Game machine
The gaming machine addresses the lack of engagement in conventional slot machines by implementing a transition determination, effect execution, and pseudo game features with static displays, enhancing player anticipation and interaction during Assist Time modes.
Patent Information
- Application Number
- JP2024083862
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-23
- Publication Date
- 2025-12-05
AI Technical Summary
Conventional gaming machines lack effective mechanisms to enhance player anticipation and engagement during specific gaming states, particularly in slot machines with Assist Time (AT) modes, where the transition to advantageous states is not adequately managed, leading to a need for improved anticipation and interaction.
The gaming machine incorporates a transition determination mechanism, a specific effect execution system, a pseudo game execution feature, and a variable display system, allowing for static display of identifier information based on player operations, with the effect ending when a specific static display mode is achieved during pseudo games.
Enhances player engagement and anticipation by dynamically managing gaming states, providing pseudo games and static displays that increase the likelihood of transitioning to advantageous states, thereby improving overall gaming experience.
Smart Images

Figure 2025177228000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] For example, slot machines are known as gaming machines, and some slot machines have a gaming state called AT (Assist Time), which is a specific gaming state that is advantageous to the player and notifies the player that a small winning combination or a replay winning combination may be achieved. In such slot machines, there are known ones that control the predetermined period before a specific gaming state occurs to a premonition state, thereby executing a premonition effect that increases anticipation for the granting of a special privilege such as the right to transition to the specific gaming state (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-058713 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention comprises a transition determination means capable of determining whether to transition the gaming state to a specific gaming state that is advantageous to the player based on the establishment of specific conditions, a specific effect execution means capable of executing a specific effect for a predetermined period if the transition determination means determines not to transition to the specific gaming state, a pseudo game execution means capable of executing a pseudo game based on the establishment of specific conditions during the execution period of the specific effect, an operation means that can be operated by the player, and a variable display means capable of statically displaying, in the pseudo game, the identifier information that is being variably displayed in a static display mode that corresponds to the operation mode on the operation means, and the specific effect execution means is configured to be able to end the specific effect when, in the pseudo game, the static display mode of the identifier information statically displayed on the variable display means is a specific mode. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine according to a first embodiment. [Figure 2] 1 is a schematic perspective view showing the internal configuration of a medalless gaming machine according to a first embodiment. [Figure 3] 1 is a block diagram showing the control configuration of the medalless gaming machine according to the first embodiment. [Figure 4] 3 is a flowchart showing a playing method for the medalless gaming machine according to the first embodiment. [Figure 5] 1 is a diagram showing the arrangement of reel symbols according to the first embodiment. [Figure 6] 10 is a diagram showing a payout table according to the first embodiment. [Figure 7] 10 is a diagram showing an internal lottery table according to the first embodiment. [Figure 8] FIG. 2 is a state transition diagram showing the transition of game states according to the first embodiment. [Figure 9] FIG. 2 is a state transition diagram showing the transition of the performance stage according to the first embodiment. [Figure 10] 10 is a diagram showing a periodic high probability lottery table according to the first embodiment. [Figure 11] 10 is a diagram showing an omen lottery table (normal gaming state) according to the first embodiment. [Figure 12] 10 is a diagram showing a pseudo bonus type lottery table (normal gaming state) according to the first embodiment. [Figure 13] 10 is a diagram showing a premonition game number lottery table (normal gaming state) according to the first embodiment. [Figure 14] 10 is a diagram showing a high probability lottery table (normal gaming state) according to the first embodiment. [Figure 15] 10 is a diagram showing a BB game number lottery table according to the first embodiment. [Figure 16] 10 is a diagram showing a CZ level lottery table (RB state) according to the first embodiment. [Figure 17] This is a diagram showing the CZ level promotion lottery table (RB state) related to the first embodiment. [Figure 18] This is a diagram showing the CZ level promotion lottery table (BB state) related to the first embodiment. [Figure 19] This is a diagram showing the CZ level promotion lottery table when the set continues in the first embodiment. [Figure 20] 10 is a diagram showing a ticket conversion table by CZ level according to the first embodiment. [Figure 21] 10 is a diagram showing a new ticket acquisition lottery table according to the first embodiment. [Figure 22] 10 is a diagram showing a ticket promotion lottery table according to the first embodiment. [Figure 23] 10 is a diagram showing an omen lottery table (ST state, strong ST state) according to the first embodiment. [Figure 24] 10 is a diagram showing an indication game number lottery table (ST state) according to the first embodiment. [Figure 25] 10 is a diagram showing a pseudo bonus type lottery table (ST state) according to the first embodiment. [Figure 26] 10 is a diagram showing an STB rank lottery table according to the first embodiment. [Figure 27]10 is a diagram showing an STB point lottery table according to the first embodiment. [Figure 28] 10 is a diagram showing an ST game number conversion lottery table according to the first embodiment. [Figure 29] 10 is a flowchart showing the non-advantageous state control processing according to the first embodiment. [Figure 30] 10 is a flowchart showing a normal gaming state control process according to the first embodiment. [Figure 31] 10 is a flowchart showing processing at the start of a game (normal game state) according to the first embodiment. [Figure 32] 10 is a flowchart showing the process at the end of a game (normal game state) according to the first embodiment. [Figure 33] 4 is a flowchart showing an RB state control process according to the first embodiment. [Figure 34] 4 is a flowchart showing a BB state control process according to the first embodiment. [Figure 35] 10 is a flowchart showing a bonus end control process according to the first embodiment. [Figure 36] 10 is a flowchart showing a CZ state control process according to the first embodiment. [Figure 37] A flowchart showing the processing at the start of play (CZ state) in the first embodiment. [Figure 38] A flowchart showing the processing at the end of the game (CZ state) in the first embodiment. [Figure 39] 4 is a flowchart showing an ST state control process according to the first embodiment. [Figure 40] 10 is a flowchart showing processing at the start of a game (ST state) according to the first embodiment. [Figure 41] 10 is a flowchart showing the process at the end of a game (ST state) according to the first embodiment. [Figure 42] 5 is a flowchart showing an STB state control process according to the first embodiment. [Figure 43] 4 is a flowchart showing STB state presentation control processing according to the first embodiment. [Figure 44] 10A and 10B are diagrams for explaining an example of a screen in a CZ state according to the first embodiment. [Figure 45] 10A to 10C are diagrams for explaining examples of screens in the ST state and the STB state according to the first embodiment. [Figure 46] FIG. 10 is a diagram for explaining an example of a screen after the STB state according to the first embodiment has ended. [Figure 47] 10A and 10B are diagrams for explaining an example of a screen when irregular pressing is performed according to the first embodiment. [Figure 48] FIG. 10 is a schematic front view showing the appearance of a medal-less gaming machine according to a second embodiment. [Figure 49] FIG. 10 is a diagram for explaining a flying bet function according to the second embodiment. [Figure 50] 10 is a diagram showing a pseudo game role lottery table according to the second embodiment. [Figure 51] 10 is a diagram showing an effect pattern lottery table (normal gaming state) according to the second embodiment. [Figure 52] 10 is a diagram showing a table of effect contents by effect pattern (normal gaming state) according to the second embodiment. [Figure 53] 10 is a diagram showing an effect pattern lottery table (ST state) according to the second embodiment. [Figure 54] 10 is a diagram showing a table of effect contents by effect pattern (ST state) according to the second embodiment. [Figure 55] FIG. 10 is a diagram for explaining an example of a screen during the normal game state (main premonition) according to the second embodiment. [Figure 56] FIG. 10 is a diagram for explaining an example of a screen during a normal gaming state (fake precursor) according to the second embodiment. [Figure 57] FIG. 10 is a diagram for explaining an example of a screen during a normal gaming state (fake precursor) according to the second embodiment. [Figure 58] FIG. 10 is a diagram for explaining an example of a screen during the ST state (prognosis) according to the second embodiment. [Figure 59] FIG. 11 is a diagram for explaining an example of a screen in a BB state according to the second embodiment. [Figure 60]FIG. 10 is a diagram for explaining an example of a screen in STB mode according to the second embodiment. [Figure 61] 10 is a diagram for explaining an example of a screen when irregular pressing is performed according to the second embodiment. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0007] A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. (First embodiment) The gaming machine of this embodiment does not use actual medals (gaming media), but manages medals as data (so-called credit medals), and lends medals using electronic information for play, so it is a device that allows players to play without touching the gaming medals. In this way, the gaming machine is a gaming machine (referred to as a medal-less gaming machine in the embodiment) that uses a pseudo gaming medium of this data format for playing games. Such gaming machines are also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc. Below, we will explain an example of applying the invention to a No. 6 slot machine with an AT (ART) mode as a medal-less gaming machine, but it is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play. Medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming parlor (management device, dedicated unit) after having been acquired in previous games are called "owned medals."
[0008] First, the overall configuration of the medalless gaming machine 1 will be described. A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step. Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5. The upper part of the front door 1a is provided with a display 8 that functions as a display means and a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom (lower panel) of the front door 1a, and the display 8 is not necessarily provided.
[0009] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.
[0010] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c (variable display means) arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by the drive of a stepping motor (not shown).
[0011] A plurality of symbols (identification information) are displayed on the outer circumferential surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reels 41 are stopped, a predetermined number of consecutive symbols (for example, three) can be seen on each of the reels 41a to 41c through the display window 6. For example, as shown in FIG. 5, symbols such as "replay," "bell," "7," and "bar" are displayed. As the symbols are arranged as shown in Figure 5, the spacing between the "replay" and "bell" symbols is within the reel-in range (4 frames) for symbol stop control, and there is no need to press the buttons to aim for the "replay" and "bell" symbols. On the other hand, the spacing between the "7," "BAR," "cherry," and "watermelon" symbols is larger than the reel-in range for symbol stop control on a specific reel 41, and therefore requires pressing the buttons to aim for the corresponding symbols on the winning line. It should be noted that the symbol numbers shown in Figure 5 are not physically attached to the outer peripheral surfaces of the reels 41a to 41c, but are virtual numbers used to designate specific symbols in a program for controlling the stopping of each symbol. Furthermore, the form of the reel 41 is not limited to this, and for example, the number of reels 41 and the number of symbols may be any number.
[0012] A power supply device 15 for supplying power to each device including the main control unit 10 and the sub-control unit 20 is provided inside the housing 1b. Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).
[0013] As shown in Figure 3, the main control unit 10 is connected to various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal number display device 7, a game medal number clear button 14, a probability setting device 16, and a power supply unit 15. The dotted line portion (dedicated unit 19) in FIG. 3 indicates an external device. The main control unit 10 functions as a lottery means (determination means) capable of executing lottery related to games, and also detects and controls the operation of each of the above-mentioned units, transitions the game state, and outputs predetermined commands (control information) at predetermined timing to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of the internal lottery process that determines the winning combination of the current game, and a winning determination command indicating the result of the winning determination. For example, the main control unit 10 executes the non-advantageous state control processing, normal game state control processing, RB state control processing, BB state control processing, bonus end control processing, CZ state control processing, ST state control processing, STB state control processing, etc., which will be described later. The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the effect button 2g, the display 8, the speaker 9, the lamp 11, and the like. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10. For example, the sub-control unit 20 executes the STB state presentation control process described later.
[0014] The operation of the main parts will be explained. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game. The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means. Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7. The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible. In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.
[0015] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0016] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal. The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c). The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.
[0017] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated, for example, when ending a game, but is not limited to this and can be operated at any time in principle (even during a game or when a game is not available). The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the count button 2c is "short pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs count data that indicates that "1" game medal has been counted, i.e., the counted number "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number "1" from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held while the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted. In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying the total count amount each time a long press is detected. The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held. In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.
[0018] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.
[0019] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0." Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.
[0020] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device . For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7. When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means). Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.
[0021] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a, the MAX bet button, or the count button 2c. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed. Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the return operation) before the counting operation. This allows the player to reliably return the bet medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.
[0022] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3". That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f. Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.
[0023] The probability setting device 16 can be changed in multiple stages (for example, six stages), and the degree of advantage for the player can be set and changed in multiple stages. The main control unit 10 stores one of the set values in the memory unit based on the probability setting operation of the probability setting device 16 by the gaming parlor staff, and controls various winning probabilities based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.
[0024] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent. In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.
[0025] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c. When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of possessed medals. The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.
[0026] The dedicated unit 19 can be connected to a computer called a hall computer or a management device via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer. This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.
[0027] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and AT occurrence information received from the medalless gaming machine 1 to the call device.
[0028] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. The game start process is executed (S1). In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data. When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of lending medals based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lending medals in the gaming medal number display device 7. When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the number of game medals displayed on the game medal number display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.
[0029] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations. In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.
[0030] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c. The rotation speed of each of the reels 41a to 41c gradually increases from a stopped state, and when the rotation speed reaches a steady state where the reels rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to each of the reels 41a to 41c become pressable.
[0031] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.
[0032] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and after operating the third reel to stop, determines that a winning combination has been achieved when the combination of symbols that has stopped on the active line (winning line) is a predetermined combination of symbols. Note that "after the third reel stop operation" refers to the point in time after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the three reels 41a to 41c are stopped once each for a total of three times. Note that "after the third reel stop operation" may also refer to the point in time when the stop button 5 is pressed. In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the middle line, with only the middle line being considered as the valid line out of the total five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.
