 is a diagram showing the electrical configuration of the slot machine. [Figure 8] A diagram showing the game progress main processing. [Figure 9] 10A and 10B are diagrams showing an example of a specific transition mode of display content in a display and rendering device. [Figure 10] FIG. 10 is a diagram showing a specific example of the display content of the display effect device in the first part of the chance mode. [Figure 11] FIG. 10 is a diagram showing a specific example of the display content of the display effect device in the second part of the chance mode. [Figure 12] FIG. 10 is a diagram showing an example of a specific relationship between a chance mode and the expected probability of transition to an advantageous state. DETAILED DESCRIPTION OF THE INVENTION

[0008] [First embodiment] A first embodiment of a slot machine, which is an example of a gaming machine, will be described. In this specification, the directions up, down, left, right, front, and rear indicate the directions as seen by a player playing on a gaming machine.

[0009] As shown in FIG. 1, a slot machine 10, which is an example of a gaming machine, includes a main body cabinet 11. The main body cabinet 11 is shaped like a square box with an opening on the front. The slot machine 10 includes a front door 12 that can cover the opening of the main body cabinet 11. The front door 12 is pivotally supported on one side edge of the main body cabinet 11 so that it can be opened and closed. The front door 12 is formed with a roughly square display window 12a through which the inside of the machine can be seen. The slot machine 10 includes a locking device 12b that locks the front door 12. The slot machine 10 is configured so that the front door 12 cannot be opened unless it is unlocked using a door key.

[0010] The slot machine 10 is provided with a light-emitting effect device 13 on the front of the front door 12. The light-emitting effect device 13 is configured to include one or more light-emitting elements (not shown), such as LEDs. The light-emitting effect device 13 can perform effects using a predetermined light-emitting pattern (hereinafter referred to as light-emitting effect) and notifications using a predetermined light-emitting pattern (hereinafter referred to as notification light). The predetermined light-emitting pattern can include at least one of turning on, turning off, and blinking of the light-emitting element.

[0011] The slot machine 10 is provided with a sound effect device 14 on the front side of the front door 12. The sound effect device 14 is configured to include one or more speakers. The sound effect device 14 can execute an effect that outputs a predetermined sound (hereinafter referred to as sound effect) and an announcement that outputs a predetermined sound (hereinafter referred to as sound announcement). For example, the predetermined sound may be music, sound effects, or a human voice reading a predetermined string of characters.

[0012] The slot machine 10 is equipped with a display effect device 15. As an example, the display effect device 15 is disposed on the front side of the front door 12, above the display window 12a. The display effect device 15 has one or more image display units, for example, a liquid crystal display. The display effect device 15 can execute an effect that displays a predetermined image (hereinafter referred to as a display effect) and an announcement that displays a predetermined image (hereinafter referred to as a display announcement). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when the term "display" is used to refer to these effect patterns, characters, etc., it means that these characters, etc. are displayed as an image.

[0013] The light-emitting performance device 13, the audio performance device 14, and the display performance device 15 constitute a performance device group ES, which is an example of a performance execution means. The performance device group ES is not limited to including all of the performance devices 13 to 15, but may be composed of one or more performance devices that can be arbitrarily selected from these performance devices. The performance device group ES may be composed of a movable performance device that operates a movable body, a vibration performance device that generates vibrations, or a blower performance device that generates wind. The performance device group ES is an example of a performance execution means that executes a performance.

[0014] The slot machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the slot machine 10 so that the player can view it through the display window 12a. The reel unit 16 includes a left reel 16a, a center reel 16b, and a right reel 16c. Each of the reels 16a to 16c has a symbol row in which multiple symbols are arranged. As an example, the symbol row is formed by wrapping a strip-shaped light-transmitting film, on which multiple symbols are printed along the longitudinal direction, around the outer periphery of the reels 16a to 16c. There are multiple types of symbols. As an example, the types of symbols may include a cherry symbol, a watermelon symbol, a bell symbol, a seven symbol, and a replay symbol.

[0015] The reel unit 16 includes an actuator (not shown) that drives each of the reels 16a to 16c. As an example, each actuator is a stepping motor. The reels 16a to 16c can be rotated and stopped vertically independently of each other by the actuator provided corresponding to each reel. In the slot machine 10, when the reels 16a to 16c rotate, a symbol row visible through the display window 12a is changed, and a variable game is executed. For example, the symbol row is changed in such a manner that the symbol row is scrolled vertically from top to bottom. The reel unit 16 is an example of a symbol display means that can display a variable symbol.

[0016] The display window 12a is large enough to display three consecutive symbols in the circumferential direction of the reels 16a to 16c. An upper stop position, a middle stop position, and a lower stop position are defined in the display window 12a for each of the reels 16a to 16c. When the reels stop spinning, one symbol is stopped at each of the upper stop position, the middle stop position, and the lower stop position.

[0017] The reel unit 16 includes reel sensors SE1 to SE3 that detect the rotational positions of the reels 16a to 16c, respectively (see FIG. 7). Each of the reel sensors SE1 to SE3 outputs a symbol signal for identifying a symbol that is passing through an activated pay line NL or a symbol that is stopped on an activated pay line NL.

[0018] The pay line NL will now be explained. In the slot machine 10, a "valid stop position combination" that can determine a winning symbol combination (stop number) is set by a combination of stop positions selected one by one from the three stop positions defined for each of the reels 16a to 16c. A line connecting a plurality of stop positions that make up a valid stop position combination is a pay line NL. As an example, the pay line NL is a line connecting the center stop positions of each of the reels 16a to 16c.

[0019] Regarding symbols, "stopping" means that the symbols stop at any of the upper, middle, or lower stop positions in the display window 12a and are displayed so as to be visible to the player. "Winning" means that a symbol combination that determines a prize is displayed on the pay line NL. In the slot machine 10, when a winning occurs, a prize (profit) determined for the winning symbol combination is awarded. A "symbol combination that determines a prize" is what is called a "winning combination." Note that combinations other than valid stop position combinations are invalid stop position combinations (so-called invalid lines) that do not allow the displayed symbol combination to be determined as a winning combination.

[0020] The slot machine 10 has an effect operation unit 21 on the front of the front door 12. The effect operation unit 21 has an operated unit that can be operated by a player or the like. As an example, the effect operation unit 21 is a button type. However, the effect operation unit 21 is not limited to this, and may be a touch sensor type or a lever type. The slot machine 10 has a medal insertion unit 22 into which gaming medals, which are an example of gaming media, can be inserted. The medal insertion unit 22 is formed with a medal insertion port 22a through which the gaming medals are inserted. The slot machine 10 has a medal selector (not shown) inside the machine. The medal selector has an insertion sensor SE4 that detects gaming medals inserted from the medal insertion port 22a (see Figure 7). When the insertion sensor SE4 detects a gaming medal, it outputs a medal detection signal.

[0021] The slot machine 10 is provided with a bet operation unit 23 on the front side of the front door 12. The bet operation unit 23 includes a unit bet operation unit 23a and a maximum bet operation unit 23b. Each bet operation unit 23a, 23b is a means for operating to bet game medals from credits stored internally in the slot machine 10. As an example, one, two, or three game medals can be bet on one variable game. Three is an example of the maximum bet. When operated, each bet operation unit 23a, 23b outputs an operation signal. The bet is the so-called bet amount.

[0022] The slot machine 10 is provided with a settlement operation unit 24 on the front side of the front door 12. The settlement operation unit 24 is a means for performing an operation to pay back the bet game medals and credits. When operated, the settlement operation unit 24 outputs an operation signal. The slot machine 10 is provided with a start operation unit 25 on the front side of the front door 12. As an example, the start operation unit 25 is a lever type. The start operation unit 25 is a means for performing a start operation to start the rotation of the reels 16a to 16c. A variable game can be started based on the start operation. The start operation can be a trigger for starting the variable game. When operated, the start operation unit 25 outputs an operation signal.

[0023] The slot machine 10 is provided with a stop operation unit 26 on the front surface of the front door 12. The stop operation unit 26 includes a left stop operation unit 26a, a center stop operation unit 26b, and a right stop operation unit 26c. As an example, each of the stop operation units 26a to 26c is in the form of a button. The left stop operation unit 26a corresponds to the left reel 16a and is a means for performing a stop operation to stop the rotation of the left reel 16a. The center stop operation unit 26b corresponds to the center reel 16b and is a means for performing a stop operation to stop the rotation of the center reel 16b. The right stop operation unit 26c corresponds to the right reel 16c and is a means for performing a stop operation to stop the rotation of the right reel 16c. When operated, each of the stop operation units 26a to 26c outputs an operation signal.

[0024] The slot machine 10 has a payout outlet 27 for game medals at the bottom of the front of the front door 12. The slot machine 10 has a tray 28 for receiving game medals paid out from the payout outlet 27. The slot machine 10 has a hopper unit (not shown) inside the machine. The hopper unit pays out game medals from the payout outlet 27.

[0025] As shown in FIGS. 1 and 2, the slot machine 10 has an information display unit 30. The information display unit 30 has an insertion availability display unit 31. The insertion availability display unit 31 displays information that can identify whether or not insertion of game medals into the medal insertion slot 22a is acceptable. The information display unit 30 has a replay display unit 32. The replay display unit 32 displays information that can identify whether or not replay is in operation. When replay is activated, the player can play a variable game with the bet amount from the previous variable game, without betting new game medals.

[0026] The information display unit 30 has a wait display unit 33. The wait display unit 33 displays information that can identify whether or not a wait time is in progress. The wait time is set so that the number of variable games executed per unit time does not exceed a specified number. The information display unit 30 has a bet display unit 34. The bet display unit 34 displays information that can identify the bet. As an example, the bet display unit 34 has a display unit corresponding to bet = 1, a display unit corresponding to bet = 2, and a display unit corresponding to bet = 3. In the bet display unit 34, the display unit corresponding to the bet is lit. The information display unit 30 has a credit display unit 35. The credit display unit 35 displays information that can identify the credits stored internally.

[0027] The information display unit 30 has a payout display unit 36. The payout display unit 36 ​​displays information that can identify the number of game medals to be paid out as a prize. In this specification, "payout" means that game medals are given to a player in response to a win, and does not necessarily mean that game medals are actually paid out. As an example, the payout display unit 36 ​​also serves as a means for displaying information that can identify the operation mode of the stop operation units 26a to 26c required to generate a win (hereinafter referred to as operation information). The operation information can identify at least one of the operation sequence and operation timing of the stop operation units 26a to 26c. The operation information is information that notifies the operation mode required to win a winning combination selected in an internal lottery. The payout display unit 36 ​​may also serve as a means for displaying information that can identify an error.

[0028] As shown in FIG. 3, the operation mode of the stop operation unit 26 may include the operation order (hereinafter referred to as the push order) of the stop operation units 26a to 26c and the operation timing (hereinafter referred to as the push position). There are six push orders in total, from first to sixth. In the figure, the push order is indicated in parentheses in the push order column by abbreviating the left stop operation unit 26a as "left," the center stop operation unit 26b as "center," and the right stop operation unit 26c as "right." The first stop operation column indicates the reel that will be stopped first, the second stop operation column indicates the reel that will be stopped second, and the third stop operation column indicates the reel that will be stopped third. The payout display column indicates the operation information to be displayed on the payout display unit. The operation information is information that can identify the recommended or instructed operation mode. For example, the first push order is the push order in which the stop operation units 26a to 26c are operated so that the rotation of the left reel 16a, center reel 16b, and right reel 16c is stopped in that order. When the first push order is instructed, the payout display unit 36 ​​displays "o1" as operation information that can identify the first push order.