[0033] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter simply referred to as paying out medals) is executed. For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.
[0034] The game end process is executed (S7). In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7. More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7. If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0035] In addition to the above-mentioned configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configuration. Each of the configuration items may be installed independently or in combination.
[0036] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. Small roles include, for example, bell role, watermelon role, cherry role, chance role, and one-piece role. There are two types of bell roles: push order bell roles and common bell roles. There are two replay roles: Replay Role 1 and Replay Role 2. There are two types of cherry roles: Cherry Role A and Cherry Role B. In the following description, the cherry role, watermelon role, and chance role will be collectively referred to as "rare role."
[0037] Among the bell roles, the push order bell role is a winning role in which a combination of symbols is achieved by following the operation sequence (called the push order) of the stop button 5, and in this embodiment, ten push order bell roles A1 to A6, B3 to B6 are provided. In the following explanation, the push order bell roles A1 to A6, B3 to B6 are collectively referred to simply as the push order bell role. The push order bell roles A1 to A6 are designed so that when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order), the corresponding combination of symbols ("Bell Bell Bell") is displayed in a stopped state, and when the stop button 5 is operated in one of the other five possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. Specifically, the correct button press order for the push order bell role A1 is set to "5a → 5b → 5c" (left → center → right: 1st push left), the correct button press order for the push order bell role A2 is set to "5a → 5c → 5b" (left → right → center: 1st push left), the correct button press order for the push order bell role A3 is set to "5b → 5a → 5c" (center → left → right: 1st push center), the correct button press order for the push order bell role A4 is set to "5b → 5c → 5a" (center → right → left: 1st push center), the correct button press order for the push order bell role A5 is set to "5c → 5a → 5b" (right → left → center: 1st push right), and the correct button press order for the push order bell role A6 is set to "5c → 5b → 5a" (right → center → left: 1st push right).
[0038] The push order bell roles B3 to B6 are such that when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order), the corresponding combination of symbols is displayed in a stopped state, and when the stop button 5 is operated in one of the other five possible push orders (the incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. Specifically, for the push order bell role B3, the correct push order is set to "5b → 5a → 5c" (center → left → right: 1st push of center), for the push order bell role B4, the correct push order is set to "5b → 5c → 5a" (center → right → left: 1st push of center), for the push order bell role B5, the correct push order is set to "5c → 5a → 5b" (right → left → center: 1st push of right), and for the push order bell role B6, the correct push order is set to "5c → 5b → 5a" (right → center → left: 1st push of right).
[0039] Other combinations of symbols that may appear due to an incorrect button press sequence include a button press bell spill and a miss. If the stop buttons 5a to 5c are operated in an incorrect pressing order, and the combination of symbols corresponding to the push order bell spill number cannot be stopped, a spill occurs and a missing number (such as "replay cherry bell") is displayed. If a combination of symbols corresponding to the push order bell spill number is stopped, one medal is awarded, and if a combination of symbols corresponding to a losing number is stopped, no medal is awarded. In addition, as a combination of other symbols that are displayed in a stopped state due to an incorrect button press sequence, only button press bell spill symbols may be provided, and no losing symbols may be provided.
[0040] The common bell role is a winning role in which the corresponding symbol combination ("bell, replay, bell") stops and displays regardless of the order in which the stop buttons 5 are pressed.
[0041] Furthermore, the medal-less gaming machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell role. The AT is a state in which, in a game in which the push order bell role is won by the internal lottery process, the sub-control unit 20 controls the display device 8 and the like to notify the player of the correct push order for the stop buttons 5a to 5c. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stop operation for deriving the combination of symbols in a game in which the push order bell role is obtained as a result of the internal lottery process. Therefore, when an AT occurs, a player can easily acquire medals, and during an AT, the balls are dispensed at a faster speed than during non-AT periods.
[0042] For example, if the push order bell role A1 is won, the correct push order for the stop buttons 5 is announced by displaying the push order consisting of the text information "1," "2," and "3" in order from left to right on the display 8, outputting the sounds "left," "center," and "right" from the speaker 9, and lighting up the navigation lamps 12 in the order 12a (left), 12b (center), and 12c (right). In addition, the navigation of the button press order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called ``button press order navigation.'' In non-AT, even if the winning result of the internal lottery process is a push order bell role, the order in which to press the stop buttons 5 is not announced. Therefore, unless the order in which the player operates the stop buttons 5 coincides with the order in which the player presses the stop buttons 5 that corresponds to the winning push order bell role, the player basically cannot stop and display the combination of symbols that corresponds to the winning push order bell role. Therefore, the playability of the medal-less gaming machine 1 is such that the player increases the number of balls dispensed by playing in a manner that allows the player to be controlled by the AT for a long period of time.
[0043] In each game state according to this embodiment, which will be described later, the frequency of occurrence of the push order navigation is controlled to change. Specifically, in a game state controlled by non-AT (for example, a non-advantageous state, a normal game state, a CZ state, a ST state, or a strong ST state), push order navigation is not executed when push order bell role A and push order bell role B are won. In addition, in a game state that is partially controlled by AT (for example, pseudo bonus state (BB state)), push order navigation is executed only when push order bell role A is won, and push order navigation is not executed when push order bell role B is won. In addition, in a game state controlled by AT (for example, pseudo bonus state (RB state), pseudo bonus state (STB state)), push order navigation is executed when push order bell role A and push order bell role B are won. As a result, in a gaming state controlled by the AT, the number of medals that can be acquired per game is controlled to be large (the net increase in medals is large). In addition, not limited to this, in a game state controlled by a non-AT, push order navigation may be performed partly when push order bell role A and / or push order bell role B are won. In addition, in a game state where some of the buttons are controlled by AT, the button press order navigation may be performed as follows. ·When Push Order Bell Role B is won, Push Order Navigation must be performed, and when Push Order Bell Role A is won, Push Order Navigation may not be performed. · When push order bell role A is won, push order navigation will always be performed, and when push order bell role B is won, push order navigation will be performed with a specified probability (other than 0%). When the push order bell role B is won, push order navigation may be performed only for the first stop operation. In this case, for example, push order navigation may be performed always, or push order navigation may be performed with a predetermined probability (other than 100%). In addition, in a game state controlled by AT, the push order navigation may be executed with a predetermined probability (other than 100%) when the push order bell role B is won.
[0044] In addition, in the AT, instead of announcing the correct button press order, symbols or the like that serve as a guide for button presses may be announced. The notification of the symbol may be, for example, by executing color push navigation (color navigation). Color navigation is a state in which the type of special symbol (red 7 symbol, blue 7 symbol, BAR symbol, etc.) corresponding to the push order bell symbol that has been won for a specific reel is notified. Therefore, the player can make the winning push order bell symbol win by pressing the reel using the color of the notified symbol (red, blue, black) as a guide. Note that instead of notifying the symbol, only the color may be notified.
[0045] In addition, in this embodiment, when the push order bell role B is won, a "push order guessing effect" may be executed. The push order guessing effect is an effect state in which the player can correctly guess the push order of the push order bell role B by himself, and for example, a predetermined effect image and push order navigation are displayed on the display 8 as "?" or "x", etc. In the push order guessing effect, if the player guesses the push order correctly, a bonus is awarded. Details will be given later, but during the CZ state, if you win the push order bell role B while holding the ``ticket'' described below, the push order guessing effect will be executed (see Figure 44).
[0046] The watermelon role is a minor role where the combination of corresponding symbols is "watermelon, watermelon, watermelon." The cherry combination is a minor combination of the corresponding symbols "cherry ANY ANY", and there are two types: cherry combination A, in which the "cherry" symbol stops on the top or bottom row of the left reel 41a, and cherry combination B, in which the "cherry" symbol stops on the middle row of the left reel 41a. The chance role is a small role in which the corresponding symbol combination is "bell, watermelon, watermelon" (chance eye). A 1-piece role is a small role in which a combination of symbols is formed regardless of the order in which the buttons are pressed, and the corresponding symbol combination is called "Bell Bell Replay."
[0047] Replay roles are provided as Replay Role 1 and Replay Role 2, and the symbol combination can be completed regardless of the pressing order, and the symbol combination of "Replay Replay Replay" can be stopped and displayed. In the following explanation, Replay Role 1 and Replay Role 2 will be collectively referred to as simply "Replay Role". Furthermore, when a replay role is won, a specific symbol combination (specific outcome) of "7-Replay-Replay" can be displayed. Specifically, the specific outcome can be stopped by pressing the right button once (right → center → left, or right → left → center) and pressing the "7" symbol on the left reel 41a. In this case, for example, at a predetermined timing when a replay role is won, an image (for example, "Aim for 7!") urging the player to stop the "7" symbol on the left reel 41a and a push order guide urging the player to press the reels in the reverse direction are displayed.
[0048] In addition, a rare combination requires a stopping operation (eye-pressing operation) aimed at the symbol corresponding to the winning combination on a specific reel, and even if a win is made and the pull-in stop control is performed, the corresponding symbol combination does not necessarily stop. If you win the Cherry or Chance role, and you are unable to stop the corresponding combination of symbols due to incorrect eye-pressing, a miss will occur and you will be awarded one medal. If you win the watermelon role, if you make a mistake in pressing the buttons and are unable to stop the corresponding combination of symbols, you will miss out and will not be awarded a medal.
[0049] The bonus role is a role in which the corresponding symbol combination is "BAR·BAR·BAR", and when the corresponding symbol combination is achieved by operating the stop button 5, the game state is shifted to the bonus state. The right to win a bonus role can be carried over to the winning game and subsequent games as long as the corresponding symbol combination does not stop (a bonus role is won). Therefore, the bonus winning state is maintained until the corresponding symbol combination stops and the bonus role is won (hereinafter, this state is referred to as the "bonus winning state"). In a normal game, the bonus role is played during the bonus winning state for most of the time. On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is displayed (the bonus role is won), the player transitions to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state").
[0050] In addition, if the bonus role is won with any of the common bell role, cherry role, chance role, or 1-piece role (hereinafter, these are collectively referred to as bonus overlap role), the bonus role will be won multiple times. When a bonus combination and a bonus overlap combination are won, the main control unit 10 controls the reels so that the stop of the symbol combination corresponding to the bonus combination is given the lowest priority. Therefore, in a game in which a bonus role and a bonus overlap role are overlapping and winning, the symbol combination corresponding to the bonus role cannot be stopped basically, but the symbol combination corresponding to the bonus overlap role will be stopped, and the bonus winning state will continue (be carried over) in subsequent games. Therefore, in this embodiment, most of the games will be played in the bonus winning state. However, the present invention is not limited to this, and the bonus combination may be a single winning combination.
[0051] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a bonus is awarded (medals are paid out) as shown in Figure 6. That is, the main control unit 10 has a game value awarding means for awarding game value (medals) according to the stopping mode of the symbols. For example, when the corresponding symbol combinations A1 to A6 are displayed in a stopped state, 10 medals are paid out, and when the corresponding symbol combinations B3 to B6 are displayed in a stopped state, 10 medals are paid out. In addition, when a combination of symbols corresponding to the common bell role stops, three medals are paid out. In addition, the probability of winning the push order bell role is set so that the number of medals held by the player increases during the period controlled by the AT.
[0052] When the symbol combination corresponding to the watermelon role stops, six medals are paid out, and when the symbol combination corresponding to each of the winning roles of cherry role A, cherry role B, chance role, and one-coin role stops, one medal is paid out. Furthermore, by the stop display of the combination of symbols corresponding to the replay role 1 and the replay role 2, the player can play again in the next game without inserting a medal. Furthermore, if a combination of symbols corresponding to a bonus role is stopped, no medals will be paid out.
[0053] The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above numbers. In addition, the combination of symbols corresponding to each winning role may be other than those described above, and may be composed of symbols that require a button press operation, or may be composed of symbols that do not require a button press operation. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.
[0054] (Recommended order of pressing) The medal-less gaming machine 1 in this embodiment recommends a "first left press" order in which the stop button 5a is the first stop operation. Specifically, during a game state other than the RB state and STB state described below, when the push order navigation is not being executed, if the player presses the middle 1ST with the stop button 5b as the first stop operation, or the right 1ST with the stop button 5c as the first stop operation (hereinafter these are collectively referred to as "irregular pushes"), specific information can be output. The "output of specific information" may be, for example, a display such as "Push left recommended" on the display 8, output of a prohibition sound from the speaker 9, or a change in the lighting state of the lamp 11. For example, as shown in Figure 47, if a player performs irregular button presses during normal game play, the message "Left button press recommended" will be displayed on the display 8. In this case, the message will be displayed regardless of whether or not the player is in the actual premonition state (won the pseudo bonus state). Also, as mentioned above, in a game state controlled by non-AT, in principle, the push order navigation is not executed in a game in which the push order bell role is won. Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular sequence, the frequency of accidentally hitting the winning combination (push order bell combination) corresponding to the irregular button press will increase, and 10 medals will be paid out, which will affect the gaming performance such as the payout rate expected by the medalless gaming machine 1. Therefore, in the medal-less gaming machine 1 of this embodiment, by displaying a warning message such as "Left push recommended" on the display 8, it is possible to avoid active irregular pressing and prevent unexpected payout of medals. In addition, when irregular button presses are performed, a penalty may be imposed, such as not executing a lottery that may be advantageous to the player in the game (for example, a lottery related to button press order navigation). In addition, if irregular pressing is performed during the normal game state (during this premonition), RB state, or STB state described below, no penalty will be imposed.
[0055] (Winning probability of each role) Next, the winning probability of each winning combination will be explained with reference to FIG. FIG. 7 shows an internal lottery table used to draw winning combinations in the bonus winning state among the bonus-related states (bonus non-winning state, bonus winning state, bonus state). The internal lottery table indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 to be 65536, and the number of winning values (wins) among them. 7 shows the winning probability of each winning combination in the 3-bet game, and shows the winning probability for each set value set by the probability setting device 16.
[0056] As shown in Figure 7, when a bonus is won, the probability of winning each role is set as follows: Push Order Bell Role B > Push Order Bell Role A > Replay Role 1 > 1-Coin Role > Common Bell Role > Watermelon Role > Cherry Role A > Chance Role > Cherry Role B > Replay Role 2. Furthermore, the winning probabilities of each winning combination shown in FIG. 7 are values in the bonus winning state, but the winning probabilities are the same in the bonus non-winning state and the bonus state. However, in a state where no bonus is won, the replay role 2 is set as a losing role (miss). In addition, in the non-bonus winning state, if a bonus overlapping role (common bell role, cherry role, chance role, 1-piece role) is won, the bonus role will also be won at the same time.
[0057] The relationship between the winning probabilities of each role may be other than that shown in FIG. In addition, the winning probability is determined by a winning role in which the winning probability varies depending on the set value (a role with a setting difference) and a winning role in which the winning probability does not vary depending on the set value (a role without a setting difference), but it is not limited to this, and it may be determined by only a winning role in which the winning probability does not vary depending on the set value. Also, for example, the lower the setting of some rare roles, the higher the probability of winning a rare role. Also, although the winning probability of each role in a 3-bet game is assumed, it may be the winning probability of each role in a game other than a 3-bet game. Furthermore, although no losing role (miss) is provided for the winning role, it may be provided.
[0058] (Normal section, advantageous section) The main control unit 10 is provided with a game zone control means that can control the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and it starts when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the initial state (when reset) of the main control unit 10, control is performed in the normal section. In this embodiment, the condition for transitioning to the advantageous zone is met when a role other than replay role 2 is won in the internal lottery process, and after the third reel of the winning game is stopped, the transition from the normal zone to the advantageous zone occurs. In this embodiment, the non-advantageous state is a gaming state controlled to a normal zone (non-advantageous zone).
[0059] In addition, the conditions for transitioning to the advantageous zone may be met when a specific role is won, or the transition may be caused by, for example, the display of a combination of symbols corresponding to a specific role or the display of a combination of symbols that does not correspond to a predetermined winning role (for example, a losing number or a push order bell being dropped). In addition, the player may be transitioned to an advantageous zone on the condition that the player has transitioned to a gaming state that is advantageous to the player as the number of medals increases, and the advantageous zone may be continued if the advantageous gaming state continues.
[0060] The advantageous zone is a game zone in which push order navigation related to the push order bell role can be executed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is executed. In this embodiment, a gaming state other than a non-advantageous state is a gaming state that is controlled to be in an advantageous zone. In addition, the advantageous zone ends when the advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for ending the advantageous zone may be, for example, when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In addition to this, the condition for ending the advantageous zone may be that the advantageous zone limiter is reached. The medal-less gaming machine 1 is provided with a limiter function (advantageous zone limiter) for limiting the number of medals that a player can acquire. For example, the advantageous zone limiter is one that meets the condition that "the number of medals won during one advantageous zone (the difference in number of medals (number of medals inserted - number of medals paid out)) reaches the upper limit (for example, +2400 medals)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. The condition for the upper limit number of coins may be that "the number of coins acquired during one advantageous period (net increase in number of coins (so-called MY)) reaches the upper limit number of coins (for example, 2,400 coins)."
[0061] In addition, in this embodiment, the condition for ending the advantageous period is that if the added value (added ST game number) of the ST counter (next ST game number) reaches a special value (e.g., 20 games) during the STB state described below, the advantageous period ends at the end of the STB state. In addition, in this embodiment, the condition for the end of the advantageous period is that if the difference in the number of coins when the STB state is won reaches a specific value (+1800 coins), the advantageous period ends when the STB state ends. Details of the control at the end of these advantageous periods will be described later.
[0062] The above conditions for ending the advantageous period are merely examples, and the conditions for ending the advantageous period may include, for example, "the push order bell has been announced at least once" or "a combination of symbols corresponding to the bonus role has stopped and been displayed." In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and transition to the normal zone may occur. Also, in the normal game state, if a predetermined number of games are played, the advantageous zone may end and the game may transition to the normal zone.
[0063] When the advantageous zone ends, the right to win a bonus is carried over, but other information is initialized among the information about the game managed by the main control unit 10. For example, the values of each counter described below and various information managed during each game state (for example, remaining game value (for example, number of remaining games), flag value, probability state, number of consecutive wins of small roles, history of winning roles, STB points (described later), STB rank (described later), ticket (described later)) are initialized ("cleared to zero", turned OFF) when the advantageous zone ends. However, without being limited to this, some or all of the information that is initialized at the end of the advantageous period may not be initialized.
[0064] In addition, a favorable zone lamp may be provided that can light up to indicate that the vehicle is in a favorable zone, and the main control unit 10 may control the lighting. Furthermore, if an advantageous zone lamp is provided, it may be set to light up during the advantageous zone and during a game state in which the number of medals increases (for example, a pseudo-bonus state).
[0065] In addition, the medal-less gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of medals (net increase) that the player actually acquires from the time the medal-less gaming machine 1 is turned on until it is turned off, as a function for limiting the number of medals that the player acquires. Specifically, when the net increase in the number of coins (MY) from when the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 coins), the machine enters a state where the game cannot be played, and the machine enters a game stop state where the game cannot be played thereafter. Therefore, the number of medals that a player can acquire while the gaming facility is open is limited. Furthermore, even if the difference in the number of medals during one advantageous zone during operation of the amusement facility is an extremely small value, and the player is able to win an extremely large number of medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, and it is possible to prevent the amusement facility from suffering an extremely large disadvantage even if the difference in the number of medals is an extremely small value.
[0066] (Game-related counters) During the advantageous period, the main control unit 10 operates as a counting means, and stores the counting results of the counter shown below in the memory unit. Counter for the number of games played during the advantageous period (hereinafter referred to as Counter A) - Counts the number of games played during the advantageous period Advantageous Zone Difference Counter (hereinafter referred to as Counter B)...Counter value of the number of winnings (difference) during the advantageous zone -Fluctuation value counter during each game state
[0067] Counter B is a counter related to the advantageous zone limiter. When the game transitions from the normal zone to the advantageous zone, the main control unit 10 starts counting the number of games played during the advantageous zone (counter A) and the number of medals won during the advantageous zone (counter B), and when the value indicated by counter B reaches a specific value (+2400 medals), the advantageous zone is forcibly ended. The values of counter A and counter B are initialized (cleared to zero) when the advantageous period ends.
[0068] Counter B is a counter that allows the main control unit 10 to monitor the difference between the number of medals consumed by a player in one advantageous zone (entered as the number of bets) and the number of medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of medals consumed and the number of medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of medals consumed in playing the game becomes greater than the total number of medals paid out as a result of the game.
[0069] This makes it possible to count the number of medals consumed (the number of medals lost by the player) even if the player does not actually win any medals during the advantageous zone and only consumes medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values (medals) consumed in the advantageous zone is greater than the number of game values (medals) awarded in the advantageous zone.
[0070] The execution value counter in each game state is a counter that counts a variable value (specific value) that can fluctuate according to the progress of the game in each game state, and includes, for example, a game count counter that counts the number of games executed in the normal game state, a BB counter that counts the number of games executed in the BB state, a bell counter that counts the number of push order bell roles won in the RB state, a counter that counts the number of tickets executed in the CZ state, an ST counter that counts the number of games executed in the ST state, an STB counter that counts the number of games executed in the STB state, etc. Also, the counter value can be displayed on the display 8 as "remaining XXX" or the like during each game state.
[0071] In addition to the configuration described above, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game features based on these gaming states.
[0072] (Details of each game state) Next, with reference to FIGS. 8 and 9, the gaming states of the medal-less gaming machine 1 according to this embodiment and the transitions between the gaming states will be described. The main control unit 10 can independently control the lottery state of the internal lottery process (each state related to a bonus), the transition control between the normal zone and the advantageous zone, and the transition control between game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and transition may occur from the next game after the transition condition is met.
[0073] As shown in Figure 8, the game of the medalless gaming machine 1 of this embodiment is carried out in multiple gaming states such as a non-advantageous state, a normal gaming state, a pseudo bonus state, a CZ state, an ST state, and a strong ST state. The pseudo bonus state includes a BB state, a RB state, and an STB state. The main control unit 10 operates as a game state control means, and is capable of controlling a transition from one game state (state) to another game state (state) based on the establishment of a predetermined transition condition. In a gaming state controlled by a non-AT (especially a normal gaming state), the longer the player stays in the state, the longer the period during which it is difficult for the player to increase their medals, which is disadvantageous for the player. On the other hand, in a gaming state controlled by an AT (especially a pseudo-bonus state), medals tend to increase as the player continues playing, which is advantageous for the player. Therefore, players play with the aim of transitioning from the normal game state to a pseudo bonus state (BB state, RB state) or from the ST state to a pseudo bonus state (STB state). Furthermore, in the ST state that is transitioned to after the pseudo bonus state (STB state) ends, players play with the hope of transitioning back to the pseudo bonus state (STB state), and aiming for the pseudo bonus state (STB state) to be repeatedly executed (winning consecutively).
[0074] As shown in FIG. 9, the medal-less gaming machine 1 according to this embodiment is provided with a performance stage where the player stays during each gaming state. Specifically, it is equipped with a normal stage, BB stage, RB stage, CZ stage, ST stage, STB stage, etc. The sub-controller 20 controls the transition between stages by operating as a stage control means. Basically, when the main controller 10 controls the transition of the game state (when a command is received from the main controller 10), the sub-controller 20 controls the transition of the stage.
[0075] (Unfavorable situation) The non-advantageous state (first gaming state) is a gaming state that is not AT and is controlled in a normal interval. The non-advantageous state is entered from a predetermined gaming state when the medalless gaming machine 1 is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends (arrow p in Figure 8). In addition, when the conditions for transitioning to the advantageous zone are met during the non-advantageous state (when a role other than the replay role 2 is won), the main control unit 10 controls from the normal zone to the advantageous zone. In other words, during the game, the period of stay in the normal zone (non-advantageous state) is extremely short (for example, one game), and the player stays almost entirely in the advantageous zone (a game state other than the non-advantageous state). In addition, the non-advantageous state may be omitted, and the functions that the non-advantageous state has may be provided in the normal game state.
[0076] In addition, in a non-advantageous state, the presentation stage on which the player stays varies depending on the lottery state of the internal lottery process (each state related to the bonus). Specifically, when the sub-control unit 20 is controlled to a non-bonus winning state, it controls the game to stay in the normal stage, and when it is controlled to a bonus winning state, it controls the game to stay in the ST stage (see Figure 9). In other words, when the medalless gaming machine 1 (main control unit 10) is reset and enters a non-bonus winning state, it will stay in the normal stage, mainly when playing at the opening of the gaming facility (first thing in the morning), but when playing after the opening of the facility (first thing in the morning) and enters a bonus winning state, it will stay in the ST stage. In this way, in a non-advantageous state, when the bonus is not won and the game is controlled to stay in the normal stage, the display mode on the display 8 becomes the same as the normal game state (advantageous zone), and it is not possible to tell from the outside that the game is controlled to the normal zone. In addition, in the non-advantageous state, when the bonus winning state is controlled, the ST stage is controlled, so the display mode on the display 8 is the same as the ST state and the strong ST state (advantageous zone), and it is not possible to distinguish from the outside that the control is in the normal zone. The details of the display mode will be described later (see Figure 46 (b)). Furthermore, the presentation stage in which the player stays during the non-advantageous state is not limited to this, and for example, when the player is controlled to a bonus winning state, the player may stay in the preparation stage before transitioning to the ST stage.
[0077] Next, the non-advantageous state control process performed by the main control unit 10 will be described with reference to FIG. The non-advantageous state control process is started when the game state is controlled to be non-advantageous. First, the main control unit 10 determines whether a game ending condition is met (whether the third reel stop operation has been performed, and so on below) (S10). If it is determined that the game end condition has not been met (S10: No), the processing is terminated, and if it is determined that the game end condition has been met (S10: Yes), it is determined whether the advantageous zone transition condition has been met in the current game (won a role other than Replay Role 2) (S11). If it is determined that the conditions for transitioning to the advantageous zone are not met (S11: No), the processing is terminated, and if it is determined that the conditions for transitioning to the advantageous zone are met (S11: Yes), the game zone is controlled to transition from the normal zone to the advantageous zone (S12).