[0029] Examples of roles and prizes are explained below. As shown in FIG. 4, the slot machine 10 has a plurality of types of roles. As an example, the plurality of types of roles may include a payout role and a replay role. The payout role is determined to be a prize of game medals. The payout role is a so-called small role. The replay role is determined to be a prize of replay activation. As an example, the payout roles include a cherry role, a watermelon role, a bell role, and a bell spill role. As an example, the number of payout coins is determined to be 4 for the cherry role, 15 for the watermelon role, 10 for the bell role, and 1 for the bell spill role.

[0030] The internal state of the slot machine 10 will now be described. As shown in Figures 5 and 6, the internal state of the slot machine 10 can be determined by a combination of game zones and game states. The slot machine 10 has multiple game zones. The multiple game zones include a normal zone and an advantageous zone. The advantageous zone is more likely to transition to a favorable game state than the normal zone. Notification of operation information is permitted in the advantageous zone and prohibited in the normal zone. When the start condition of the advantageous zone is met in the normal zone, the game zone transitions from the normal zone to the advantageous zone. When the end condition of the advantageous zone is met in the advantageous zone, the game zone transitions from the advantageous zone to the normal zone.

[0031] The slot machine 10 has a plurality of game states. The plurality of game states include a normal state and an advantageous state. Operation information is notified in the advantageous state, but is not notified in the normal state. The advantageous state is a so-called assist time (AT). The advantageous state is a state in which it is easier to win a payout role won by internal lottery compared to the normal state. In other words, the advantageous state is an internal state that is more advantageous than the normal state.

[0032] The normal state includes a first normal state and a second normal state. The second normal state has a higher expectation of transitioning to an advantageous state (hereinafter referred to as the transition expectation) than the first normal state. The second normal state is a so-called chance zone (CZ). The second normal state includes multiple states with different transition expectation rates. As an example, there are three types of second normal states, which are designated as the second normal state [A], the second normal state [B], and the second normal state [C] in order of decreasing transition expectation rate. When a transition condition to any of the second normal states is met in the first normal state, the game state transitions to the second normal state for which the transition condition is met. When a transition condition to an advantageous state is met in any normal state, the game state transitions to the advantageous state. When a transition condition to the first normal state is met in the advantageous state or any of the second normal states, the game state transitions to the first normal state.

[0033] An example of a specific transition mode of the internal state will be described. When the start condition of an advantageous zone is satisfied in a normal zone and the first normal state, the internal state may transition to an advantageous zone and the first normal state. When the transition condition to a second normal state is satisfied in an advantageous zone and the first normal state, the internal state may transition to an advantageous zone and one of the second normal states. When the transition condition to an advantageous state is satisfied in an advantageous zone and one of the normal states, the internal state may transition to an advantageous zone and an advantageous state. When the transition condition to the first normal state is satisfied in an advantageous zone and an advantageous state, the internal state may transition to a normal zone and the first normal state. Not limited to this, when the transition condition to the first normal state is satisfied in an advantageous zone and an advantageous state, the internal state may transition to an advantageous zone and the first normal state. Furthermore, when the end condition of an advantageous zone is satisfied in an advantageous zone and an advantageous state, the internal state may transition to a normal zone and the first normal state.

[0034] The first normal state may be accompanied by a sign of the second normal state or may not be accompanied by a sign of the second normal state. In the following description, a phenomenon or effect that is a sign of the second normal state will be simply referred to as a "sign." In the slot machine 10, signs suggest or notify the possibility of transition to the second normal state. Signs include real signs that appear when transitioning to the second normal state occurs and false signs that appear when transitioning to the second normal state does not occur. As an example, signs may include sign [A], sign [B], and sign [C]. Signs [A] to [C] correspond to the second normal states [A] to [C], respectively.

[0035] The presentation modes of the slot machine 10 will be explained. The slot machine 10 has multiple presentation modes. Each presentation mode has at least a partial difference in presentation characteristics of the presentation device group ES, making it possible to identify which presentation mode the player is currently in. As an example, the presentation modes correspond to game states. When the game state transitions, the presentation mode may transition to a presentation mode corresponding to the transitioned game state. The multiple presentation modes include a normal mode corresponding to a first normal state without a premonition, a premonition mode [A] corresponding to the first normal state with a premonition [A], a premonition mode [B] corresponding to the first normal state with a premonition [B], and a premonition mode [C] corresponding to the first normal state with a premonition [C]. The multiple presentation modes include a chance mode [A] corresponding to a second normal state [A], a chance mode [B] corresponding to the second normal state [B], and a chance mode [C] corresponding to the second normal state [C]. The multiple presentation modes include an advantageous mode corresponding to an advantageous state.

[0036] The electrical configuration of the slot machine 10 will be described. As shown in FIG. 7, the slot machine 10 includes a main board 80 and a sub-board 90. The main board 80 and the sub-board 90 are disposed inside the machine. The main board 80 performs various processes related to the progress of the game. The main board 80 outputs a control signal (control command) to the sub-board 90 according to the results of the processing. The sub-board 90 performs various processes related to the presentation based on the various control signals input from the main board 80.

[0037] The main board 80 will now be described. The main board 80 includes a CPU 81, a ROM 82, and an RWM 83. The CPU 81 executes various control operations in a predetermined procedure based on a main control program. The ROM 82 stores the main control program, various tables, various judgment values, etc. The various tables may include a winning combination determination table that is referenced to determine one or more winning combinations from among multiple winning combinations. The winning combination information is an identifier (ID) that can identify a winning combination (symbol combination) that allows a winning combination in the variable game. As an example, each winning combination information defines one or more winning combinations that allow a winning combination in the variable game.

[0038] As shown in Fig. 4, the multiple winning combination information may include cherry winning combination information, watermelon winning combination information, bell winning combination information, and replay winning combination information. In the slot machine 10, when the stop operation units 26a to 26c are operated in an operation mode (hereinafter referred to as a corresponding operation mode) corresponding to the winning combination determined in the winning combination information, control is performed to generate a winning combination corresponding to the corresponding operation mode (hereinafter referred to as a symbol stop control). In the figure, the "corresponding operation mode" column shows the pressing order and pressing positions as the corresponding operation mode required to generate a winning combination shown in the "winning combination" column.

[0039] The cherry role information defines a cherry role. The corresponding operation mode for the cherry role is to operate the stop operation units 26a to 26c at the "cherry push position" within a predetermined range from the cherry symbol in the symbol row, and the push order does not matter. If no operation is made at the cherry push position, a cherry spill symbol combination without a prize is stopped and displayed. The watermelon role information defines a watermelon role. The corresponding operation mode for the watermelon role is to operate the stop operation units 26a to 26c at the "watermelon push position" within a predetermined range from the watermelon symbol in the symbol row, and the push order does not matter. If no operation is made at the watermelon push position, a watermelon spill symbol combination without a prize is stopped and displayed. The predetermined range is the range within which the symbol can be pulled in and stopped (sliding stop) by the symbol stop control.

[0040] The bell combination information defines a bell combination and a bell spill combination. In each bell combination information, the corresponding operation mode for the bell combination is to operate the stop operation units 26a-26c in the push order corresponding to the winning bell combination information, regardless of the push position. In each bell combination information, the corresponding operation mode for the bell spill combination is all operation modes different from the corresponding operation mode for the bell combination. For example, in the first bell combination information, the corresponding operation mode for the bell combination is to operate the stop operation units 26a-26c in the first push order, and any operation mode different from this operation mode is the corresponding operation mode for the bell spill combination. The replay combination information defines a replay combination. The corresponding operation mode for the replay combination is a combination of all push orders and all push positions. In other words, if the replay combination information is won, a replay combination can be won regardless of the operation mode of the stop operation units 26a-26c. Multiple combination information may include information defining combinations that do not require a push order but require a push position. The multiple winning combination information may include information specifying winning combinations that require both a pressing order and a pressing position.

[0041] Returning to the explanation of the main board 80. As shown in Fig. 7, the RWM 83 stores various information generated in response to processing by the CPU 81. For example, the RWM 83 stores credits, flags, timers, counters, etc. The main board 80 generates random numbers used in various lotteries. The random numbers may be hardware random numbers generated by a random number generation circuit, or software random numbers generated by the CPU 81. The random numbers may include special random numbers for determining winning combination information.

[0042] The CPU 81 is connected to the reel sensors SE1 to SE3. The CPU 81 can input symbol signals from each of the reel sensors SE1 to SE3. The CPU 81 is connected to the insertion sensor SE4. The CPU 81 can input medal detection signals from the insertion sensor SE4. The CPU 81 is connected to the unit bet operation unit 23a, maximum bet operation unit 23b, settlement operation unit 24, start operation unit 25, and each of the stop operation units 26a to 26c. The CPU 81 can input operation signals from each of the unit bet operation unit 23a, maximum bet operation unit 23b, settlement operation unit 24, start operation unit 25, and stop operation units 26a to 26c.

[0043] The CPU 81 is connected to each actuator of the reel unit 16. The CPU 81 can drive each actuator by outputting a predetermined operation signal (drive signal) to each actuator. The CPU 81 can control the operation of each actuator of the reel unit 16 to spin and stop each of the reels 16a to 16c individually. The CPU 81 is connected to the actuator of the hopper unit. The CPU 81 can control the payout of game medals by the hopper unit by controlling the operation of the actuator.

[0044] The sub-board 90 will now be described. The sub-board 90 includes a CPU 91, a ROM 92, and an RWM 93. The CPU 91 executes various control operations in a predetermined procedure based on various control signals input from the main board 80 and a sub-control program. The ROM 92 stores the sub-control program, various tables, various determination values, etc. The ROM 92 stores a display performance pattern capable of specifying the mode of display performance in the display performance device 15, an audio performance pattern capable of specifying the mode of audio performance in the audio performance device 14, and a light-emitting performance pattern capable of specifying the mode of light-emitting performance in the light-emitting performance device 13. The CPU 91 is an example of a performance control means that controls a performance execution means (for example, a performance device group ES).

[0045] The RWM 93 stores various information generated in response to processing by the CPU 91. For example, the RWM 93 stores flags, timers, counters, etc. The sub-board 90 generates random numbers used in various lotteries. The random numbers may be hardware random numbers generated by a random number generation circuit, or software random numbers generated by the CPU 91. The random numbers may include special random numbers for determining winning combination information.

[0046] The CPU 91 is connected to the light-emitting effect device 13, the sound effect device 14, and the display effect device 15. The CPU 91 executes various effects by controlling the light-emitting effect device 13, the sound effect device 14, and the display effect device 15 based on various control information input from the main board 80. The CPU 91 can also execute effects corresponding to the internal state of the slot machine 10. The various effects include an effect (so-called navigation effect) that notifies the operation mode of the stop operation unit 26 required to win a specific winning combination (symbol combination), and an effect that suggests a winning combination (winning combination).

[0047] The slot machine 10 includes a power supply unit 99. The power supply unit 99 is disposed inside the machine. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the main board 80 and the sub-board 90. The power supply unit 99 includes a power switch 99a. The slot machine 10 can be powered on by starting the power supply to the power supply unit 99 while the power switch 99a is on, or by turning on the power switch 99a while power is being supplied.

[0048] The game progress main processing executed by the main board 80 (CPU 81) will be described. As shown in Fig. 8, first, the CPU 81 executes a game start setting process (S101). In the game start setting process, the CPU 81 updates a predetermined storage area in the RWM 83. Next, the CPU 81 determines whether or not the replay is inactive (S102). If the replay is inactive (S102: YES), the CPU 81 executes a bet amount setting process to set the bet amount for the current variable game (S103).

[0049] In the bet amount setting process, the CPU 81 inputs a detection signal from the insertion sensor SE4, and if the bet amount is less than the maximum bet amount, it adds 1 to the bet amount. If the CPU 81 inputs a detection signal from the insertion sensor SE4, and if the bet amount is the maximum bet amount, it adds 1 to the credit. Note that if the credit amount has reached the upper limit (for example, 50 medals), the CPU 81 controls the medal selector (not shown) to return the inserted gaming medals from the payout outlet 27.

[0050] If no detection signal is input from the input sensor SE4, the CPU 81 determines whether or not an operation signal is input from the multiplier operation units 23a, 23b. The CPU 81 inputs an operation signal from the unit multiplier operation unit 23a, and when the credit is 1 or more and less than the maximum multiplier, it adds 1 to the multiplier. If the CPU 81 inputs an operation signal from the maximum multiplier operation unit 23b and the credit is less than the maximum multiplier, it adds 1 to the multiplier so that the multiplier approaches the maximum multiplier, up to the credit at that time. If an addition is made to the multiplier, or if no operation signal is input from the multiplier operation units 23a, 23b, the CPU 81 ends the multiplier setting process.

[0051] When the bet amount setting process is completed, the CPU 81 executes the settlement process (S104). In the settlement process, if an operation signal is not input from the settlement operation unit 24, the CPU 81 ends the settlement process. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls a hopper unit (not shown) to return game medals equivalent to the bet amount from the payout outlet 27. Then, the CPU 81 sets the bet amount to 0. If an operation signal is input from the settlement operation unit 24, the CPU 81 controls a hopper unit (not shown) to return game medals equivalent to the credit amount from the payout outlet 27. In this case, the CPU 81 sets the credit to 0. Thereafter, the CPU 81 ends the settlement process.

[0052] If the replay is not inactive (S102: NO) and if the settlement process has ended, the CPU 81 determines whether the bet amount matches the specified bet amount (S105). Note that if the replay is in operation, the CPU 81 sets the bet amount at the start of the previous variable game as the bet amount for the current variable game.

[0053] If the bet amount does not match the specified bet amount (S105: NO), the CPU 81 proceeds to the processing of step S102. If the bet amount matches the specified bet amount (S105: YES), the CPU 81 determines whether or not a start operation has been accepted (S106). The CPU 81 makes a positive judgment when a detection signal has been input from the start operation unit 25. On the other hand, the CPU 81 makes a negative judgment when a detection signal has not been input from the start operation unit 25. If a start operation has not been accepted (S106: NO), the CPU 81 proceeds to the processing of step S102. On the other hand, if a start operation has been accepted (S106: YES), the CPU 81 executes a role lottery process (S107).

[0054] The role lottery process will be described. The CPU 81 executes the role lottery process to determine one piece of role information from among multiple pieces of role information. The CPU 81 acquires a special random number generated by the main board 80. The CPU 81 determines role information by role lottery using the special random number so as to achieve a predetermined winning probability. The role lottery can also be considered a special lottery for determining whether or not a player wins. Not winning any of the role information is what is known as a loss. The CPU 81 stores information indicating the winning role information (hereinafter referred to as a winning flag) in the RWM 83. The winning flag is initialized in the next game start setting process (S101). The CPU 81 stores control information (hereinafter referred to as a winning command) that can identify the winning role information in the output buffer. Thereafter, the CPU 81 ends the role lottery process. After ending the role lottery process, the CPU 81 executes a transition determination process regarding the internal state (S108).

[0055] The CPU 81 can control the transition of the internal state by executing the transition determination process. In the transition determination process, it is possible to determine whether or not to transition the game section and the game state, while the transition of the internal state according to the result of the determination is performed in the game update process (S117) described later. The transition determination process will be explained.

[0056] The CPU 81 can identify the gaming zone by referring to the information set in the gaming zone flag. The gaming zone flag is stored in the RWM 83. The information set in the gaming zone flag includes advantageous zone information indicating that the zone is an advantageous zone and normal zone information indicating that the zone is a normal zone. The CPU 81 can identify the gaming state by referring to the information set in the gaming state flag. The gaming state flag is stored in the RWM 83. The information set in the gaming state flag includes first normal state information indicating that the zone is a first normal state, second normal state information indicating that the zone is a second normal state, and advantageous state information indicating that the zone is an advantageous state. The second normal state information includes second normal state information [A] indicating that the zone is a second normal state [A], second normal state information [B] indicating that the zone is a second normal state [B], and second normal state information [C] indicating that the zone is a second normal state [C].

[0057] When the CPU 81 is in the normal zone and the first normal state, the CPU 81 executes a first transition determination process. The first transition determination process is a process for determining whether or not to transition from the normal zone to an advantageous zone. In the first transition determination process, the CPU 81 acquires a predetermined random number generated by the main board 80. The CPU 81 determines whether or not to transition to an advantageous zone by a zone transition lottery using the acquired random number. If the zone transition lottery is won, the CPU 81 stores an advantageous zone transition flag in the RWM 83 as information indicating a transition to an advantageous zone. Thereafter, the CPU 81 terminates the transition determination process. On the other hand, if the zone transition lottery is not won, the CPU 81 terminates the transition determination process.

[0058] When the game is in an advantageous zone and in the first normal state, the CPU 81 executes a second transition determination process. The second transition determination process is a process for determining whether or not to transition from the first normal state to the second normal state. In the second transition determination process, the CPU 81 determines whether or not a transition wait flag is stored in the RWM 83. The fact that a transition wait flag is stored indicates that a transition to one of the second normal states has already been determined and that a transition to the second normal state is currently being waited for.

[0059] If the transition standby flag is not stored, the CPU 81 executes a state transition lottery to determine whether or not to allow a transition from the first normal state to the second normal state. The state transition lottery is a so-called chance zone lottery. The CPU 81 obtains a predetermined random number generated by the main board 80 and executes a state transition lottery using the random number. The CPU 81 executes the state transition lottery so that the winning probability corresponds to the winning role information in the winning role lottery process. As an example, the state transition lottery can be won if the watermelon role information or cherry role information is won, but is not won if the winning role information other than these is won. The winning probability of the state transition lottery should be higher in the order of cherry role information < watermelon role information.

[0060] When the state transition lottery is won, the CPU 81 determines the second normal state to be the transition destination from among the second normal states [A] to [C] by a transition destination lottery using a predetermined random number. The CPU 81 sets information indicating the second normal state determined as the transition destination in a schedule flag stored in the RWM 83. The CPU 81 stores control information (hereinafter referred to as a reservation command) indicating the second normal state determined as the transition destination in the output buffer. The CPU 81 stores a transition wait flag in the RWM 83. The CPU 81 sets an initial value (7 times, as an example) for the remaining transition wait count stored in the RWM 83. The remaining transition wait count is information indicating the remaining number of variable games waiting for transition to the second normal state. Thereafter, the CPU 81 ends the transition determination process.

[0061] When the state transition lottery is not won, the CPU 81 can execute the false sign processing. As an example, when the state is the first normal state and the transition standby flag and the false sign flag are not stored, the CPU 81 can execute the false sign processing. The false sign flag is information that can identify that a false sign is being executed. The false sign flag is stored in the RWM 83. In the false sign processing, when a cherry role or a watermelon role is won, the CPU 81 determines whether or not to generate a false sign by a false sign lottery using a predetermined random number. When the false sign lottery is won, the type of false sign is determined by a lottery using a predetermined random number. The types of false signs include false signs [A] to [C]. The false signs [A] to [C] have the same presentation style as the signs [A] to [C], respectively. The CPU 81 stores control information (hereinafter referred to as a false sign start command) capable of initiating a false sign and specifying the type of false sign to be initiated in an output buffer. The false sign start command can also be considered information capable of specifying the sign mode to which the game will transition. As an example, the CPU 81 sets the initial value of the remaining number of false signs stored in the RWM 83 to 7. The CPU 81 stores a false sign flag in the RWM 83. Thereafter, the CPU 81 terminates the transition determination process. On the other hand, if the game is not won in the false sign lottery, the CPU 81 terminates the transition determination process. Furthermore, if the game is in the first normal state and a transition standby flag or a false sign flag is stored, or if the game is in a gaming state different from the first normal state, the CPU 81 does not execute the false sign process and terminates the transition determination process.

[0062] When the transition determination process is completed, the CPU 81 executes operation information processing (S109). In an advantageous zone, the CPU 81 is permitted to display operation information on the payout display unit 36. On the other hand, in a normal zone, the CPU 81 is prohibited from displaying operation information on the payout display unit 36. As an example, when the game is in an advantageous zone and in an advantageous state, the CPU 81 displays operation information identified according to the winning combination information. As an example, when the game is in an advantageous zone and in any normal state, the CPU 81 does not display operation information. As an example, when the game is winning on any of the first to sixth bell combination information, the CPU 81 identifies operation information indicating the operation modes of the stop operation units 26a to 26c required to generate a bell combination win. The CPU 81 controls the payout display unit 36 ​​to display the identified operation information. For example, when the game is winning on the first bell combination information, the CPU 81 identifies operation information indicating the first push order and controls the payout display unit 36 ​​to display the operation information. The CPU 81 stores the control information (hereinafter referred to as the operation information command) indicating the operation information specified according to the role information in the output buffer, and ends the operation information processing. Note that even if the CPU 81 does not specify any operation information, it may store the operation information command that does not specify any operation information in the output buffer.

[0063] Then, the CPU 81 determines whether the wait time has elapsed (S110). If the wait time has not elapsed (S110: NO), the CPU 81 waits until the wait time has elapsed. If the wait time has elapsed (S110: YES), the CPU 81 sets a wait time for determining whether the wait time has elapsed next time. The set wait time is measured in a count subtraction process executed as a timer interrupt process.

[0064] After setting the wait time, the CPU 81 controls the actuators of the reels 16a to 16c so that the reels 16a to 16c start to rotate (S111). The variable game starts when the reels 16a to 16c start to rotate in step S111. In this way, the reel unit 16 starts to vary the symbols as a variable game. The CPU 81 stores control information (hereinafter referred to as a start command) capable of specifying that the variable game has started in the output buffer. The start command may be control information capable of specifying the bet amount when the start operation is accepted.

[0065] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 81 determines whether a stop operation has been received from any of the stop operation units 26a-26c (S112). In the processing of step S112, the CPU 81 makes a positive determination if a detection signal has been input from any of the stop operation units 26a-26c corresponding to the spinning reel. On the other hand, the CPU 81 makes a negative determination if a detection signal has been input from a stop operation unit corresponding to a reel that has already stopped, or if no detection signal has been input from any of the stop operation units 26a-26c. If a stop operation has not been received (S112: NO), the CPU 81 waits until a stop operation is received.

[0066] When the CPU 81 receives a stop operation (S112: YES), the CPU 81 executes a reel stop process to stop the rotation of the reel corresponding to the stop operation unit that received the detection signal (S113). That is, the CPU 81 controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation. As an example, the reel stop process realizes a symbol stop control. The symbol stop control may include a symbol pull-in control and a symbol kick-off control.

[0067] In the reel stop process, the CPU 81 searches for symbols that are permitted to stop on the pay line NL, among symbols that are within a predetermined pull-in range (for example, five symbols) from the timing (spin position) when the stop operation unit is operated, according to the result of the winning combination lottery (winning combination information). For example, the search for symbols can be realized by at least one of referring to a stop symbol search table stored in the ROM 82 and performing a calculation using stop symbol search data. Then, the CPU 81 stops the rotation of the reels so that one of the searched symbols stops on the pay line NL.

[0068] When the first stop operation, second stop operation, and third stop operation are performed, the CPU 81 executes reel stop processing, respectively, to display the result of the current winning combination and the operation mode (push order and push position) of the stop operation units 26a to 26c. In other words, the CPU 81 can generate a winning combination associated with the winning combination information according to the operation mode of the stop operation units 26a to 26c. Note that, if none of the winning numbers are won (in the case of a loss), the CPU 81 controls so that no winning combination is generated.