[0078] Next, it is determined whether or not the game is controlled to a bonus winning state (S13). If it is determined that the game state is not controlled to the bonus winning state (S13: No), the game state is controlled to transition to the normal game state (S14) (arrow a in FIG. 8). Next, a periodic high probability lottery is executed (S15). The periodic high probability lottery determines the number of high probability games by lottery by referring to the "periodic high probability lottery table" shown in Figure 10, and sets the result as the initial value in the high probability counter (S16). The high probability counter is a counter for managing the lottery state in the normal game state and the pseudo bonus state, and when the high probability counter is "1" or more, it is controlled to the high probability state. 10, the larger the number of highly probable games, the harder it is to select, but this is not limiting, and the larger the number of highly probable games, the easier it may be to select. Also, the number of highly probable games may be set to any number, including "0."
[0079] On the other hand, if it is determined that the bonus winning state has been controlled (S13: Yes), the game state is controlled to transition to a strong ST state (S17) (arrow b in Figure 8), and the ST counter is set to an initial value (e.g., 50), and the process ends (S18). The ST counter is a counter for managing the number of games remaining in the ST state in the main control unit 10. As described above, the non-advantageous state control processing is carried out.
[0080] In this way, in a non-advantageous state, the next game state to which the player transitions will differ depending on the lottery state (each state related to the bonus) of the internal lottery process when the conditions for transitioning to the advantageous zone are met. In other words, when the medalless gaming machine 1 (main control unit 10) is reset and enters a bonus non-winning state, it will transition to a normal gaming state when it enters a favorable zone, mainly when playing at the opening of the gaming facility (first thing in the morning), and when playing after the opening of the facility (first thing in the morning) and enters a bonus winning state, it will transition to a strong ST state when it enters a favorable zone. However, without being limited to this, when a bonus is not won, the game state may be changed to a game state other than the normal game state when the advantageous zone is entered, and when a bonus is won, the game state may be changed to a game state other than the strong ST state (for example, the ST state) when the advantageous zone is entered. For example, if the game is set to transition to the ST state when the advantageous zone is entered, 30 games may be given as the initial number of games, and if the initial number of games of 30 games is consumed without winning the STB state, the game may be controlled to forcibly transition to the STB state. In other words, the game may be set to transition to the ST state with a 30-game ceiling function. However, without being limited to this, the ST state may be 30 games without a ceiling function, or the ST state may be 50 games with or without a ceiling function, which is more favorable than the normal ST state. In addition, when the conditions for transition to the advantageous zone are met, the destination of the game state to transition to may be determined by lottery based on the winning combination of the current game.
[0081] When such a transition of the game state occurs in a non-advantageous state, the following effects are achieved. For example, if the advantageous zone ends when the pseudo bonus state (STB state) ends, the game state will transition from STB state to non-advantageous state. In this case, if the advantageous zone transition condition is met during the non-advantageous state after the STB state ends, the game state will transition to the strong ST state, which can transition to the STB state with a high probability, and it will be possible to transition (return) to the STB state again. This means that even if the pseudo bonus state (STB state) ends, it is possible to return to the STB state again immediately afterwards via the strong ST state, which creates a situation where a large amount of balls can be won across multiple advantageous zones, giving players a sense of anticipation. In addition, after the start of a new advantageous zone, the counter related to the advantageous zone limiter (value of counter B) is reset, so that a sufficient stay period can be secured to acquire a large amount of balls. Furthermore, if the game is controlled to a non-bonus winning state in a non-advantageous state, when the conditions for transitioning to the advantageous zone are met, the game will be controlled to the normal gaming state, so it is possible to avoid transitioning to the AT state immediately after a setting change process (first thing in the morning, etc.). This makes it possible to prevent the player from being in a significantly advantageous situation, and to provide a balanced gameplay.
[0082] (Normal gameplay state) The normal game state (fourth game state) is controlled by non-AT and is a game state that is disadvantageous to the player, so the player will play while hoping to transition to a game state that is advantageous to the player as soon as possible. Specifically, during the normal gaming state, the player plays the game in the hope of transitioning to the pseudo bonus state (BB state, RB state). In addition, in the normal gaming state, the player stays in the normal stage (see FIG. 9). During the normal stage, a predetermined effect image is displayed on the screen of the display device 8. The effect image is, for example, a predetermined image (still image or video), and is displayed to notify the player that a small role or a rare role has been won, or to increase the player's expectations for winning various lotteries. During the normal stage, the value of a game count counter, which will be described later, may be displayed.
[0083] Next, the normal gaming state control process performed by the main control unit 10 will be described with reference to FIG. The normal game state control process is started when the game state is controlled to the normal game state. First, the main control unit 10 determines whether a game start condition is met (whether the start lever 3 has been operated, and so on below) (S20). If it is determined that the game start conditions are met (S20: Yes), the game start processing (normal game state) is executed (S21), and if it is determined that the game start conditions are not met (S20: No), it is determined whether the game end conditions are met (S22). If it is determined that the game end condition is not met (S22: No), the processing is terminated, and if it is determined that the game end condition is met (S22: Yes), the game end processing (normal game state) is executed (S23). As described above, the normal game state control process is performed.
[0084] Next, the game start processing (normal game state) performed by the main control unit 10 will be described with reference to FIG. First, the main control unit 10 adds 1 to the value of the game number counter (S30). The number of games played counter is a counter for managing the number of games played during normal game mode. When the normal game mode starts, it is set to "0" and is initialized (cleared to zero) when the normal game mode ends. Next, it is determined whether the value of the precursor counter is equal to or greater than "1" (S31). The premonition counter is a counter for managing the number of premonition games during normal game mode. It is set to "0" at the start of normal game mode and is initialized (cleared to zero) when the premonition effect ends. If it is determined that the value of the precursor counter is "1" or more (S31: Yes), that is, if the precursor is in progress (real precursor or fake precursor), the value of the precursor counter is decremented by 1 (S32).
[0085] Next, it is determined whether or not the bonus win flag is OFF (S33). The bonus hit flag is a flag for determining whether or not a pseudo bonus state has been hit, and is composed of a BB hit flag for determining whether or not a BB state has been hit, and an RB hit flag for determining whether or not a RB state has been hit. If a pseudo bonus state has been hit, the flag is set to ON. If it is determined that the bonus win flag is not OFF (the BB win flag or the RB win flag is ON) (S33: No), the process is terminated, and if it is determined that the bonus win flag is OFF (the BB win flag and the RB win flag are OFF) (S33: Yes), it is determined whether or not the premonition lottery combination has been won in the current game (S34). Premonition lottery combinations are, for example, watermelon combination, cherry combination A, cherry combination B, and chance combination. It should be noted that the premonition lottery combination is not limited to these, and can also be, for example, a non-rare combination.
[0086] If it is determined that the premonition lottery role has been won (S34: Yes), the premonition lottery is executed (S35). Specifically, the main control unit 10 operates as a transition determination means and a special transition determination means, and by referring to the "premonition lottery table (normal game state)" shown in Figure 11, performs a transition determination (lottery) to the pseudo-bonus state based on the probability state and the winning role. For example, if you win the watermelon symbol in a low probability state, there is a 246 / 256 probability of winning a "non-omen" (not winning in the pseudo-bonus state), a 2 / 256 probability of winning a "fake omen" (not winning in the pseudo-bonus state), and an 8 / 256 probability of winning a "real omen" (winning in the pseudo-bonus state). Also, for example, if you win the watermelon role in a high probability state, there is a 96 / 256 probability of winning a "non-omen" (not winning in the pseudo-bonus state), a 128 / 256 probability of winning a "fake omen" (not winning in the pseudo-bonus state), and a 32 / 256 probability of winning a "real omen" (winning in the pseudo-bonus state). Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. In this way, in the premonition lottery, it is easier to win the premonition (transition to the pseudo-bonus state) when the game is controlled to a high probability state than when the game is controlled to a low probability state. In addition, players who win a combination with a low probability of winning are more likely to win the actual premonition (transition to the pseudo-bonus state). Therefore, during the normal game state, attention can be drawn to the winning combination, which can increase the excitement of the game and the player's sense of expectation.
[0087] Next, it is determined whether or not the "main omen" has been won in the omen lottery (S36). If it is determined that the real sign has not been won (S35: No), it is determined whether or not the "fake sign" has been won in the sign lottery (S41). On the other hand, if it is determined that the main sign has been won (S35: Yes), a bonus type lottery is executed (S37). The bonus type lottery determines the type of pseudo bonus based on the type of the premonition lottery combination by referring to the "pseudo bonus type lottery table (normal gaming state)" shown in FIG. For example, if you win the watermelon role, there is a 256 / 256 chance of winning the "RB state," and if you win the cherry role A, there is a 128 / 256 chance of winning the "RB state," and a 128 / 256 chance of winning the "BB state." Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. In the bonus type lottery, if the BB state is won (S38: Yes), the BB winning flag is set to ON (S39), and if the RB state is won (S38: No), the RB winning flag is set to ON (S40). In this embodiment, the case where the premonition lottery and the pseudo-bonus type lottery are processed separately has been described, but this is not limiting, and the pseudo-bonus type may be determined at once in the premonition lottery. For example, the premonition lottery may be set to select either the real premonition (RB state) or the real premonition (BB state).
[0088] Next, a lottery for the number of premonition games is executed (S42). The premonition game number lottery determines the number of premonition games based on the type of premonition by referring to the "premonition game number lottery table (normal gaming state)" shown in FIG. For example, if you win the fake premonition, one of "2 games" to "5 games" will be selected with a probability of 64 / 256, and if you win the real premonition, one of "2 games" to "6 games" will be selected. Then, the selected number of premonition games is added to the value of the premonition counter (S43). In this way, when a player wins the real premonition, a larger number of premonition games is more likely to be selected than when a player wins the fake premonition.Furthermore, when a player wins the real premonition (BB state), a larger number of premonition games is more likely to be selected than when a player wins the real premonition (RB state). However, without being limited to this, a smaller number of premonition games may be selected when the real premonition is won than when the fake premonition is won. Also, the number of premonition games may be set to any number including "0".
[0089] In S34, when it is determined that the premonition lottery combination is not won (S34: No), it is determined whether or not the bonus win flag is OFF (S44). If it is determined that the bonus winning flag is ON (S44: No), the process is terminated, and if it is determined that the bonus winning flag is OFF (S44: Yes), it is determined whether or not a high probability winning combination has been won in the current game (S45). High probability winning combinations are, for example, a common bell combination, a watermelon combination, a cherry combination A, a cherry combination B, and a chance combination. Note that high probability winning combinations are not limited to these combinations.
[0090] If it is determined that the high probability lottery role has not been won (S45: No), the processing is terminated, and if it is determined that the high probability lottery role has been won (S45: Yes), a high probability lottery is executed (S46). The high probability lottery refers to the "high probability lottery table (normal gaming state)" shown in FIG. 14, and executes a lottery for the number of high probability games based on the type of high probability lottery role. For example, if you win the common bell role, there is a 224 / 256 probability that "0 games" will be selected (not winning), there is a 32 / 256 probability that "10 games" will be selected, and "20 games" will not be selected. Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. Then, the selected number of high probability games is added to the value of the high probability counter (S48). In this way, a player who wins a role with a low probability of winning is more likely to win a high probability lottery and is more likely to have a large number of high probability games selected. As described above, the game start processing (normal game state) is performed.
[0091] Next, the game end processing (normal game state) performed by the main control unit 10 will be described with reference to FIG. First, the main control unit 10 determines whether or not the bonus win flag is ON (S50). When it is determined that the bonus win flag is ON (the BB win flag or the RB win flag is ON), it is determined whether the value of the premonition counter is "0" or not (S51). That is, it is determined whether or not the premonition effect (real premonition or fake premonition) is being performed. If it is determined that the value of the premonition counter is not "0" (S51: No), the processing is terminated, and if it is determined that the value of the premonition counter is "0" (S51: Yes), the bonus win flag is set to OFF (S52), and the number of plays counter is initialized (cleared to zero) (S53).
[0092] Next, it is determined whether the BB hit flag is ON or not (S54). If it is determined that the BB hit flag is ON (S54: Yes), the gaming state is controlled to transition to the BB state (S55) (arrow c in FIG. 8), and a BB game number lottery is executed (S56). The BB game number lottery is executed based on the setting value set in the probability setting device 16 by referring to the "BB game number lottery table" shown in FIG. For example, in the case of setting 1, the probability of selecting "40 games" is 128 / 256, the probability of selecting "60 games" is 102 / 256, the probability of selecting "80 games" is 20 / 256, and the probability of selecting "100 games" is 6 / 256. Although detailed explanation is omitted, when the setting value is set to settings 2 to 6, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the setting value set in the probability setting device 16, the higher the probability that a large number of BB games will be selected, so the player can also guess the setting value, which can increase the player's expectations. Then, the number of BB games selected in the BB game number lottery is set as the initial value of the BB counter (S57), and the process ends. The BB counter is a counter for managing the number of games in the BB state. Note that the initial value of the BB counter may be any number other than the above.
[0093] In S54, if it is determined that the BB winning flag is not ON (S54: No), the game state is controlled to transition to the RB state (S58) (arrow d in Figure 8), and the bell counter is set to an initial value (e.g., 8) (S59). The bell counter is a counter for managing the number of times the push order bell role is won during the RB state. The initial value of the bell counter may be any number other than 8. Next, a CZ level lottery is carried out (S60). The CZ level lottery determines the CZ level by lottery based on the probability state by referring to the "CZ Level Lottery Table (RB State)" shown in Figure 16. For example, when controlled to a low probability state, "Level 0" is selected with a probability of 230 / 256, "Level 4" with a probability of 13 / 256, "Level 5" with a probability of 10 / 256, "Level 6" with a probability of 3 / 256, and levels 1 to 3 are not selected. When controlled to a high probability state, "Level 4" is selected with a probability of 128 / 256, "Level 5" with a probability of 64 / 256, and "Level 6" with a probability of 64 / 256, and levels 0 to 3 are not selected. In this way, a higher CZ level is more likely to be selected when controlled to a high probability state than when controlled to a low probability state. Even when controlled to a high probability state, levels 0 to 3 may be selected.