[0069] Next, the CPU 81 determines whether all of the reels 16a to 16c have been stopped (S114). If some of the reels 16a to 16c have not been stopped (S114: NO), the CPU 81 proceeds to the process of step S112. On the other hand, if all of the reels 16a to 16c have been stopped (S114: YES), the CPU 81 ends the variable game and executes a winning determination process (S115). The CPU 81 ends the variable game in response to the stop operation. The CPU 81 stores control information (hereinafter referred to as an end command) capable of identifying that the variable game has ended in the output buffer.

[0070] In the winning determination process, the CPU 81 determines whether or not a winning combination of any winning combination has occurred. That is, the CPU 81 determines whether or not the symbol combination stopped on the activated line NL is a predetermined combination required for awarding a prize. If a winning combination of any winning combination has occurred, the CPU 81 awards the prize determined for the winning combination. The CPU 81 stores control information (hereinafter referred to as a winning command) capable of identifying the winning combination in the output buffer. If no winning combination has occurred, the CPU 81 ends the winning determination process.

[0071] When a payout role is won, the CPU 81 adds credits to the number of game medals awarded as a prize to be paid out. When the credits exceed the upper limit, the CPU 81 controls the hopper unit to pay out the excess game medals from the payout opening 27. Then, the CPU 81 ends the winning determination process. When a replay role is won, the CPU 81 activates a replay. That is, the CPU 81 sets the same bet amount as that of the variable game in which the replay role is won. Then, the CPU 81 ends the winning determination process.

[0072] When the winning determination process is completed, the CPU 81 executes an information generation process (S116). The information generation process is a process for generating various information for transitioning the internal state. In the information generation process, the CPU 81 executes a game zone information generation process. In the game zone information generation process, if the game zone is advantageous, the CPU 81 subtracts 1 from the remaining number of advantageous zones stored in the RWM 83. The remaining number of advantageous zones is information that can identify the remaining number of variable games in which the player can stay in the advantageous zone. As an example, when the game zone is advantageous, the initial value of the remaining number of advantageous zones is 4,000. When the game zone is advantageous, the CPU 81 updates the advantageous zone difference number of game medals stored in the RWM 83. The advantageous zone difference number indicates the difference in number of medals since the game zone was switched to. When the game zone is advantageous, the initial value of the advantageous zone difference number is 0. As an example, the CPU 81 subtracts the bet in the current variable game from the advantageous zone difference number. The CPU 81 adds the payout number in the current variable game to the advantageous zone difference number.

[0073] Next, the CPU 81 determines whether the termination condition of the advantageous zone is met. When the remaining number of times in the advantageous zone becomes 0 as a result of subtracting the remaining number of times in the advantageous zone, the CPU 81 determines that the termination condition of the advantageous zone is met. When the difference in the number of sheets in the advantageous zone reaches a specified number as a result of updating the difference in the number of sheets in the advantageous zone, the CPU 81 determines that the termination condition of the advantageous zone is met. As an example, the specified number is 2,400 sheets. When the termination condition of the advantageous zone is met, the CPU 81 stores an advantageous zone end flag in the RWM 83 as information indicating the end of the advantageous zone. Furthermore, the CPU 81 sets information indicating a transition to the first normal state in the transition destination state flag stored in the RWM 83. Thereafter, the CPU 81 ends the game zone information generation process. When the termination condition of the advantageous zone is not met, the CPU 81 ends the game zone information generation process. After ending the game zone information generation process, the CPU 81 executes a game state information generation process.

[0074] In the game state information generation process, when the game is in an advantageous state, the CPU 81 subtracts 1 from the remaining advantageous state count stored in the RWM 83. The remaining advantageous state count is information that can identify the remaining number of variable games in which the game can remain in the advantageous state. As an example, when a transition to an advantageous state occurs, the initial value of the remaining advantageous state count is 100. When the remaining advantageous state count becomes 0 as a result of subtracting the remaining advantageous state count, the CPU 81 sets information indicating a transition to the first normal state (end of the advantageous state) in the transition destination state flag. Furthermore, the CPU 81 stores an advantageous period end flag in the RWM 83.

[0075] In the game state information generation process, when the game is in the first normal state and the transition standby flag is stored, the CPU 81 subtracts 1 from the remaining transition standby count. If the remaining transition standby count becomes 0 as a result of subtracting the remaining transition standby count, the CPU 81 sets information indicating a transition to the second normal state, which can be specified by referring to the scheduled flag, in the transition destination state flag. In this case, the CPU 81 erases the transition standby flag and the reservation flag.

[0076] In the game status information generation process, when the first normal state is established and the false sign flag is stored, the CPU 81 subtracts 1 from the remaining number of false signs. When the remaining number of false signs becomes 0 as a result of subtracting the remaining number of false signs, the CPU 81 stores control information (hereinafter referred to as a false sign end command) capable of specifying that the false signs be ended in the output buffer. The CPU 81 erases the false sign flag. Thereafter, the CPU 81 ends the game update process. On the other hand, when the remaining number of false signs is 1 or more, the CPU 81 ends the game update process.

[0077] In the game state information generation process, the CPU 81 executes various processes to transition from the second normal state to the advantageous state or the first normal state. The control state in the second normal states [A] to [C] can be divided into a first part and a second part.

[0078] The processing in the first part will be explained. When the game is in the first part of the second normal state [A], the CPU 81 subtracts 1 from the remaining number of times in the first part. The remaining number of times in the first part is information that can identify the remaining number of variable games that can be played in the second normal state. As an example, when the game transitions to the second normal state [A], the initial value of the remaining number of times in the first part is 15 times. When the CPU 81 updates (adds or subtracts) the remaining number of times in the first part, it stores control information (hereinafter referred to as the first remaining number command) that can identify the updated remaining number of times in the first part in the output buffer.

[0079] When the remaining number of times in the first part becomes 0 as a result of subtracting the number of times remaining in the first part, the CPU 81 performs an advantageous transition lottery to determine whether or not to transition to an advantageous state. As an example, the CPU 81 acquires a predetermined random number generated by the main board 80. The CPU 81 determines whether or not to transition to an advantageous state by an advantageous transition lottery using the acquired random number. If the advantageous transition lottery is won, the CPU 81 sets information indicating a transition to an advantageous state to a transition destination state flag. The probability of winning the advantageous transition lottery varies depending on the second points described below. As an example, the probability of winning the advantageous transition lottery increases as the second points increase. As an example, it can be said that the probability of winning the advantageous transition lottery differs when the second points are the first number and when the second points are the second number. The CPU 81 stores control information (hereinafter referred to as a specific transition command) indicating that the advantageous transition lottery has been won in the output buffer. On the other hand, if the advantageous transition lottery is not won, the CPU 81 sets information indicating a transition to the first normal state to a transition destination state flag. The CPU 81 stores control information (hereinafter referred to as a chance end command) indicating a transition to the first normal state in the output buffer. In a variation game in which the remaining number of times in the first part becomes 0, that is, in the final variation game in the chance mode (second normal state [A] to [C]), a specific transition command or a chance end command may be transmitted. Thereafter, the CPU 81 ends the game play state information generation process.

[0080] When the result of subtracting the remaining number of times in the first part is that the remaining number of times in the first part is 1 or more, the CPU 81 determines whether or not a winning combination of the corresponding role in the second normal state [A] has occurred. The corresponding role in the second normal state [A] is common to the first part and the second part. As an example, the corresponding role in the second normal state [A] is a replay role. When a winning combination of the corresponding role in the second normal state [A] has not occurred, the CPU 81 does not add to the first point stored in the RWM 83. The first point is information indicating the number of winning combinations of the corresponding role in the first part. On the other hand, when a winning combination of the corresponding role in the second normal state [A] has occurred, the CPU 81 adds 1 to the first point. When the CPU 81 updates the first point, it stores control information (hereinafter referred to as a first point command) capable of identifying the updated first point in the output buffer.

[0081] When the first points reach a first specified point as a result of adding the first points, the CPU 81 transitions to the second part. As an example, the first specified point is three points. The CPU 81 stores control information capable of identifying the start of the second part (hereinafter referred to as a second part start command) in the output buffer. The CPU 81 sets an initial value for the second part remaining number stored in the RWM 83 as information indicating the remaining number of variable games that can be played in the second part. As an example, the initial value of the second part remaining number is three, which is equal to the first points. When the CPU 81 updates (adds or subtracts) the second part remaining number, the CPU 81 stores control information capable of identifying the updated second part remaining number (hereinafter referred to as a second remaining number command) in the output buffer. Thereafter, the CPU 81 terminates the game status information generation process. On the other hand, when the first points do not reach the first specified point as a result of adding the first points, the CPU 81 maintains the first part. Thereafter, the CPU 81 terminates the game status information generation process.

[0082] The CPU 81 may constitute an example of a counting means that counts a predetermined value in response to game play. The first point is an example of a predetermined value. The CPU 81 counts a value indicating the number of times a specific condition is met as the predetermined value. The specific condition may be met when a predetermined pattern is displayed stationary after the pattern is displayed in a variable manner in response to game play. As an example, the predetermined pattern is a pattern that constitutes a corresponding role in the second normal state currently in effect. The CPU 81 clears the first point when transitioning to the second part or when the second normal state ends.

[0083] The processing in the second part will be explained. When it is the second part of the second normal state [A], the CPU 81 determines whether or not a winning combination corresponding to the second normal state [A] has occurred. When a winning combination corresponding to the second normal state [A] has not occurred, the CPU 81 does not add 1 to the second points stored in the RWM 83. The second points are information indicating the number of winning combinations corresponding to the second part. On the other hand, when a winning combination corresponding to the second normal state [A] has occurred, the CPU 81 adds 1 to the second points.

[0084] When the second points reach the second specified points as a result of adding the points to the second points, the CPU 81 determines to transition to the advantageous state. The CPU 81 sets information indicating the transition to the advantageous state in the transition destination state flag. Thereafter, the CPU 81 ends the game play state information generation process. Note that the CPU 81 clears the second points when the current second normal state ends.

[0085] On the other hand, if the second points do not reach the second specified points as a result of adding the second points, the CPU 81 does not decide to transition to the advantageous state. If the second part of the second normal state [A] is in progress, the CPU 81 subtracts 1 from the remaining number of times in the second part. If the second part of the second normal state [A] is in progress, the CPU 81 maintains the remaining number of times in the first part without subtracting it. If the remaining number of times in the second part becomes 0 as a result of subtracting the remaining number of times in the second part, the CPU 81 transitions to the first part. Thereafter, the CPU 81 terminates the game play status information generation process. On the other hand, if the remaining number of times in the second part does not become 0 as a result of subtracting the remaining number of times in the second part, the CPU 81 maintains the second part. Thereafter, the CPU 81 terminates the game play status information generation process.

[0086] When transitioning between parts in the second normal state, the CPU 81 stores control information (hereinafter referred to as a part transition command) capable of identifying the part to be transitioned to in the output buffer. Note that the processing executed by the CPU 81 in each part of the second normal state [B] is the processing executed by the CPU 81 in each part of the second normal state [A] by replacing the second normal state [A] with the second normal state [B] and the corresponding role with a bell role, respectively, and therefore a detailed description thereof will be omitted. Also, the processing executed by the CPU 81 in each part of the second normal state [C] is the processing executed by the CPU 81 in each part of the second normal state [A] by replacing the second normal state [A] with the second normal state [C] and the corresponding role with a bell role and a replay role, respectively, and therefore a detailed description thereof will be omitted.

[0087] When the information generation process is completed, the CPU 81 executes a game update process (S117). The game update process is a process for transitioning the internal state according to the processing results related to the game zone and the game state. By executing the game update process, the CPU 81 constitutes an example of a state control means for controlling the state. In the game update process, if a favorable zone transition flag is stored in the RWM 83, the CPU 81 sets favorable zone information to the game zone flag. In other words, the CPU 81 transitions from the normal zone to the favorable zone. If a favorable zone end flag is stored in the RWM 83, the CPU 81 sets normal zone information to the game zone flag. In other words, the CPU 81 transitions from the favorable zone to the normal zone. When the CPU 81 transitions the game zone, it stores control information (hereinafter referred to as a game zone command) capable of identifying the destination game zone in the output buffer.

[0088] The CPU 81 refers to the destination state flag and determines whether information indicating a destination game state is set. When information indicating a transition to the first normal state is set, the CPU 81 sets the game state flag to first normal state information. When information indicating a transition to the second normal state [A] is set, the CPU 81 sets the game state flag to second normal state information [A]. When information indicating a transition to the second normal state [B] is set, the CPU 81 sets the game state flag to second normal state information [B]. When information indicating a transition to the second normal state [C] is set, the CPU 81 sets the game state flag to second normal state information [C]. When information indicating a transition to an advantageous state is set, the CPU 81 sets the game state flag to advantageous information. In other words, the CPU 81 transitions the game state. When transitioning the game state, the CPU 81 stores control information (hereinafter referred to as a game state command) capable of identifying the destination game state in an output buffer.

[0089] As described above, the slot machine 10 displays a varying pattern based on a start trigger, and can award a bonus depending on the pattern that stops and is displayed after the varying pattern display. Examples of bonuses include the activation of a replay, the payout of game medals, and transition to a relatively advantageous game state. In the game progress main processing, the CPU 81 is further configured to perform the following controls. The CPU 81 controls the information display unit 30 (display units 31 to 36) so as to notify the user of the current status of the slot machine 10. For example, when an error occurs in the slot machine 10, the CPU 81 controls the payout display unit 36 ​​to display error information that identifies the error that has occurred.

[0090] The processing executed by the sub-board 90 (CPU 91) will be described. The CPU 91 controls the group of effect devices ES based on various control information (control commands) input as the game progresses, and executes various effects. The CPU 91 inputs control information output from the main board 80 (CPU 81) to identify the progress of the variable game and the transition of the internal state (game zone and game state). The CPU 91 inputs a game zone command to identify the current game zone. The CPU 91 inputs a game state command to identify the current game state.

[0091] When a game status command is input, the CPU 91 sets a presentation mode corresponding to the game status that can be identified from the game status command. The CPU 91 controls the presentation device group ES so that various presentations are executed in a presentation manner corresponding to the currently set presentation mode. As an example, the CPU 91 displays a mode screen corresponding to the currently set presentation mode on the display presentation device 15. The mode screen is composed of multiple elements such as characters, backgrounds, and characters (character strings). The currently set presentation mode can be identified by differences in at least some of the multiple elements on the mode screen. "Differences in certain elements" does not necessarily mean that the element is present or absent, but may also include differences in the display manner (display area and display position) of the same element. Elements that differ from other mode screens among the elements that make up the mode screen can function as mode information that notifies the current internal state.

[0092] As an example, the CPU 91 sets the presentation mode based on various commands including a game state command. The CPU 91 sets the normal mode when a game state command that can identify the first normal state is input. The CPU 91 sets the premonition mode when a reservation command or a premonition start command is input while the normal mode is set. The CPU 91 sets the premonition mode [A] when the second normal state [A] can be identified from the reservation command. Therefore, by the time the final game in the premonition mode is completed, the game may transition to the premonition mode [A], and then to the chance mode [B].

[0093] If the second normal state [B] can be identified from the reservation command, the CPU 91 first sets the premonition mode [A]. Each time the start command is input, the CPU 91 executes a mode promotion lottery using a predetermined random number. If the mode promotion lottery is won, the CPU 91 sets the premonition mode [B]. The CPU 91 counts the number of start command inputs, and when the number of inputs reaches a specified number (for example, seven times), the CPU 91 sets the premonition mode [B]. Therefore, by the time the final game of the premonition mode is completed, the game may transition to the premonition mode [B], and then transition to the chance mode [B].

[0094] If the second normal state [C] can be identified from the reservation command, the CPU 91 first sets the premonition mode [A]. The CPU 91 executes a mode promotion lottery each time a start command is input. If the mode promotion lottery is won, the CPU 91 sets the premonition mode [B]. If the mode promotion lottery is further won, the CPU 91 sets the premonition mode [C]. The CPU 91 counts the number of start command inputs, and when the number of inputs reaches a specified number (for example, seven times), the CPU 91 sets the premonition mode [C]. Therefore, by the time the final game of the premonition mode is completed, the mode may transition to the premonition mode [C], and then to the chance mode [C].

[0095] When the CPU 91 inputs a false premonition start command, it sets premonition mode [A]. Each time the start command is input, the CPU 91 executes a false promotion lottery using a predetermined random number. If the false promotion lottery is won, the CPU 91 sets premonition mode [B]. If the false promotion lottery is won, the CPU 91 sets premonition mode [C]. The probability of winning the false promotion lottery is lower in premonition mode [B] than in premonition mode [A]. Therefore, the expectation of transitioning to the second normal state increases in the order of premonition mode [A] < [B] < [C]. Alternatively, the CPU 91 may be configured not to execute a false promotion lottery. In this case, some premonition modes (for example, premonition modes [B] and [C]) become presentation modes that confirm transition to the second normal state.

[0096] When the CPU 91 can identify one of the second normal states [A] to [C] from the game state command, the CPU 91 sets the respective chance mode [A] to [C]. In each of the chance modes [A] to [C], when the CPU 91 inputs a part transition command, the CPU 91 transitions to a part that can be identified from the command. In each of the chance modes [A] to [C], when the CPU 91 inputs a first point command, the CPU 91 stores a first point that can be identified from the command in the RWM 93. When the CPU 91 inputs a first remaining number command, the CPU 91 stores a first part remaining number that can be identified from the command in the RWM 93. When the CPU 91 inputs a second point command, the CPU 91 stores a second point that can be identified from the command in the RWM 93. When the CPU 91 inputs a second remaining number command, the CPU 91 stores a second part remaining number that can be identified from the command in the RWM 93.

[0097] In the first part, the CPU 91 controls the display and rendering device 15 to display the first point stored in the RWM 93. In the first part, the CPU 91 controls the display and rendering device 15 to display the remaining number of times for the first part stored in the RWM 93. In the second part, the CPU 91 controls the display and rendering device 15 to display the remaining number of times for the first part stored in the RWM 93. In the second part, the CPU 91 controls the display and rendering device 15 to display the remaining number of times for the second part stored in the RWM 93. In the first part, the CPU 91 may control the display and rendering device 15 to display the first point and the second point stored in the RWM 93.

[0098] The CPU 91 controls the display and presentation device 15 to execute a final presentation when a chance end command or a specific transition command is input in the first part of the chance mode. The final presentation may include an introductory presentation that notifies the result of the advantageous transition lottery, and a result notification presentation that notifies the result of the advantageous transition lottery. When the chance end command is input, the CPU 91 controls the display and presentation device 15 to execute a result notification presentation that notifies the player that the game will transition to the first normal state rather than the advantageous state, after the introductory presentation. When the specific transition command is input, the CPU 91 controls the display and presentation device 15 to execute a result notification presentation that notifies the player that the game will transition to the advantageous state after the introductory presentation.

[0099] The CPU 91 sets the advantageous mode when a game state command that can identify an advantageous state is input. The CPU 91 controls the display effect device 15 to execute a rush effect that notifies the player of a transition to an advantageous state when a game state command that can identify an advantageous state is input. When an operation mode command is input while the advantageous mode is being set, the CPU 91 executes a navigation effect to notify the player of an operation mode that can be identified from the command. As an example, the navigation effect is executed in a manner in which information that enables the player to recognize the order in which the stop operation units 26a to 26c are pressed (hereinafter referred to as navigation information) is displayed on the display effect device 15. In the first normal state and the second normal state, no operation mode command is transmitted from the main board 80 (CPU 81), and therefore no navigation effect is executed.

[0100] A specific example of the display mode of display and rendering device 15 will be described below. As shown in FIG. 9 , the display and effect device 15 may display a mode screen corresponding to the internal state. When the display and effect device 15 is in a normal zone and the first normal state, a normal mode screen M1 corresponding to the normal mode is displayed. When the display and effect device 15 is in a favorable zone and the first normal state without any premonitions, a normal mode screen M1 corresponding to the normal mode is displayed. As an example, the normal mode screen M1 may include a predetermined background image and the text "normal mode" as mode information H1. In each of the first normal state and the second normal state, the display and effect device 15 may execute a winning suggestion effect that suggests winning role information. As an example, the winning suggestion effect may include a winning suggestion effect for a cherry role, a winning suggestion effect for a watermelon role, a winning suggestion effect for a bell role, and a winning suggestion effect for a replay role. The winning suggestion effect may be executed by displaying an image corresponding to winning role information on the display and effect device 15.

[0101] When the game is in an advantageous zone and in the first normal state accompanied by a premonition [A], the display and effect device 15 displays a premonition mode screen M1a. The premonition mode screen M1a may include the characters "search" and "enemy character A" as an example of suggestion information F11 that suggests a transition to the chance mode [A]. The display mode on the display and effect device 15 is similar when the game is in the first normal state accompanied by a false premonition [A]. In other words, it is difficult to determine whether the premonition is [A] or a false premonition [A] from the display mode on the display and effect device 15. The premonition mode screen M1a may include a background image that is different from that of the other modes as an example of mode information H1a.

[0102] When the game is in an advantageous zone and in the first normal state accompanied by a premonition [B], the display and effect device 15 displays a premonition mode screen M1b. The premonition mode screen M1b may include the characters "Search" and "Enemy Character B" as an example of suggestive information F12 suggesting a transition to the chance mode [B]. The display mode of the display and effect device 15 is similar to that of the first normal state accompanied by a false premonition [B]. In other words, it is difficult for the CPU 91 to determine whether the premonition is [B] or a false premonition [B] from the display mode of the display and effect device 15. The premonition mode screen M1b may include a background image different from that of the other modes as an example of mode information H1b.

[0103] When the game is in an advantageous zone and in the first normal state accompanied by a premonition [C], the display and effect device 15 displays a premonition mode screen M1c. The premonition mode screen M1c may include the characters "search" and "enemy character C" as an example of suggestive information F13 that suggests a transition to the chance mode [C]. The display mode on the display and effect device 15 is similar to the first normal state accompanied by a false premonition [C]. In other words, it is difficult to distinguish whether the premonition is a premonition [C] or a false premonition [C] from the display mode on the display and effect device 15. The premonition mode screen M1c may include a background image different from that of the other modes as an example of mode information H1c.

[0104] As shown in FIGS. 9 to 11, as an example, chance modes [A] to [C] are expressed as a presentation based on a motif of a confrontation between an enemy character and the player's character. When the game is in an advantageous zone and the second normal state [A], the display and presentation device 15 displays a chance mode screen M2a. The chance mode screen M2a may include, as an example of mode information H2a, a background different from that of the other modes and an enemy character A. When the game is in an advantageous zone and the second normal state [B], the display and presentation device 15 displays a chance mode screen M2b. The chance mode screen M2b may include, as an example of mode information H2b, a background different from that of the other modes and an enemy character B. When the game is in an advantageous zone and the second normal state [C], the display and presentation device 15 displays a chance mode screen M2c. The chance mode screen M2c may include, as an example of mode information H2c, a background different from that of the other modes and an enemy character C. The chance mode screens M2a to M2c may include the player's own character as an example of common information F2x that allows the player to recognize that the player is in one of the second gaming states [A] to [C].