[0094] Next, the level value determined in the CZ level lottery is set in the CZ level counter (S61), and the processing ends. The CZ level counter is a counter for managing the CZ level during the BB state and the RB state, and if the CZ level counter is "1" or greater at the end of the BB state or the RB state, the transition to the CZ state is confirmed.
[0095] In S50, when it is determined that the bonus hit flag is OFF (the BB hit flag and the RB hit flag are OFF), it is determined whether the value of the high probability counter is equal to or greater than "1" (S62). If it is determined that the value of the high probability counter is "1" or more (S62: Yes), that is, if the game is in a high probability state, the value of the high probability counter is decremented by 1 (S63), and it is determined whether the value of the number of plays counter is a specific value (S64). The specific value is a value in which the last two digits of the game count counter are "00", and indicates, for example, the 100th game, the 200th game, the 300th game, the 400th game, and so on. If it is determined that the value of the play count counter is not a specific value (S64: No), the processing is terminated, and if it is determined that the value of the play count counter is a specific value (S64: Yes), a periodic high probability lottery is executed (S65). In the periodic high probability lottery, a lottery similar to S15 of the "non-advantageous state control process" is executed, and the number of high probability games determined by the lottery is added to the high probability counter (S66). That is, during the normal gaming state, the number of high probability games is added by reaching a specific value every 100 games. As described above, the game end processing (normal game state) is performed.
[0096] The normal game state can also be controlled as follows: For example, in the normal game state, an upper limit (ceiling) may be set for the number of games played counter, and when the ceiling is reached, the state may transition to a pseudo bonus state (BB state, RB state). In addition, during normal gameplay, points may be set that can be awarded when certain conditions are met, and an upper limit (ceiling) may be set for those points, so that when the ceiling is reached, the game will transition to a pseudo-bonus state (BB state, RB state), CZ state, or ST state. Also, during the normal gaming state, a lottery for transition to the pseudo bonus state may be held for each game with a predetermined probability of winning (for example, 0.01%). In addition, in the normal game state, the push order navigation (such as 1 / 256 when the push order bell role A is won) may be executed with a lower probability than in other game states (such as the CZ state) that are not controlled by AT. In addition, although the description has been given in the case where only the pseudo bonus state is transitioned from the normal game state, it is not limited to this, and it may be controlled so as to transition from the normal game state to the CZ state. In this case, a predetermined number of tickets (described later) may be awarded.
[0097] (Pseudo bonus state (RB state)) The RB state (third gaming state, special third gaming state) is a gaming state controlled by the AT. When the RB state is entered, the value set in the bell counter (for example, 8) is assigned as the remaining number of wins, and when Push Order Bell Role A or Push Order Bell Role B is won, this value is subtracted, and the remaining number of wins continues until it becomes "0". In other words, in the RB state, the player will play with the aim of being granted the right to transition to the CZ state (the CZ level reaching level 1 or higher) before the total number of times that Push Order Bell Role A and Push Order Bell Role B are won reaches 8 times.
[0098] Also, the RB state stays in the RB stage (see FIG. 9). During the RB stage, the remaining number of wins, etc. are displayed on the screen of the display device 8. In addition, a predetermined effect image is displayed in the center of the screen. The effect image is, for example, a predetermined image (still image or video), and is displayed to notify that a small role or rare role has been won, or to increase expectations for winning various lotteries.
[0099] In addition, a simulated game is executed in the first game in the RB state. A pseudo game is one of the modes of game execution that is executed under the control of the main control unit 10. In a normal game, the reels 41 are rotated by operating the start lever 3, and the result of one game is derived by stopping the rotating reels 41 by operating the stop button 5. However, in a game in which a pseudo game is executed, the reels 41 are pseudo-stopped (temporarily stopped) before the final game result is derived in the same way as in a normal game, thereby pseudo-deriving a game result (pseudo game result) even in the middle of the game. In other words, pseudo-games are games in which no game value (medals) is awarded to the player, and in games in which pseudo-games are played, multiple game results are derived by consuming (betting) the game medals required to play one game. Specifically, when the player operates the stop button 5 during the simulated game to stop the reel 41, the symbol combination "7·7·BAR" always pseudo-stops (temporarily stops) on a predetermined line, and a reel effect is executed to notify the transition to the RB state. Then, by operating the start lever 3, the reels 41 spin again, and the first game (main game) in the RB state is resumed.
[0100] Next, the RB state control process performed by the main control unit 10 will be described with reference to FIG. The RB state control process starts to be executed when the gaming state is controlled to the RB state. First, the main control unit 10 determines whether or not a game ending condition is met (S70). If it is determined that the game termination condition has not been met (S70: No), the processing is terminated, and if it is determined that the game termination condition has been met (S70: Yes), a CZ level promotion lottery is executed (S71). The CZ level promotion lottery determines the promotion value by lottery based on the probability state, CZ level, and winning role of the current game by referring to the "CZ Level Promotion Lottery Table (RB State)" shown in Figure 17. For example, if the CZ level is level 0 and the probability is low, if you win the watermelon role, there is a 255 / 256 probability of not winning (promotion value = "0"), and there is a 1 / 256 probability of "+9" being selected. In addition, if the CZ level is level 4 or higher and in a low probability state, if you win the watermelon role, there is a 248 / 256 probability of not winning (promotion value = "0"), and there is an 8 / 256 probability of "+3" being selected. In addition, if the CZ level is level 4 or higher and in a high probability state, if you win the watermelon role, there is a 240 / 256 probability of not winning (promotion value = "0"), and there is a 16 / 256 probability of "+3" being selected. Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. In this way, the higher the CZ level, the easier it is to win the promotion lottery. In addition, it is easier to win the promotion lottery when the game is controlled to a high probability state than when the game is controlled to a low probability state. In addition, since a player who wins a role with a low probability of winning is more likely to win the promotion lottery, the winning role can attract attention, increasing the interest of the game and the player's sense of expectation.
[0101] Next, it is determined whether or not the player has won the CZ level promotion lottery (S72). If it is determined that the CZ level promotion lottery has been won (promotion value is other than "0") (S72: Yes), the promotion value is added to the CZ level counter (S73).
[0102] Next, it is determined whether or not the push order bell role has been won in the current game (S74). If it is determined that the push order bell role has not been won (S74: No), the processing is terminated, and if it is determined that the push order bell role has been won (S74: Yes), the bell counter is decremented by 1 (S75). Then, it is determined whether the value of the bell counter is "0" or not (S76). That is, it is determined whether the number of times of winning the push order bell combination A or the push order bell combination B has reached 8 times. If it is determined that the value of the bell counter is not "0" (S76: No), the processing is terminated, and if it is determined that the value of the bell counter is "0" (S76: Yes), the bonus end flag is set to ON (S77), and the processing is terminated. The bonus end flag is a flag for determining the end of the pseudo bonus state (BB state, RB state), and is set to ON in the game in which the pseudo bonus state ends, and is set to OFF otherwise. The RB state control process is performed as described above.
[0103] The RB state can also be controlled as follows. For example, we have explained the case where the value of the bell counter is decremented when push order bell role A or push order bell role B is won, but this is not limited to this, and the value may also be decremented when push order navigation is executed. In addition, if only one of the push order bell role A or the push order bell role B is won 8 times, the transition to the CZ state may be confirmed. In this case, it is preferable to set the CZ level to 5 or more. Also, during the RB stage, the level value of the CZ level may be visibly displayed on the screen of the display device 8. This draws attention to the current CZ level, increasing the interest of the game and the player's sense of anticipation.
[0104] (Pseudo bonus state (BB state)) The BB state (third gaming state, special third gaming state) is a gaming state that is partially controlled by the AT. When the BB state is entered, the value set in the BB counter (40 to 100 games) is given as the number of games that can be played, and the number of games that can be played is subtracted as games are played and continues until it becomes "0". The BB state is a set-continuation game state in which the game progresses with 20 games as one set. That is, the game continues for a minimum of 2 sets (40 games = 20 games x 2) and a maximum of 5 sets (100 games = 20 games x 5). In the BB state, the transition to the CZ state is confirmed, so the game is played with the aim of increasing the probability of transitioning from the CZ state to the ST state (promoting the ticket (described later)).
[0105] Also, the BB state stays in the BB stage (see FIG. 9). During the BB stage, the number of games available, the number of games played, the number of coins won, etc. are displayed on the screen of the display device 8. For example, the number of games available is updated (20 games are added) when the set game continues. In addition, a predetermined effect image is displayed in the center of the screen. The effect image is, for example, a predetermined image (still image or video) that notifies the player that a small combination or rare combination has been won, or an image that heightens the player's expectations for winning various lotteries.
[0106] In addition, a pseudo game is executed in the first game in the BB state. Specifically, when the player operates the stop button 5 during the simulated game to stop the reels 41, the symbol combination "7·7·7" always pseudo-stops (temporarily stops) on a predetermined line, and a reel effect is executed to notify the transition to the BB state. Then, by operating the start lever 3 again, the reels 41 spin again, and the first game (main game) in the BB state is resumed.
[0107] Next, the BB state control process performed by the main control unit 10 will be described with reference to FIG. The BB state control process is started when the gaming state is controlled to the BB state. First, the main control unit 10 determines whether or not a game ending condition is met (S80). If it is determined that the game termination condition has not been met (S80: No), the processing is terminated, and if it is determined that the game termination condition has been met (S80: Yes), a CZ level promotion lottery is executed (S81). The CZ level promotion lottery determines the promotion value by lottery based on the probability state and the winning role of the current game by referring to the "CZ level promotion lottery table (BB state)" shown in Figure 18. For example, in a low probability state, if you win the watermelon role, there is a 255 / 256 probability of not winning (promotion value = "0"), and there is a 1 / 256 probability of "+1" being selected. Also, in the high probability state, if you win the watermelon role, there is a 254 / 256 probability of not winning (promotion value = "0"), and there is a 2 / 256 probability of "+1" being selected. Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. In this way, in the CZ level promotion lottery, it is easier to win the promotion lottery if the player is controlled to a high probability state than if the player is controlled to a low probability state. In addition, since a player who wins a role with a low probability of winning is more likely to win the promotion lottery, the winning role can attract attention, increasing the interest of the game and the player's sense of expectation.
[0108] Next, it is determined whether or not the CZ level promotion lottery has been won (S82). If it is determined that the CZ level promotion lottery has been won (promotion value = other than "0") (S82: Yes), the promotion value is added to the CZ level counter (S83).
[0109] Next, the BB counter is decremented by 1 (S84), and it is determined whether the value of the BB counter is equal to or greater than "1" (S85). That is, it is determined whether the specified number of games has been played. If it is determined that the value of the BB counter is not "1" or more (S85: No), the bonus end flag is set to ON (S89), and the process ends. On the other hand, if it is determined that the value of the BB counter is equal to or greater than "1" (S85: Yes), it is determined whether the value of the BB counter is a specific value (S86). The specific value is, for example, 20, 40, 60, or 80, that is, it is determined whether it is the final game of each set.
[0110] If it is determined that the BB counter value is not a specific value (S86: No), the processing is terminated, and if it is determined that the BB counter value is a specific value (S86: Yes), a lottery for CZ level promotion when the set continues is executed (S87). The CZ level promotion lottery when a set continues is carried out by referring to the "CZ level promotion lottery table when a set continues" shown in Figure 19, and the promotion value is determined by lottery based on the probability state and the starting number of sets. For example, in a low probability state, when the starting set number is the second set (specific value = "20"), "+1" is selected with a probability of 205 / 256, "+2" with a probability of 38 / 256, "+3" with a probability of 8 / 256, "+4" with a probability of 4 / 256, "+5" with a probability of 1 / 256, and non-winning (promotion value = "0") is not selected. Also, in a high probability state, when the starting set number is the second set (specific value = "20"), "+1" is selected with a probability of 196 / 256, "+2" with a probability of 40 / 256, "+3" with a probability of 10 / 256, "+4" with a probability of 8 / 256, "+5" with a probability of 2 / 256, and non-winning (promotion value = "0") is not selected. Although not explained further, the other starting set numbers are also selected by lottery with the probabilities shown in the figure. In this way, in the CZ level promotion lottery when the set continues, it is easier to win the promotion lottery when the player is controlled to a high probability state than when the player is controlled to a low probability state, and a larger promotion value is more likely to be selected. Also, at the start of the second set in BB state, you will definitely win the promotion lottery (the CZ counter will be given a value of "1" or more), which will confirm your transition to CZ state. The BB state control process is carried out as described above.
[0111] The BB state can also be controlled as follows. For example, in the CZ level promotion lottery when a set continues, at the start of the second set, non-winning (promotion value = "0") may be selected, or a promotion value of "+6" or higher may be selected. Also, in the lottery for CZ level promotion when a set continues, if the CZ level is already 1 or higher at the start of the second set, a table other than the "set continuation CZ level promotion lottery table" shown in Figure 19 may be referenced. For example, a table in which non-winning (promotion value = "0") may be selected may be referenced. Also, if the BB state continues for five sets, a transition to the ST state may be confirmed.