[0105] As described above, the premonition modes [A] to [C] can transition to the chance modes [A] to [C], respectively. In other words, the transition destination suggestive information F11 to F13 included in each of the premonition mode screens M1a to M1c is an example of suggestive information that suggests which special information (for example, an enemy character) will be presented. In other words, the display and effect device 15 can present suggestive information that suggests which special information will be presented before presenting the first special information or the second special information. Enemy characters A and B are examples of first special information, and enemy character C is an example of second special information.

[0106] I will explain the first part. As shown in FIGS. 9 and 10, for example, the first part of each of the chance modes [A] to [C] is expressed as a performance based on the motif of a scene in which the player's character confronts an enemy character. In the first part, the display performance device 15 displays the scene in which the player's character confronts the enemy character. Each of the chance mode screens M2a to M2c may include part information F21a that allows the player to recognize that the screen is in the first part. For example, the part information F21a is the character string "First Part." Each of the chance mode screens M2a to M2c may include corresponding combination information F21b that allows the player to recognize the corresponding combination of the second normal state currently being played. For example, the corresponding combination information F21b is the character string "Weakness: Replay" in the second normal state [A], the character string "Weakness: Bell" in the second normal state [B], and the character string "Weakness: Bell & Replay" in the second normal state [C].

[0107] Each of the chance mode screens M2a to M2c may include first point information F21c that allows the first point at that time to be recognized. As an example, the first point information F21c is a gauge divided into a plurality of squares, and the first point may be notified by changing the color of the squares equal in number to the first points stored in the RWM 83. When the CPU 91 inputs a first point command, it changes the display mode of the first point information F21c so as to indicate the first point that can be identified from the command. Note that when the first specified point becomes recognizable from the display mode of the first point information F21c, the game transitions to the second part.

[0108] Each of the chance mode screens M2a to M2c may include second point information F21d that allows the player to recognize the second points that have been acquired. As an example, the second point information F21d is a gauge divided into a plurality of squares, and the second points may be notified by changing the color of the squares equal in number to the second points. When a second point command is input, the CPU 91 changes the display mode of the second point information F21d so as to indicate the second points that can be identified from the command. As an example, the second point information F21d is displayed as an effect that indicates the remaining endurance value of the enemy character.

[0109] Each of the chance mode screens M2a to M2c may include first part remaining number information F21e that allows the remaining number of times for the first part to be recognized. As an example, the first part remaining number information F21e is an Arabic numeral that indicates the remaining number of times for the first part, and the remaining number of times for the first part may be notified. When the CPU 91 inputs a first remaining number command, it changes the display mode of the first part remaining number information F21e so as to indicate the remaining number of times for the first part that can be identified from the command.

[0110] The second part will be explained. The second part of Chance Modes [A] to [C] is presented as a performance based on the motif of a battle between the player's character and an enemy character. In the second part, the player can gain an advantageous state by achieving the task of defeating the enemy character. In other words, the second part presents the player with at least one task, and the performance of the task allows the player to recognize that there is a high possibility that the game will develop in an advantageous manner.

[0111] As shown in FIGS. 9 and 11, in the second part, each chance mode screen M2a to M2c may include part information F22a that allows the player to recognize that it is the second part. As an example, the part information F22a is the character string "Second Part." Like the first part, each chance mode screen M2a to M2c may include each piece of information F21b, F21d, F21e, and F2x. None of the chance mode screens M2a to M2c include the first point information F21c. Alternatively, each chance mode screen M2a to M2c may include the first point information F21c. Similarly to the first part, the CPU 91 may change the display mode of each piece of information F21b, F21d, and F21e based on various commands input from the main board 80.

[0112] Each chance mode screen M2a to M2c may include second part remaining number of times information F21g that allows the remaining number of times for the second part to be recognized. As an example, the second part remaining number of times information F21g is a predetermined icon (sword icon in the figure), and the remaining number of times for the second part may be notified by the number of such icons. When the second remaining number of times command is input, the CPU 91 changes the display mode of the second part remaining number of times information F21g so as to indicate the remaining number of times for the second part that can be specified from the command. Note that the remaining number of times for the first part does not decrease in the second part.

[0113] In the second part, the display and effect device 15 displays the player's character attacking the enemy character each time the variable game is executed. When a combination identifiable from the winning command matches a corresponding combination in the second normal state, the CPU 91 displays the player's character's successful attack on the enemy character. At this time, the display mode of the second point information F21d is updated, making it possible to recognize that the second point has increased by 1.

[0114] On the other hand, if the combination identifiable from the winning command does not match the corresponding combination in the second normal state, the CPU 91 displays the player's character's failed attack against the enemy character. At this time, the display mode of the second point information F21d is not updated, and it becomes possible to recognize that the second points will not increase. Note that when it becomes possible to recognize from the display mode of the second part remaining number information F21g that the number of remaining times in the second part has reached 0, the game transitions to the first part.

[0115] In this way, the display effect device 15 can execute chance modes [A] to [C]. Chance modes [A] to [C] are examples of special effects. Chance modes [A] to [C] include a first part and a second part. A transition from the first part to the second part can occur while remaining in the first part in response to the winning of a corresponding combination. In response to the corresponding combination being displayed stationary after the variable display of symbols, the display effect device 15 can execute the second part of chance modes [A] to [C]. The second part of chance modes [A] to [C] is an example of special effects. The corresponding combination for each second normal state is an example of a specific symbol. The states of the slot machine 10 include a first state until the first point reaches a first specified point, and a second part after the first point reaches the first specified point. The first state here is a state that ends when a count value corresponding to the game (for example, the first points) reaches a specific value (for example, the first specified points), and the second state is a state in which the second part can be executed by the display and presentation device 15.

[0116] As shown in FIG. 12, the winning probability of the bell role (first bell role information), which is the role corresponding to the second normal state [A], is higher than the winning probability of the replay role (replay role information), which is the role corresponding to the second normal state [B]. Furthermore, the combined winning probability of the bell role (first bell role information) and the replay role (replay role information), which are the roles corresponding to the second normal state [C], is higher than the winning probability of the bell role and the replay role alone. Therefore, in the order of the second normal state [A]<[B]<[C], the second points are easier to acquire, and the expectation of transitioning to an advantageous state increases. Therefore, the expectation of transitioning to an advantageous state increases in the order of the chance mode [A]<[B]<[C]. Thus, there are two specific symbols: a first specific symbol and a second specific symbol. The first specific symbol and the second specific symbol have different expectations of being stopped and displayed after the symbol changes. The replay symbol is an example of a first specific symbol. The bell symbol is an example of a second specific symbol.

[0117] When the count value of the first points by the CPU 81 reaches a specified value, the display and effect device 15 can present one of the enemy characters A to C as an example of special information. The enemy characters A to C to be defeated, which are presented as tasks, correspond to the second normal states [A] to [C], each of which has a different expected degree of advantage. In other words, there are first special information and second special information, and it can be recognized that in a situation where the second special information is presented, there is a higher possibility that the game will develop advantageously than in a situation where the first special information is presented. The tasks that can be presented in the second part of the chance modes [A] to [C] include multiple types of tasks with different levels of difficulty to achieve.

[0118] In the chance modes [A] to [C], the first and second parts can remain in the game for a specified number of times while the variable symbols are displayed, and the game can transition to the second part multiple times while the variable symbols are displayed the specified number of times. The more times the game transitions to the second part, the longer the duration of the game in the second part. In other words, while the game is in the first part, a specific symbol can be displayed in a static state, and the duration of the game in the second part can be said to change depending on the number of times the specific symbol is displayed in the first part.

[0119] The longer the duration of stay in the second part, the greater the expected number of times the corresponding role will win. Therefore, the longer the duration of stay in the second part, the greater the possibility of transitioning to an advantageous state after the end of the second part. From another perspective, the number of variable displays that can be performed in the second part can be the first number, or a second number that is greater than the first number. When the variable displays are performed the second number of times, it can be said that the expected occurrence of a stopped display of a pattern (for example, a corresponding role) that can be a trigger for transitioning to an advantageous state is higher than when the variable displays are performed the first number of times.

[0120] As shown in FIG. 9, in the final variable game in the first part of the chance modes [A] to [C], the display and effect device 15 may execute a final effect. The final variable game in the first part may also be understood as the third part. The display and effect device 15 displays introduction information F22h, which can be recognized as an indication of whether or not a transition to an advantageous state will occur, as an introductory effect to the final effect. As an example, the introduction information F22h is the character string "Judgment Time." Next, as an indication of the result of the final effect, the display and effect device 15 displays either confirmation information F22m, which indicates a transition to an advantageous state, or termination information F22n, which indicates a transition to the first normal state without a transition to an advantageous state. As an example, the confirmation information F22m is the character string "Transition to advantageous state confirmed." As an example, the termination information F22n is the character string "End."

[0121] In this way, in the display effect device 15, a final effect is executed in response to the count value reaching a specific value and the end of the first state. The final effect is an example of an end effect. In the slot machine 10, when the final effect is executed, there are cases where the slot machine 10 transitions to an advantageous state that is more advantageous than the first and second states, and cases where the slot machine 10 does not transition to an advantageous state. In the chance modes [A] to [C], there are cases where the confirmation information F22m is presented in response to the corresponding combination being stopped and displayed. The presentation of the confirmation information F22m is an example of deriving a specific effect result. When a specific effect result is derived, there is a case where the slot machine 10 transitions to an advantageous state that is more advantageous than the first and second states.

[0122] The final effect may be configured to include displaying other information on the display effect device 15 instead of or in addition to any part or all of the introduction information F22h, the confirmation information F22m, and the end information F22n. For example, the other information may be information indicating a count value in the CPU 81 or the CPU 91. The count value may be a cumulative value of the first points, a cumulative value of the second points, or an acquisition history of either or both of the points.

[0123] Furthermore, in the second part, when the second points reach the second specified points, the display mode of the second point information F21d is changed so that the player can recognize that the second points have reached the second specified points. Subsequently, the display and rendering device 15 may display the final information F22m in the same manner as the result notification rendering. As described above, the display and rendering device 15 is an example of a presentation means that presents various types of information. The CPU 91 that controls the display and rendering device 15 is an example of a presentation control means that controls the presentation means.

[0124] When the vehicle is in an advantageous zone and in an advantageous state, the display and rendering device 15 displays an advantageous mode screen M3 corresponding to the advantageous mode. The advantageous mode screen M3 may include, as mode information H3, a background image different from that of other modes and the text "advantageous mode." In the advantageous mode, the display and rendering device 15 may execute a navigation rendering.

[0125] Therefore, according to the above embodiment, the following effects can be obtained. (1-1) A predetermined value (first point) is counted according to the game, and when the count reaches a predetermined value, first special information (enemy characters A and B) or second special information (enemy character C) is presented. Depending on the type of special information, the player can recognize the likelihood that the game will proceed to an advantageous outcome. Furthermore, since the display of special information requires the accumulation of a predetermined value according to the game, by drawing the player's attention to the count, it is possible to prevent the player from becoming bored during the period until the predetermined value is reached. This can increase the player's interest.

[0126] (1-2) The specific condition for counting a predetermined value (first point) can be met by the display of a predetermined symbol (corresponding combination) after the display of a variable symbol during the game. Therefore, in the game, attention is drawn to each symbol that is displayed, thereby enhancing the player's interest.

[0127] (1-3) Since the suggestion information F11 to F13 that suggests which special information will be displayed is presented, the player's expectations are heightened even before the special information is presented, and the player's interest is enhanced. (1-4) When a special effect (the second part of the chance mode) is executed in response to the specific symbol (corresponding role) being stopped and displayed after the symbol changes, a task is presented in the special effect. If this task is accomplished, the player will recognize that there is a high possibility that the game will develop to his or her advantage. This increases the player's motivation to accomplish the task. Furthermore, the execution of the special effect requires the specific symbol to be stopped and displayed. Therefore, by drawing the player's attention to the symbol changes as well, it is possible to prevent the player from becoming bored during the period leading up to the execution of the special effect. This increases the player's interest.

[0128] (1-5) The special effects (second part of the chance mode) include multiple tasks with different levels of difficulty. This can draw attention to the tasks presented during the special effects. This can further enhance the interest of the special effects.

[0129] (1-6) When the count value (first point) reaches a specific value, an end effect (final effect) can be executed, which makes it easier for the player to understand that the first state (first part) has ended. This can increase the player's anticipation for the specific symbol (corresponding combination) to be stopped and displayed in the second state (second part).

[0130] (1-7) Even if the ending effect is executed, the game may transition to an advantageous state, thereby maintaining the player's sense of anticipation until the end of the first state (first part). (1-8) When a specific symbol (corresponding combination) is stopped and displayed, a specific performance result (determined information F22m) is derived, and depending on the derived result, a transition to an advantageous state can be made. Therefore, the player can be made to stay in the second state for as long as possible and expect the specific symbol to be stopped and displayed.

[0131] (1-9) The duration of the second part changes depending on the number of times a specific symbol (corresponding combination) appears in the first part. The longer the duration, the higher the likelihood of a symbol appearing in the second part, which may be a trigger for a transition to an advantageous state. In other words, the higher the likelihood of a transition to an advantageous state. Therefore, in the second part, the player can focus on whether or not a transition to an advantageous state will occur, depending on the duration of the duration. This can increase the player's interest.

[0132] (1-10) Since the second part can be transitioned to multiple times, even if the player returns to the first part, the player's interest is prevented from decreasing. (1-11) When the number of variable games in which the corresponding winning combination has been won (i.e., the second points) counted in the second part is the first number, the transition expectation is higher than when it is the second number. Therefore, it can create a sense of expectation for the winning of the corresponding winning combination.

[0133] (1-12) When the second point reaches the second specified point, confirmation information F22m is presented, and the transition to an advantageous state is confirmed. Therefore, in the second part, expectations for the winning of a specific combination can be increased.

[0134] (1-13) There are multiple types of specific symbols that can trigger a transition to the second part, each with a different expectation of being stopped and displayed. This allows for variation in the development of the game in the first part, increasing the player's interest.

[0135] [Second embodiment] A second embodiment of a slot machine, which is an example of a gaming machine, will be described. In the following description, the same configurations and the same controls as those in the already described embodiments will be denoted by the same reference numerals, and redundant description will be omitted or simplified.

[0136] In the information generation process (S116) of the game progress main process, the CPU 81 of the main board 80 counts the first points until the remaining number of times in the first part reaches 0. Then, when the remaining number of times in the first part reaches 0, if the first points have reached a predetermined number of times, the CPU 81 transitions to the second part over the same number of variable games as the first points. If the first points have not reached the predetermined number of times, the CPU 81 does not transition to the second part. Alternatively, if the first points have not reached the predetermined number of times, the CPU 81 may conduct a predetermined lottery and transition to the second part if the lottery is won.

[0137] As an example, the predetermined number of times is 2. For example, if a winning combination of the corresponding combination occurs three times before the remaining number of times in the first part reaches 0, the CPU 81 may execute the second part with the first point=3, and therefore the remaining number of times in the second part=3. For example, if a winning combination of the corresponding combination occurs four times before the remaining number of times in the first part reaches 0, the CPU 81 may execute the second part with the first point=4, and therefore the remaining number of times in the second part=4. The predetermined number of times is not limited to this, and may be one or more.

[0138] In this way, while staying in the first part, a specific symbol can be displayed as a static symbol, and the duration of stay in the second part changes depending on the number of times the specific symbol is displayed as a static symbol in the first part. In the second part, the more times the number of times remaining in the second part is, the easier it is to accumulate second points, and as a result, the easier it is to acquire the right to transition to an advantageous state. Therefore, the longer the duration of stay in the second part, the higher the likelihood of transitioning to an advantageous state after the end of the second part. If the number of times the specific symbol is displayed as a static symbol in the first part has not reached a predetermined number, transition to the second part may not occur. On the other hand, if the number of times the specific symbol is displayed as a static symbol in the first part has reached a predetermined number, transition to the second part occurs. From another perspective, the number of times the variable display can be displayed in the second part may be the first number or a second number greater than the first number. When the variable display is performed the second number of times, the likelihood of a symbol being displayed as a static symbol that may trigger a transition to an advantageous state is higher than when the variable display is performed the first number of times.

[0139] Therefore, according to the above embodiment, the following effects can be obtained. (2-1) The duration of the second part changes depending on the number of times a specific symbol (corresponding combination) stops appearing in the first part, and the longer the duration, the higher the possibility of transitioning to an advantageous state. Therefore, in the first part, attention is drawn to the number of times a specific symbol stops appearing, and in the second part, attention is drawn to whether or not a transition to an advantageous state will occur in relation to the length of the duration. This can increase the player's interest.

[0140] (2-2) When the number of times the specific symbol is stopped and displayed reaches a predetermined number of times, the game proceeds to the second part, so that attention can be drawn to the number of times the specific symbol is stopped and displayed. (2-3) The duration of the second part changes depending on the number of times a specific symbol appears in the first part. The longer the duration, the higher the likelihood of a symbol appearing in the second part, which may be a trigger for a transition to an advantageous state. In other words, the higher the likelihood of a transition to an advantageous state. Therefore, in the second part, the player can focus on whether or not a transition to an advantageous state will occur, depending on the duration of the duration. This can increase the player's interest.

[0141] [Third embodiment] A third embodiment of a slot machine, which is an example of a gaming machine, will be described. The slot machine 10 can transition to the second state in response to a specific symbol (for example, a corresponding combination) being stopped and displayed during the first part. In the information generation process (S116) of the game progress main process, when transitioning from the second part to the first part, the CPU 81 of the main board 80 determines whether or not a winning combination of the corresponding combination occurred in the second part before the transition. If a winning combination of the corresponding combination has not occurred, the CPU 81 restarts the first part from the remaining number of times in the first part stored in the RWM 83. In other words, if a specific symbol is not stopped and displayed during the second state and the second state ends and transitions to the first state, the count value is not reset.

[0142] On the other hand, if a winning combination of the corresponding combination occurs, the CPU 81 resets the remaining number of times of the first part stored in the RWM 83 and restarts the first part from the initial number of times. In other words, when a specific symbol is further stopped and displayed in the second state and the second state ends and transitions to the first state, the count value is reset. In other words, the remaining number of times of the first part increases.

[0143] Therefore, according to the above embodiment, the following effects can be obtained. (3-1) When a specific symbol (corresponding combination) is stopped and displayed, the first state (first part) can be transitioned to a second state (second part) in which a special effect can be executed. Then, when a specific symbol is stopped and displayed in the second state, the counting value is reset when returning to the first state, and the period during which the player can stay in the first state is initialized. This increases the expectation for the specific symbol to be stopped and displayed in the second state. This increases the player's interest.

[0144] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0145] The initial value of the remaining number of times for the second part may be different from the first points. For example, when the first points reach a first specified point, the CPU 81 may determine by a predetermined lottery whether to set the first points as the initial value of the remaining number of times for the second part, or to set a number greater than the first points as the initial value.

[0146] The first point may not be equal to the number of times a specific symbol is displayed (the number of times a corresponding symbol is won). For example, in the first part, the CPU 81 may execute a predetermined lottery when a corresponding symbol is won to determine the value to be added to the first point. According to this modification, the number of times a corresponding symbol is won required for the first point to reach the first specified point can be changed. The conditions for counting (adding) the first point may be a win or a complete miss of the corresponding symbol, a win of a symbol other than the corresponding symbol, or the execution of a variable game that meets predetermined conditions. Note that a symbol other than the corresponding symbol is preferably aligned. In other words, the target event for counting as the predetermined value can be changed.

[0147] The second points may not be equal to the number of times a specific symbol is displayed (the number of times the corresponding symbol is won). For example, in the second part, the CPU 81 may execute a predetermined lottery when the corresponding symbol is won to determine the amount to be added to the second points. According to this modification, the number of times the corresponding symbol is won required for the second points to reach the second specified points can be changed. The condition for counting (adding) the second points may be a winning or complete loss of the corresponding symbol, a winning symbol other than the corresponding symbol, or the execution of a variable game that meets predetermined conditions. Note that the symbol other than the corresponding symbol is preferably a matching symbol.

[0148] In the slot machine 10, when the task presented in the special effect is accomplished, the game may sometimes develop favorably, and sometimes not. As an example, the CPU 81 may be configured to execute a predetermined lottery when the second points reach the second specified points, and transition to a favorable state if the lottery is won. According to this modified example, accomplishing the task does not necessarily mean that the game will develop favorably. This allows the player to enjoy the development of the special effect with a sense of tension.

[0149] The number of types of second normal states is not limited to three, and may be one, two, or four or more. The number of types of first normal states may be two or more. The number of types of advantageous states may be two or more. The normal state may not include one of the first normal state and the second normal state, and may include another normal state.

[0150] The advantageous state may be able to be transitioned from the first normal state. In this case, a lottery may be held in the state transition process to determine whether or not to transition to the advantageous state. Each part of Chance Modes [A] to [C] may be a performance in the second advantageous state of the first advantageous state and the second advantageous state configured as assist time. In this modified example, the first advantageous state may be shifted to the second advantageous state by accumulating first points in the first advantageous state, and the number of remaining advantageous states in the first advantageous state may be increased (added on) by accumulating second points in the second advantageous state.

[0151] Each of the chance modes [A] to [C] is not limited to a motif of a battle between characters, but may be a motif of car racing, yacht racing, tennis, golf, or may be a motif of sugoroku or raising some kind of training target. The information presented by the display and rendering device 15 is not limited to characters, but may be letters (character strings), backgrounds, hopes, numbers, etc. Furthermore, the presentation means is not limited to the display and rendering device 15, and may be another display device in addition to or instead of the display and rendering device 15.

[0152] In the second normal state [A] to [C], the corresponding combination in the first part and the corresponding combination in the second part may be different from each other. In other words, the counting condition for the first point and the counting condition for the second point may be the same or different.

[0153] The slot machine 10 may be provided with a bonus role. The CPU 81 may create a bonus state when a bonus role is won. The bonus state may be included in an advantageous zone. The CPU 81 may control a state in which a bonus role (bonus role information) is won but no bonus role is won as one game state.

[0154] Various effects may be executed as effects in the freeze state. For example, the notification of the transition to the advantageous state may be made by operating the reels 16a to 16c in the freeze state and stopping the seven symbols on the pay line NL.

[0155] The main board 80 may be provided with a setting operation unit for changing setting values. The setting values ​​are information that defines the payout rate (machine payout rate) of the slot machine 10. The payout rate is the ratio of the number of game medals awarded (paid out) as a prize to the total number of game medals inserted (total bet). As an example, the payout rate can be adjusted by changing the probability of winning a specific role (such as a small role or a bonus role) in the internal lottery. As an example, the payout rate can be adjusted by changing the probability of winning an advantageous state (assist time) in the internal lottery.

[0156] The slot machine 10 may have multiple pay lines NL. The slot machine 10 may be configured to impose a penalty that causes a disadvantage to the player. The penalty may be imposed for one variation game or for multiple variation games.

[0157] The slot machine 10 is not limited to a configuration that uses gaming medals as gaming media, and may be a configuration that uses gaming balls. The slot machine 10 may be configured as a controlled gaming machine (medalless gaming machine) that uses electronic gaming medals.