[0112] Next, the bonus end control process performed by the main control unit 10 will be described with reference to FIG. First, the main control unit 10 determines whether or not the bonus end flag is ON (S90). If it is determined that the bonus end flag is OFF (S90: No), the processing is terminated, and if it is determined that the bonus end flag is ON (S90: Yes), the bonus end flag is set to OFF (S91). Next, it is determined whether the value of the CZ level counter is equal to or greater than "1" (S92). In other words, it is determined whether the right to transition to the CZ state is granted. If it is determined that the value of the CZ level counter is not "1" or greater (S92: No), the game state is controlled to transition to the normal game state (S93) (arrow g in Figure 8), and a periodic high-probability lottery is executed (S94). The periodic high probability lottery is performed by carrying out a lottery similar to S15 of the "non-advantageous state control process", and the number of high probability games determined by the lottery is added to the high probability counter (S95).
[0113] On the other hand, if it is determined that the value of the CZ level counter is equal to or greater than "1" (S92: Yes), ticket conversion is executed (S96). Ticket conversion determines the ticket to be granted based on the CZ level by referring to the "Ticket Conversion Table by CZ Level" shown in Figure 20. The tickets are provided as, for example, gold tickets, silver tickets, and bronze tickets, and are set so that the expectation of transitioning to the ST state increases based on the relationship of gold tickets > silver tickets > bronze tickets. In addition, you can hold up to three tickets, and if you do not have three, you can acquire new tickets during the CZ state.
[0114] As shown in Figure 20, for example, when the CZ level is level 1, one bronze ticket is awarded, when the CZ level is level 4, two bronze tickets and one silver ticket are awarded, and when the CZ level is level 7, two silver tickets and one gold ticket are awarded. Although the explanation will be omitted, tickets will also be awarded for other CZ levels as shown in the figure. The tickets granted by the ticket conversion are stored as ticket data (S97). The ticket data stores the ticket type, the order in which the tickets were granted, and other information associated with the tickets. The method of awarding tickets at the time of ticket conversion is not limited to the above method and can be set arbitrarily. In the above explanation, the order of awarding tickets was explained as a case where multiple tickets of the same rank were awarded, but this is not limited to this. For example, if the CZ level is level 2, one silver ticket may be awarded instead of two bronze tickets.
[0115] Next, the CZ level counter is initialized (cleared to zero) (S98), the game state is controlled to transition to the CZ state (S99) (arrows e, f in Figure 8), and the high probability counter is initialized (cleared to zero) (S100). As described above, the bonus end control process is carried out.
[0116] (CZ state) Although the CZ state is not an AT, it is possible to transition to the ST state, making it an advantageous gaming state for the player and is positioned as a chance zone (CZ). You can remain in the CZ state until you have used up all of your tickets or until the value of the ST counter reaches 30 (until you have acquired 30 ST games), and during this time, games are played that will result in you transitioning to the ST state. Specifically, by consuming the tickets you own, a button press guessing effect will be executed, which will transition you to the ST state, and you will play the game with the aim of hitting the correct button order in the button press guessing effect.
[0117] Also, the CZ state stays in the CZ stage. During the CZ stage, as shown in FIG. 44, ticket information 81, a navigation image 82, the number of ST games won 83, etc. are displayed on the screen of the display device 8. The number of each ticket currently held is displayed in the ticket information 81. For example, the example shown in Fig. 44(a) indicates that the player holds 0 gold tickets, 1 silver ticket, and 2 bronze tickets. Furthermore, target ticket information 81a that enables identification of tickets to be consumed from the ticket information 81 is displayed in the display area of the ticket information 81. For example, in the example shown in Fig. 44(a), the target ticket information 81a is located in the display area for "Bronze x 2," indicating that the ticket to be consumed in this game is a copper ticket. The navigation image 82 is displayed while the push order guessing effect is being executed, and shows the push order navigation corresponding to the ticket to be consumed. For example, in the example shown in Figure 44(a), since the ticket to be consumed in this game is a copper ticket, the push order navigation shows four options for selecting the correct button press order; in the example shown in Figure 44(b), since the ticket to be consumed in this game is a silver ticket, the push order navigation shows two options for selecting the correct button press order; and in the example shown in Figure 44(c), since the ticket to be consumed in this game is a gold ticket, the push order navigation shows one option for selecting the correct button press order. The number of ST games acquired 83 indicates the bonus (number of ST games acquired) when the push order is correct in the push order guessing effect. For example, the example shown in Figure 44(a) indicates that 10 ST games have been acquired (the push order guessing effect was successful once).
[0118] Next, the CZ state control process performed by the main control unit 10 will be described with reference to FIG. The CZ state control process begins execution when the game state is controlled to the CZ state. First, the main control unit 10 determines whether or not a game start condition is met (S110). If it is determined that the game start conditions are met (S110: Yes), the game start processing (CZ state) is executed (S111), and if it is determined that the game start conditions are not met (S110: No), it is determined whether the game end conditions are met (S112). If it is determined that the game end condition has not been met (S112: No), the processing is terminated, and if it is determined that the game end condition has been met (S112: Yes), the game end processing (CZ state) is executed (S113). The CZ state control process is carried out as described above.
[0119] Next, the game start processing (CZ state) performed by the main control unit 10 will be described with reference to FIG. First, the main control unit 10 determines whether or not a ticket lottery role has been won in the current game (S120). The ticket lottery role is, for example, a common bell role, a watermelon role, a cherry role A, a cherry role B, or a chance role. Note that the ticket lottery role is not limited to these.
[0120] If it is determined that the ticket lottery has been won (S120: Yes), it is determined whether the number of tickets held has reached an upper limit (for example, three tickets) (S121). The upper limit of tickets may be two or less or four or more. If it is determined that the number of tickets has not reached the upper limit (S121: Yes), a lottery for new ticket acquisition is executed (S122). Specifically, the main control unit 10 executes a lottery for new ticket acquisition based on the winning combination by referring to the "table for new ticket acquisition lottery" shown in FIG. For example, if you win the common bell role, you have a probability of winning (obtaining) 32 / 256, and if you win the watermelon role, you have a probability of winning (obtaining) 48 / 256. Also, although we will not explain it further, the other winning roles are also drawn with the probabilities shown in the figure. In this way, in the lottery for acquiring new tickets, it is easier to win (acquire) a role with a low probability of winning, so the winning role can attract attention, increasing the excitement of the game and the player's sense of anticipation.
[0121] Next, it is determined whether or not the person has won (acquired) the new ticket lottery (S123). If it is determined that the user has not won the lottery to acquire a new ticket (S123: No), the processing ends, and if it is determined that the user has won the lottery to acquire a new ticket (S123: Yes), the number of tickets is incremented by one (S124). In this case, the "bronze ticket," which is the ticket with the lowest expected value, will be acquired. However, this is not limited to this, and a ticket other than the "bronze ticket" may be newly acquired. For example, one of the "gold ticket," "silver ticket," or "bronze ticket" may be newly acquired by lottery.
[0122] On the other hand, if it is determined in S121 that the number of tickets has reached the upper limit (S121: No), a ticket promotion lottery is executed (S125). Specifically, the main control unit 10 executes a ticket promotion lottery based on the winning combination by referring to the "ticket promotion lottery table" shown in FIG. The ticket eligible for promotion is the ticket with the lowest expected value among the tickets you own. Specifically, if you have a "Bronze Ticket," the "Bronze Ticket" will be the ticket eligible for promotion, and if you do not have a "Bronze Ticket" but have a "Silver Ticket," the "Silver Ticket" will be the ticket eligible for promotion.
[0123] For example, as shown in Figure 22(a), if a copper ticket is a promotion eligible ticket, if it wins the common bell role, it has a 24 / 256 probability of winning (promotion), and if it wins the watermelon role, it has a 32 / 256 probability of winning (promotion). Also, as shown in Figure 22(b), if a silver ticket is a promotion eligible ticket, if it wins the common bell role, it will win (be promoted) with a probability of 16 / 256, and if it wins the watermelon role, it will win (be promoted) with a probability of 24 / 256. Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. In this way, in the ticket promotion lottery, tickets with a lower expected probability of being promoted are more likely to win (be promoted). However, this is not limited to this, and tickets with a higher expected probability may be more likely to win (be promoted), or the winning probability may be uniform. In addition, since it is easier to win (promote) a role with a low probability of winning, the winning role can attract attention, which can increase the excitement of the game and the player's sense of expectation.
[0124] Next, it is determined whether or not the player has won the ticket promotion lottery (S126). If the user has not won the ticket promotion lottery (S126: No), the process ends, and if the user has won the ticket promotion lottery (S126: Yes), the ticket data is updated (S127). Specifically, if the ticket to be upgraded is a "bronze ticket," it will be updated to a "silver ticket," and if the ticket to be upgraded is a "silver ticket," it will be updated to a "gold ticket." It is assumed that "gold tickets" are not eligible for promotion, but this is not a limitation; "gold tickets" may also be eligible for promotion. In this case, if a ticket is won in the ticket promotion lottery, a special benefit may be granted (for example, the value of the ST counter may be increased).
[0125] In S120, when it is determined that the ticket lottery role has not been won (S120: No), it is determined whether or not the push order bell role B has been won in the current game (S128). If the push order bell role B is not won (S128: No), the process ends, and if the push order bell role B is won (S128: Yes), control related to the push order navigation is executed (S129). At this time, the display 8 executes the push order guessing performance. Specifically, the push order navigation is performed according to the type of ticket consumed and the type of push order bell role B that is won. For example, if the ticket to be consumed is a copper ticket, if any of the push order bell roles B3 to B6 is won, a navigation image 82 (×·?·?) with four choices for the push order will be displayed, encouraging the player to press either the center or the right (see Figure 44(a)). Also, if the ticket to be consumed is a silver ticket, if the push order bell role B3 and the push order bell role B4 are won, a two-choice push order navigation image 82 (?·1·?) will be displayed, encouraging the player to press the center button once (see Figure 44(b)), and if the push order bell role B5 and the push order bell role B6 are won, a two-choice push order navigation image 82 (?·?·1) will be displayed, encouraging the player to press the right button once. Also, if the ticket consumed is a gold ticket, if the push order bell role B3 is won, a navigation image 82 (2·1·3) showing the correct push order will be displayed (see Figure 44 (c)), if the push order bell role B4 is won, a navigation image 82 (3·1·2) showing the correct push order will be displayed, if the push order bell role B5 is won, a navigation image 82 (2·3·1) showing the correct push order will be displayed, and if the push order bell role B6 is won, a navigation image 82 (3·2·1) showing the correct push order will be displayed.
[0126] Furthermore, the order in which tickets are consumed is set to start with the ticket with the lowest expected value. Specifically, if you have a "Bronze Ticket," the "Bronze Ticket" will be the ticket to be consumed; if you do not have a "Bronze Ticket" but have a "Silver Ticket," the "Silver Ticket" will be the ticket to be consumed; and if you do not have a "Bronze Ticket" or a "Silver Ticket" but have a "Gold Ticket," the "Gold Ticket" will be the ticket to be consumed. However, the present invention is not limited to this, and the tickets may be consumed starting from the ticket with the highest expectation, or may be consumed in the order in which they were acquired. Alternatively, one of the "gold ticket," "silver ticket," and "bronze ticket" may be consumed by lottery. As described above, the game start processing (CZ state) is performed.
[0127] Next, the game end processing (CZ state) performed by the main control unit 10 will be described with reference to FIG. First, the main control unit 10 determines whether or not the push order bell role B has been won in the current game (S130). If it is determined that the push order bell role B has not been won (S130: No), the process ends, and if it is determined that the push order bell role B has been won (S130: Yes), the number of tickets is decremented by 1 (S131). In other words, the number of tickets consumed in the push order winning performance is decremented. Next, it is determined whether or not the push order bell role B has been won (S132). If it is determined that the push order bell role B has been won (S132: Yes), a predetermined value (for example, 10) is added to the ST counter (S133). That is, since the push order guessing performance was correct, 10 ST games are awarded.
[0128] Then, it is determined whether or not the value of the ST counter has reached an upper limit value (for example, 30) (S134). That is, it is determined whether or not the pressing order has been guessed correctly three times in the pressing order guessing performance. If it is determined that the value of the ST counter is not the upper limit (S134: Yes), it is determined whether the number of tickets is 0 (S135). If it is determined that the number of tickets is not 0 (S135: No), the processing is terminated, and if it is determined that the number of tickets is 0 (S135: Yes), it is determined whether the value of the ST counter is 0 or not (S136). If it is determined that the value of the ST counter is not 0 (S136: No), the gaming state is controlled to transition to the ST state (S137) (arrow h in FIG. 8). On the other hand, when it is determined that the value of the ST counter is 0 (S136: Yes), the gaming state is controlled to transition to the normal gaming state (S138) (arrow i in FIG. 8). In other words, if during the CZ state you correctly guess the button press order at least once in the button press order guessing performance and you have acquired the number of ST games, you will transition to the ST state, and if you do not correctly guess the button press order even once in the button press order guessing performance, you will transition to the normal game state. Next, a periodic high probability lottery is executed (S139). In the periodic high probability lottery, a lottery similar to S15 of the "non-advantageous state control process" is executed, and the number of high probability games determined by the lottery is added to the high probability counter (S140). As described above, the game end processing (CZ state) is performed.
[0129] The CZ state can also be controlled as follows. For example, in the button press sequence guessing performance, the ST games awarded when the button press sequence is correct may be different depending on the type of ticket. For example, a "bronze ticket" may be awarded 10 games or more, a "silver ticket" may be awarded 15 games or more, and a "gold ticket" may be awarded 20 games or more. Also, although it has been explained that the CZ state ends when the ST counter value reaches "30" (30 ST games are acquired), this is not limited to this, and the CZ state may also end when the ST counter value is less than "30", and the CZ state may also continue even if the ST counter value is "31" or greater. Furthermore, multiple CZ states may be provided, such as a lower CZ state, a middle CZ state, and a high CZ state. In this case, the type of ticket that can be held and the upper limit number of tickets may differ for each type of CZ state. Specifically, the relationship between the lower CZ state < the middle CZ state < the high CZ state may be set to be advantageous for the player. For example, the types of tickets that can be held may be bronze tickets or higher in the lower CZ state, silver tickets or higher in the middle CZ state, and gold tickets or higher in the high CZ state.
[0130] (ST state) Although the ST state (second game state, special second game state) is controlled by non-AT, it is positioned as a special time because it is a game state that is likely to transition to a pseudo-bonus state (STB state). When the ST state is entered, the value set in the ST counter (10 games or more) is given as the number of remaining games (ST game number), and the number of remaining games is subtracted as the game is played, and the state continues until the number of remaining games becomes "0". In other words, in the ST state, players play in the hope of being granted the right to transition to the pseudo-bonus state (STB state) before the number of remaining games reaches "0." In addition, the ST state has a so-called ST type game property, and when it transitions to the pseudo bonus state (STB state), it re-enters after the pseudo bonus state (STB state) ends, and the value set in the ST counter (30 games or more) is reset as the number of remaining games (number of ST games). In other words, as long as you continue to win the pseudo bonus state (STB state) during the ST state, you will be looped between the pseudo bonus state (STB state) and the ST state.
[0131] (Strong ST state) Although the strong ST state (second game state, specific second game state) is not an AT, it is positioned as a higher-level special time because it is easier to transition to a pseudo-bonus state (STB state) than the ST state. In addition, as mentioned above, the strong ST state is entered when the conditions for transitioning to the advantageous zone are met in a non-advantageous state and the game is controlled to a bonus winning state. In other words, the strong ST state is entered when the advantageous zone transition occurs in games played after the opening of business (first thing in the morning). When the Strong ST state is entered, the value set in the ST counter (50 games or more) is given as the number of remaining games (number of ST games), and the number of remaining games is subtracted as the game is played, and the Strong ST state continues until the number of remaining games becomes 0. Note that the number of games set when the Strong ST state is entered may be less than 50 games. In other words, in the strong ST state, players play in the hope of being granted the right to transition to the pseudo-bonus state (STB state) before the number of remaining games reaches "0." However, since there is an extremely high probability of winning the pseudo-bonus state (STB state) during the strong ST state, it is a gaming state in which the duration of stay is relatively short.
[0132] In addition, the ST state and strong ST state remain in the ST stage (specific performance stage). During the ST stage, the number of remaining games in the ST state or strong ST state, 84, etc., is displayed on the screen of the display 8 as shown in FIG. 45(a). The remaining number of games 84 displays the number of remaining games (value of the sub ST counter) on the display managed by the sub control unit 20. Therefore, a value different from the remaining number of games (value of the ST counter) managed by the main control unit 10 may be displayed. In other words, the number of remaining games displayed may differ from the actual number of remaining games in the ST state or strong ST state. The reason for this will be described later. The ST state and the strong ST state may be controlled to different presentation stages. For example, during the strong ST state, the strong ST stage may be controlled to have a more flashy presentation that increases expectations for a pseudo-bonus state than the ST stage.
[0133] Next, the ST state control process performed by the main control unit 10 will be described with reference to FIG. The ST state control process is started when the game state is controlled to the ST state or the strong ST state. First, the main control unit 10 determines whether or not a game start condition is met (S150). If it is determined that the game start conditions are met (S150: Yes), the game start processing (ST state) is executed (S151), and if it is determined that the game start conditions are not met (S150: No), it is determined whether the game end conditions are met (S152). If it is determined that the game end condition is not met (S152: No), the processing is terminated, and if it is determined that the game end condition is met (S152: Yes), the game end processing (ST state) is executed (S153). As described above, the ST state control process is performed.
[0134] Next, the game start processing (ST state) performed by the main control unit 10 will be described with reference to FIG. First, the main control unit 10 subtracts 1 from the value of the ST counter (number of remaining games) (S160). Next, it is determined whether the value of the precursor counter is equal to or greater than "1" (S161). If it is determined that the value of the precursor counter is equal to or greater than "1" (S161: Yes), that is, if the precursor is in progress (real precursor or fake precursor), the value of the precursor counter is decremented by 1 (S162). Next, it is determined whether the STB win flag is OFF or not (S163). The STB win flag is a flag for determining whether or not the STB state has been won, and is set to ON if the STB state has been won. If it is determined that the STB winning flag is ON (S163: No), the process ends, and if it is determined that the STB winning flag is OFF (S163: Yes), a premonition lottery is executed (S164).
[0135] The premonition lottery is performed by the main control unit 10 operating as a transition determination means and a specific transition determination means, and by referring to the ``premonition lottery table (ST state, strong ST state)'' shown in Figure 23, a transition determination (lottery) to the pseudo bonus state (STB state) is performed based on the winning role of the current game. During the ST state, the reference is to the "Omen Lottery Table (ST state)" shown in Figure 23(a), and during the strong ST state, the reference is to the "Omen Lottery Table (Strong ST state)" shown in Figure 23(b).
[0136] For example, as shown in Figure 23(a), if a role other than a rare role (other) is won during the ST state, there is a 250 / 256 probability of winning a "non-omen" (not winning in the pseudo-bonus state), a 2 / 256 probability of winning a "fake omen" (not winning in the pseudo-bonus state), and a 4 / 256 probability of winning a "real omen" (winning in the pseudo-bonus state). If the watermelon role is won, there is a 208 / 256 probability of winning a "non-omen" (not winning in the pseudo-bonus state), a 16 / 256 probability of winning a "fake omen" (not winning in the pseudo-bonus state), and a 32 / 256 probability of winning a "real omen" (winning in the pseudo-bonus state). Also, as shown in Figure 23(b), if a role other than a rare role (other) is won during the strong ST state, there is a 128 / 256 probability of winning a "non-omen" (not winning the pseudo-bonus state), there is a 128 / 256 probability of winning a "real omen" (winning the pseudo-bonus state), and if a rare role is won, there is a 256 / 256 probability of winning a "real omen" (winning the pseudo-bonus state). Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. In this way, in the premonition lottery, those who are controlled in the strong ST state have a higher probability of winning the premonition (transitioning to the pseudo-bonus state) than those who are controlled in the ST state. In addition, players who win a combination with a low probability of winning are more likely to win the actual premonition (transition to the pseudo-bonus state). This makes it possible to attract attention to the winning combination, increasing the excitement of the game and the player's sense of expectation. Also, as shown in Figures 11 and 23, in the premonition lottery, when controlled in the ST state or strong ST state, there is a higher probability of winning the premonition (transitioning to the pseudo-bonus state) than when controlled in the normal game state.
[0137] Next, it is determined whether or not the "real sign" has been won in the sign lottery (won the pseudo bonus state) (S165). If it is determined that the real sign has not been won (S165: No), it is determined whether or not the "fake sign" has been won in the sign lottery (S173). If it is determined that the fake premonition has not been won (S173: No), the processing is terminated, and if it is determined that the fake premonition has been won (S173: Yes), a premonition game number lottery is executed (S174). The premonition game number lottery determines the number of premonition games based on the type of premonition by referring to the "premonition game number lottery table (ST state)" shown in FIG. In the case of a fake omen, for example, "1 game" is selected with a probability of 128 / 256, "2 games" is selected with a probability of 128 / 256, and "3 games" is not selected. Then, the selected number of premonition games is added to the value of the premonition counter (S175).
[0138] On the other hand, if it is determined that the main sign has been won in the sign lottery (S165: Yes), an STB type lottery is executed (S166). The STB type lottery determines the type of pseudo bonus state based on the winning combination of the current game by referring to the "pseudo bonus type lottery table (ST state)" shown in FIG. In the case of this omen, for example, if a role other than a rare role (other) is won, there is a 128 / 256 probability of winning the "STB state with the specified number of games being 25," a 96 / 256 probability of winning the "STB state with the specified number of games being 50," a 32 / 256 probability of winning the "STB state with the specified number of games being 100," and if the watermelon role is won, there is a 256 / 256 probability of winning the "STB state with the specified number of games being 100." Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. The STB type lottery is not limited to this, and the type of pseudo bonus state may be determined based on a predetermined probability regardless of the winning combination. Then, the selected specified number of games is set as the initial value of the STB counter (S167). The STB counter is a counter for managing the number of games played during the STB state. Note that the initial value of the STB counter (specified number of games) may be any value other than the above.
[0139] Next, the STB winning flag is set to ON (S168), and a lottery for the number of premonition games is executed (S169). The number of premonition games is determined based on the type of premonition and the type of pseudo bonus state by referring to the "number of premonition games lottery table (ST state)" shown in FIG. For example, if you win the "STB state with the specified number of games being 25," the probability of selecting "1 game" is 128 / 256, the probability of selecting "2 games" is 64 / 256, and the probability of selecting "3 games" is 64 / 256. Although not explained further, the other pseudo-bonus state types are also selected by lottery with the probabilities shown in the figures. Then, the selected number of premonition games is added to the value of the premonition counter (S170).
[0140] In this way, in the lottery for the number of premonition games during the ST state, by making the upper limit of the number of premonition games smaller than that in the lottery for the number of premonition games during the normal gaming state, it is possible to realize a premonition effect that suits the playability of the ST state (playability in which the player can only stay for a short period of time). Note that, without being limited to this, the upper limit of the number of premonition games may be made larger than that during the normal gaming state. In addition, when a player has won the real premonition, a larger number of premonition games is more likely to be selected than when a player has won the fake premonition. Furthermore, when a player has won the real premonition, a larger number of premonition games is more likely to be selected than when a player has won the pseudo-bonus state with a larger specified number of games. However, this is not limited to this, and a smaller number of premonition games may be more likely to be selected than when a player has won the real premonition. Furthermore, the number of premonition games can be set to any value, including "0." Furthermore, in this embodiment, the case where the premonition lottery and the pseudo bonus type lottery are processed separately has been described, but this is not limiting, and the pseudo bonus type may be determined at once in the premonition lottery.
[0141] Next, it is determined whether the value of the advantageous zone difference number counter (counter B) has reached a specific value (for example, +1800) (S171). If it is determined that the value of the advantageous zone difference number counter has not reached a specific value (S171: No), the processing is terminated, and if it is determined that the value of the advantageous zone difference number counter has reached a specific value (S171: Yes), the advantageous zone reset reservation flag is set to ON (S172), and the processing is terminated. The advantageous zone reset reservation flag is a flag for determining whether or not to forcibly terminate the advantageous zone when the STB state ends. As described above, the game start processing (ST state) is performed.
[0142] Next, the game end process (ST state) performed by the main control unit 10 will be described with reference to FIG. First, the main control unit 10 determines whether the STB win flag is ON or not (S180). If it is determined that the STB winning flag is OFF (S180: No), it is determined whether the value of the ST counter is "0" (S189). In other words, it is determined whether the remaining number of games (number of ST games) has been played. If it is determined that the value of the ST counter is 0 (S189: Yes), the game state is controlled to transition to the normal game state (S190) (arrows l and n in Figure 8), and the number of games counter and premonition counter are initialized (cleared to zero) (S191, 192). In other words, if the number of remaining games reaches "0" during the ST state or strong ST state without winning the STB state, the game will be controlled to the normal game state.
[0143] On the other hand, if it is determined in S180 that the STB hit flag is ON (S180: Yes), it is determined whether the value of the ST counter is equal to or greater than "1" (S181). If it is determined that the value of the ST counter is equal to or greater than "1" (S181: Yes), it is determined whether the value of the precursor counter is "0" (S182). If it is determined that the value of the premonition counter is not "0" (S182: No), the processing is terminated, and if it is determined that the value of the premonition counter is "0" (S182: Yes), the STB winning flag is set to OFF (S183), and the game state is controlled to transition to the STB state (S184) (arrows j and m in Figure 8). At this time, the “STB state start command” is also output to the sub-controller 20. In other words, if the remaining number of games (number of ST games) has not been played, the system is controlled to transition to the STB state after the number of premonition games has been played, and if the remaining number of games (number of ST games) has been played, the system is controlled to transition to the STB state regardless of whether the number of premonition games has been played or not.