[0158] The functions of the sub-board 90 may be divided among multiple boards. For example, a display board that exclusively controls the display performance device 15, an audio board that exclusively controls the audio performance device 14, and a lamp board that exclusively controls the light-emitting performance device 13 may be provided, and an integrated board that comprehensively controls these boards may also be provided.

[0159] The gaming machine is not limited to being a slot machine 10, but may also be embodied as a pachinko gaming machine that uses gaming balls as a gaming medium. The pachinko gaming machine includes a gaming board with a gaming area and a frame that supports the gaming board. The frame includes a launch handle as a means that can be operated by a player. The gaming ball is launched by operating the launch handle. The launch handle can be operated in two ways: a left-hand launch, in which the gaming ball flows down the left side of the gaming area, and a right-hand launch, in which the gaming ball flows down the right side of the gaming area. The gaming area is formed with a first launch hole (a belly button) and a second launch hole (an electric chute). When a gaming ball enters either launch hole, an internal lottery (a jackpot lottery) is held, and based on the result, a pattern change can occur on a predetermined display device. In a single symbol change, the longer the change time, the higher the expectation of transitioning to a jackpot state accompanied by the opening of a large prize slot (so-called attacca), and the more the number of times the symbols stop and change again increases, the higher the expectation. Reach effects are effects that allow the player to recognize the expectation of transitioning to a jackpot state, and a specific reach effect that does not appear if the number of repetitions exceeds a predetermined number may be configured to be displayed. Reach effects can also be seen as effects that form a reach and aim for the same symbol that forms the reach to be displayed in the final row. After the symbol change (reach), when the jackpot symbol is displayed in a stopped state, the jackpot state can be triggered.

[0160] The pachinko gaming machine is equipped with a probability variation function that varies the jackpot probability and a ball entry assistance function that assists in entering the second starting hole. The pachinko gaming machine may be equipped with a normal state in which neither the probability variation function nor the ball entry assistance function is activated, a special probability state in which both are activated, and a time-saving state in which only the ball entry assistance function is activated. Hitting left is recommended in the normal state, while hitting right is recommended in the special probability state, the time-saving state, and the jackpot state. The special probability state and the time-saving state may be activated for a period until the next jackpot state is activated, or may be activated until the number of symbol changes reaches the activation count. The internal state of the pachinko gaming machine can transition in the following order: normal state, jackpot state, advantageous activation count state, and normal state. For example, if the machine transitions to the jackpot state while in the time-saving state, it will transition back to the time-saving state, and the activation count at this time may be reset to the default count. The pachinko gaming machine may be configured to grant a certain number of chances. The time-saving state may include multiple states with different ball entry rates into the second starting slot. The effect device group ES executes various effects in response to symbol changes. These effects may include changing the effect symbol and suggesting or announcing a jackpot. There are multiple types of jackpot suggestion effects, each with a different probability of ultimately achieving a jackpot. The aforementioned reach also has a probability of achieving a jackpot, and each type can be perceived as a different goal, and the difficulty of achieving a jackpot can also be recognized. The pachinko gaming machine may be configured with various effect modes depending on the internal state. When a game state transitions to a time-saving state, an end effect may be executed to indicate that the previous game state has ended. The end effect may display information notifying the transition of the internal state or announce the total amount of profit earned in the game state before the transition (for example, the number of game balls won). Of course, in the pattern change accompanying the ending performance, if the internal lottery results in a loss, the losing pattern will be displayed and the machine will transition to an unfavorable internal state, but if the winning pattern is displayed, the machine will transition to a jackpot state.

[0161] A pachinko gaming machine may have multiple symbol combinations that can be won in an internal lottery. The CPU 81 can control the number of gaming media payouts during a jackpot state and the game state after the jackpot state ends, depending on the type of win. For example, a specific symbol may grant a 10-round jackpot state and a probability variable state. For example, a non-specific symbol may grant a 5-round jackpot state and a time-saving state. The number of rounds during a jackpot state and the internal state after the jackpot state ends can be changed as needed. Specific symbols may be of multiple types, each with a different number of rounds and / or internal state. Non-specific symbols may be of multiple types, each with a different number of rounds and / or internal state. In this case, it is preferable that at least one of the specific and non-specific symbols includes a symbol with a lower appearance rate than the other symbols. The specifications of a pachinko gaming machine may also be changed, without being limited to the above. The pachinko gaming machine may be designed to end the probability variable state when a player wins the drop lottery. The pachinko gaming machine may be designed to grant the probability variable state when a gaming ball that has entered the large prize opening passes through a specific area (the so-called V-zone). The pachinko gaming machine may be designed to grant the big win state when a gaming ball enters the large prize opening during a small win state and the gaming ball passes through a specific area.

[0162] The pachinko gaming machine may be a circulation type gaming machine that circulates gaming balls inside the machine. In this modified example, the pachinko gaming machine is not limited to paying out actual gaming balls as prizes, and may be configured to increase the number of gaming balls electronically stored.

[0163] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be described below. (Appendix 1-1) A gaming machine comprising a counting means for counting a predetermined value according to the game, a presentation means for presenting various information, and a presentation control means for controlling the presentation means, wherein the presentation means can present special information when the counted value by the counting means reaches a predetermined value, the special information being comprised of first special information and second special information, and wherein it is possible to recognize that in a situation where the second special information is presented, there is a higher possibility that the game will unfold in a favorable manner than in a situation where the first special information is presented.

[0164] (Appendix 1-2) The counting means counts a number indicating the number of times a specific condition is met as the predetermined numerical value, and the specific condition can be met when a predetermined pattern is displayed stationary after the pattern is displayed changing as the game is played.

[0165] (Appendix 1-3) A gaming machine described in Appendix 1-1 or Appendix 1-2, in which the presentation means can present suggestive information suggesting which special information will be presented before presenting the first special information or the second special information.

[0166] (Appendix 2-1) A gaming machine comprising a pattern display means capable of displaying a changing pattern, a performance execution means capable of executing a performance, and a performance control means for controlling the performance execution means, wherein the performance execution means is capable of executing a special performance in response to a specific pattern being displayed stationary after the changing pattern display, and wherein the special performance is a performance that presents at least one challenge to the player, and by achieving the challenge, the player is able to recognize that there is a high possibility that the game will unfold to his or her advantage.

[0167] (Appendix 2-2) A gaming machine as described in Appendix 2-1, in which the tasks that can be presented in the special effects include multiple types of tasks with different levels of difficulty to achieve. (Appendix 2-3) A gaming machine as described in Appendix 2-1 or Appendix 2-2, in which, when the task presented in the special performance is accomplished, the game may sometimes unfold advantageously and sometimes it may not unfold advantageously.

[0168] (Appendix 3-1) A gaming machine that can perform a variable display of patterns based on a start trigger, and can award a bonus depending on the pattern that is stopped and displayed after the variable display of the patterns, comprising: a state control means that controls the state; a performance execution means that can execute a performance; and a performance control means that controls the performance execution means, wherein the states include a first state and a second state, the first state is a state that ends when a count value according to the game reaches a specific value, and the second state is a state in which a special performance can be executed by the performance execution means, and the gaming machine can transition to the second state in response to a specific pattern being stopped and displayed when in the first state, the specific pattern is further stopped and displayed when in the second state, and when the second state ends and transitions to the first state, the count value is reset, whereas the specific pattern is not stopped and displayed when in the second state, and when the second state ends and transitions to the first state, the count value is not reset.

[0169] (Appendix 3-2) A gaming machine as described in Appendix 3-1, wherein the effect execution means executes an end effect in response to the count value reaching the specific value and the first state ending. (Appendix 3-3) A gaming machine as described in Appendix 3-1 or Appendix 3-2, in which, when the ending effect is executed, there are times when the machine transitions to an advantageous state that is more advantageous than the first state and the second state, and times when the machine does not transition to the advantageous state.

[0170] (Appendix 3-4) In the special effect, a specific effect result may be derived in response to the specific symbol being stopped and displayed, and when the specific effect result is derived, a gaming machine described in any one of Appendices 3-1 to 3-3 may transition to an advantageous state that is more advantageous than the first state and the second state.

[0171] (Appendix 4-1) A gaming machine capable of displaying a varying pattern based on a start trigger and awarding a bonus depending on the pattern that stops and is displayed after the varying pattern display, comprising: a performance execution means capable of executing a performance; and a performance control means for controlling the performance execution means, wherein the performance execution means is capable of executing a special performance, and the special performance is composed of a first part and a second part, and a specific pattern can be displayed in a stopped state while staying in the first part, and the duration of stay in the second part changes depending on the number of times the specific pattern is displayed in a stopped state in the first part, and the longer the duration of stay in the second part, the more likely it is that the game will transition to an advantageous state after the end of the second part.

[0172] (Appendix 4-2) A gaming machine as described in Appendix 4-1, which may not transition to the second part when the number of times the specific pattern is stopped and displayed in the first part has not reached a predetermined number, but which transitions to the second part when the number of times the specific pattern is stopped and displayed in the first part has reached the predetermined number.

[0173] (Appendix 4-3) A gaming machine as described in Appendix 4-1 or Appendix 4-2, in which in the second part, at least one task is presented to the player, and by achieving the task, the player can recognize that there is a high possibility that the game will unfold to his or her advantage.

[0174] (Appendix 5-1) A gaming machine capable of displaying a varying pattern based on a start trigger and awarding a bonus depending on the pattern that stops after the varying pattern display, comprising: a performance execution means that can execute a performance; and a performance control means that controls the performance execution means, wherein the performance execution means is capable of executing a special performance, and the special performance is configured to include a first part and a second part, and a specific pattern can be displayed in a stopped state while staying in the first part, and a transition is made to the second part depending on the stopped display of the specific pattern in the first part, and the number of times that the varying display can stay in the second part is either a first number or a second number that is greater than the first number, and when the varying display is performed the second number of times, there is a higher expectation of the occurrence of a stopped display of a pattern that can be a trigger for transitioning to an advantageous state compared to when the varying display is performed the first number of times.

[0175] (Appendix 5-2) A gaming machine as described in Appendix 5-1, in which the first part and the second part can remain in place for a specified number of times while the changing patterns are displayed, and the machine can transition to the second part multiple times while the changing patterns are displayed for the specified number of times.

[0176] (Appendix 5-3) The specific symbols include a first specific symbol and a second specific symbol, and the first specific symbol and the second specific symbol have different expectations of being stopped and displayed after the symbol changes. [Explanation of symbols]

[0177] 10... slot machine 15... display effect device 80... main board 81... CPU 90... sub board 91... CPU ES... effect device group F11 to F13... suggestion information H2a to H2c... mode information

Claims

[Claim 1] a performance execution means for executing a performance; a performance control means for controlling the performance execution means, The effect execution means is capable of executing a special effect, and the special effect is configured to include a first part and a second part, While staying in the first part, a specific symbol can be stopped and displayed, and in response to the stop display of the specific symbol in the first part, the game moves to the second part, During the stay in the first part, when the end condition of the first part is established without the specific symbol being stopped and displayed, the special effect may end without transitioning to the second part, When the special effect ends, there are cases where the game transitions to an advantageous state and cases where the game does not transition to the advantageous state, The second part includes a second part in which a symbol that can be a trigger for transition to the advantageous state is a first symbol, and a second part in which a symbol that can be a trigger for transition to the advantageous state is a second symbol, The gaming machine is characterized in that the second part in which the symbol that can be a trigger for transition to the advantageous state is the second symbol has a higher expected probability of occurrence of the stopped display of the symbol that can be a trigger for transition to the advantageous state than the second part in which the symbol that can be a trigger for transition to the advantageous state is the first symbol.

Citation Information

Patent Citations

  • Game machine

    JP2006246947A

  • Slot machine

    JP2014050583A

  • Slot machine

    JP2014136095A

  • Game machine

    JP2019024817A

  • Game machine

    JP2021049179A