[0144] Next, a lottery for STB rank is carried out (S185). The STB rank lottery determines the STB rank based on the setting value set in the probability setting device 16 by referring to the "STB rank lottery table" shown in FIG. For example, in the case of setting 1, "Rank 1" is selected with a probability of 128 / 256, "Rank 2" with a probability of 80 / 256, "Rank 3" with a probability of 32 / 256, and "Rank 4" with a probability of 16 / 256. Although detailed explanation is omitted, when the setting value is set to settings 2 to 6, the lottery is also executed with the respective probabilities as shown in the figure. In this way, the higher the setting value set in the probability setting device 16, the higher the probability that a higher STB rank will be selected, so the player can also guess the setting value, which can increase the player's sense of anticipation.
[0145] Then, the STB rank selected in the STB rank lottery is set as the initial value of the STB rank counter (S186). The STB rank counter is a counter for managing the expected probability of acquiring STB points (described later) during the STB state. Note that the initial value of the STB counter may be any number other than the above. Furthermore, a predetermined value (for example, 30) is set as the initial value in the ST counter (S187), the precursor counter is initialized (cleared to zero) (S188), and the process ends. The initial value of the ST counter may be any number other than the above. As described above, the game end processing (ST state) is performed.
[0146] The ST state and strong ST state can also be controlled as follows. For example, instead of conducting an STB rank lottery, the STB rank may be determined according to the pseudo bonus type lottery (STB type), or according to the winning role when the actual premonition is won (winning the pseudo bonus state). Alternatively, a premonition lottery may be executed based on the number of games remaining in the ST state. For example, the fewer or more games remaining, the easier it is to win the premonition (win the pseudo bonus state). Furthermore, in the premonition lottery, it has been explained that those controlled in the strong ST state have a higher probability of winning the premonition (transitioning to the pseudo bonus state) than those controlled in the ST state, but this is not limited to this. By making the winning probability the same and setting the number of ST games when entering the strong ST state to, for example, "200 games," it is possible to make it easier for those controlled in the strong ST state to win the premonition (transitioning to the pseudo bonus state) than those controlled in the ST state. In addition, in the ST state and the strong ST state, the subtraction of the remaining number of games may be controlled to stop (for example, for three games) when a predetermined role (for example, a rare role) is won.
[0147] (Pseudo bonus state (STB state)) The STB state (third gaming state, specific third gaming state) is a gaming state controlled by the AT, in which it is extremely easy to win medals. When the STB state is entered, the value set in the STB counter (for example, 25, 50, or 100 games) is given as the number of remaining games (initial number of games), and the number of remaining games is subtracted as games are played, and the STB state can continue until the number of remaining games becomes 0. The initial number of games set when the STB state is entered may be less than 25 games or greater than 101 games. Also, in the STB state, if you win a replay role, the number of remaining games will not be subtracted. In other words, the stay period will be extended by the initial number of games plus the predetermined number of games (+α) that you win the replay role. In the STB state, the transition to the ST state is confirmed, so the aim of the game is to add (add) the number of ST games in the next ST state to be transitioned to (add the value of the ST counter). In other words, the STB state has a game feature that allows a specific value (for example, the number of games) consumed in another game state (ST state) to be added.
[0148] Also, the STB state stays in the STB stage (see FIG. 9). During the STB stage, as shown in Figure 45 (b), the number of coins won 85, number of games played / number of games available 86, number of additional ST games 87, point meter 88, etc. are displayed on the screen of the display 8. Number of games played / number of games playable 86 is the number of games played during the STB state and the number of games playable during the STB state (initial number of games). The example shown in FIG. 45(b) indicates that the number of games played is "10 games" and the number of games that can be played (initial number of games) is "25 games." The additional ST game number 87 is the number of games added (added) to the initial ST game number (30 games) of the next ST state to be transitioned. In the example shown in Figure 45(b), it is shown that the additional ST game number acquired during the STB state is "10 games." The point meter 88 is configured in a meter format, and initially indicates the minimum value, but increases as the game progresses, and can indicate the maximum value. Specifically, the meter increases in conjunction with the value of the STB points. In the example shown in FIG. 45(b), the STB points are shown as "5 points." Incidentally, information (numerical values, icons, colors, etc.) indicating numerical values ranging from a minimum value (for example, 0) to a maximum value (for example, 20) may be displayed around the point meter 88. In addition, a predetermined effect image is displayed in the center of the screen. The effect image is, for example, a predetermined image (still image or video) that notifies the player that a small combination or rare combination has been won, or an image that heightens the player's expectations for winning various lotteries.
[0149] In addition, a simulated game is executed in the first game in the STB state. Specifically, when the player stops the reels 41 by operating the stop button 5 during simulated play, the symbol combination "BAR·BAR·BAR" always pseudo-stops (temporarily stops) on a specified line, and a reel effect is executed to notify the transition to the STB state. Then, by operating the start lever 3 again, the reels 41 spin again, and the first game (main game) in the STB state is resumed.
[0150] Next, the STB state control process performed by the main control unit 10 will be described with reference to FIG. The STB state control process starts to be executed when the gaming state is controlled to the STB state. First, the main control unit 10 determines whether or not a game ending condition is met (S200). If it is determined that the game ending condition has not been met (S200: No), the processing is terminated, and if it is determined that the game ending condition has been met (S200: Yes), it is determined whether or not a replay role (replay role 1, replay role 2) has been won in this game (S201). If it is determined that the replay role has not been won (S201: Yes), the STB counter is decremented by 1 (S203). On the other hand, if it is determined that the replay role has been won (S201: No), the process proceeds without decrementing the STB counter. In other words, if a replay role is won during the STB state, the subtraction of the remaining number of games in the current game is controlled to stop. In this way, the more replay roles are won in the STB state, the longer the stay period becomes, so the game progresses to the player's advantage.
[0151] Next, a lottery for STB points is conducted (S203). The STB point lottery determines the STB points by lottery based on the STB rank and the winning combination of the current game, by referring to the "STB point lottery table" shown in FIG. For example, as shown in Figure 27(a), if the STB rank is rank 1, if you win a role other than a rare role or a replay role (other), there is a 255 / 256 probability of "not winning (0 points)" and a 1 / 256 probability of winning "10 points." Also, as shown in Figure 27(b), when the STB rank is rank 2, if you win a role other than a rare role or a replay role (other), there is a 240 / 256 probability of "not winning (0 points)", a 16 / 256 probability of winning "1 point", and a 1 / 256 probability of winning "10 points". Also, as shown in Figure 27(c), when the STB rank is rank 3, if you win a role (other) other than a rare role or a replay role, there is a 223 / 256 probability of "not winning (0 points)", a 16 / 256 probability of winning "1 point", a 16 / 256 probability of winning "2 points", and a 1 / 256 probability of winning "10 points". Also, as shown in Figure 27(d), when the STB rank is rank 4, if you win a role (other) other than a rare role or a replay role, there is a 128 / 256 probability of "not winning (0 points)", a 96 / 256 probability of winning "1 point", a 31 / 256 probability of winning "2 points", and a 1 / 256 probability of winning "10 points". Although the explanation is omitted, other winning combinations are also drawn by lottery with the probabilities shown in the figure. The number of STB points to be awarded is not limited to the above, and may be 11 points or more. In this way, in the STB point lottery, the higher the STB rank, the more likely it is that the lottery will be won and the larger the number of points that will be selected. In addition, since a player who wins a combination with a low probability of winning is more likely to win the lottery, the winning combination can attract attention, increasing the interest of the game and the player's sense of expectation.
[0152] Next, it is determined whether or not the STB point lottery result is a win (lottery result is 1 point or more) (S204). If it is determined that the STB point lottery has been won (S204: Yes), it is determined whether the winning combination in this game is a replay combination (S205). If it is determined that the winning combination is other than a replay combination (S205: No), the STB points won in the STB point lottery are added to the value of the STB point counter (S207). The STB point counter is a counter for managing the number of STB points in the STB state. On the other hand, if it is determined that the winning combination is a replay combination (S205: Yes), it is determined whether or not a specific combination is stopped and displayed (S206).
[0153] In the STB state, when a replay role is won, the "Aim Navigation" is executed on the display 8. The "Aim Navigation" displays an image (e.g., "Aim for 7!") that prompts the player to stop the "7" symbol on the left reel 41a based on the operation of the start lever 3, and a push order navigation that prompts the player to press the buttons in the reverse order. Then, by the player performing the push operation according to the navigation, a specific result (7, replay, replay) can be displayed. Then, by the stop display of the specific result, the display device 8 notifies the user that STB points have been acquired, and the scale on the point meter 88 is incremented by the number of points acquired.
[0154] When it is determined that a specific result has stopped and been displayed in the game in which "Aim Navigation" is executed (S206: Yes), the STB points won in the STB point lottery are added to the value of the STB point counter (S207). On the other hand, if it is determined that a specific number did not stop due to an incorrect pressing operation or the like in a game in which "Aim Navigation" was executed (S206: No), no STB points are added.
[0155] In this way, when a replay role is won, the "Aim Navigation" is executed on the display 8, and further, when a specific result is displayed, an additional STB point effect is executed. As described above, in the STB state, when a replay combination is won, the subtraction of the remaining number of games in the current game is controlled to stop. Therefore, for example, even if a replay role is won in the final game in the STB state, the end effect of the STB state is not executed on the display device 8, so overlap with the above effect can be avoided and the effect content of the STB stage can be made to look easy to understand.
[0156] Next, it is determined whether the value of the STB point counter has reached a predetermined value (for example, 20) (S208). If it is determined that the value of the STB point counter has reached the predetermined value (S208: Yes), the value of the STB point counter is decremented by 20 (S209), and an ST game number conversion lottery is executed (S210). In the ST game number conversion lottery, the main control unit 10 operates as an addition determination means and an addition means, and by referring to the ``ST game number conversion lottery table'' shown in Figure 28, the number of additional ST games is determined by lottery, and the determined number of additional ST games (predetermined value) is added to the ST counter (S211). For example, the probability is set such that "1 game (second predetermined value)" is selected with a probability of 128 / 256, and "10 games (first predetermined value)" is selected with a probability of 8 / 256. Also, although detailed explanation is omitted, other additional ST game numbers are also selected with the respective probabilities as shown in the figure. The number of additional ST games to be determined is not limited to 1 to 10 games, but may include 0 games (non-winning), or may be 11 or more games.
[0157] At this time, an "ST game number addition command" including the result of the ST game number conversion lottery (additional ST game number) is output to the sub-control unit 20. Then, the display 8 notifies the user that the ST game number has been added, and the additional ST game number 87 is added. In other words, when the STB points earned during the STB state reach a predetermined value (20 points), the STB points are converted into the number of ST games and added (topped up) to the initial number of ST games (30 games) for the next ST state to which the player will be transitioned.
[0158] Next, it is determined whether the value of the STB counter is "0" (S212), that is, whether the remaining number of games has been played. If it is determined that the value of the STB counter is not 0 (S212: No), the process is terminated, and if it is determined that the value of the STB counter is 0 (S212: Yes), it is determined whether or not the advantageous zone reset reservation flag is OFF (S213). In other words, when the STB state is entered, it is determined whether or not the value indicated by counter B has reached a predetermined value (for example, +1800 coins) and the advantageous zone is approaching its end. If it is determined that the advantageous zone reset reservation flag is ON (S213: No), the game zone is controlled to transition from the advantageous zone to the normal zone, and the game state is controlled to transition to a non-advantageous state (S215) (arrow o in Figure 8). At this time, a "favorable zone end command" is also output to the sub-control unit 20.
[0159] Next, initialization processing is performed in response to the end of the advantageous period (S216). For example, various flags are initialized (OFF), various counters are initialized (cleared to zero), the number of additional ST games is initialized (cleared to zero), etc. Note that some of the information that is initialized at the end of the advantageous zone may not be initialized. In this way, if the difference in number of coins at the end of the ST state reaches a specific value (+1800 coins), the advantageous period will be forcibly ended at the end of the STB state that is subsequently entered.
[0160] On the other hand, if it is determined that the advantageous zone reset reservation flag is OFF (S213: Yes), it is determined whether the value of the ST counter has reached "50" (S214). In other words, it is determined whether the number of additional ST games acquired during the STB state has reached a special value (for example, 20). If it is determined that the value of the ST counter has not reached "50" (S214: No), the game state is controlled to transition to the ST state (S217) (arrow k in FIG. 8). At this time, a "ST state start command" is output to the sub-control unit 20. On the other hand, if it is determined that the value of the ST counter has reached "50" (S214: Yes), the processes of S215 and S216 (end control process of the advantageous zone) are executed in the same manner as above.
[0161] In this way, in the STB state, if the value added by the ST game number conversion lottery (additional ST game number) has not reached a special value (for example, 20), the advantageous zone will continue after the STB state ends and the game can be controlled to the ST state. On the other hand, in the STB state, if the value added by the ST game number conversion lottery (additional ST game number) reaches a special value (for example, 20), after the STB state ends, the advantageous zone ends (it is controlled to a non-advantageous zone) and it can be controlled to a non-advantageous state. Furthermore, after the STB state ends, if the game is controlled to a non-advantageous zone, various information (for example, the value of the ST counter (number of ST games), number of additional ST games) is erased (initialized). As a result, if a large number of additional ST games are acquired during the STB state, the advantageous zone will end when the STB state ends, and the ST counter value, the number of additional ST games, etc. will be erased, thereby preventing the player's gambling instincts from being excessively stimulated. In addition, immediately after the end of the advantageous zone, the game is controlled to a strong ST state, which allows for a return to the STB state, thereby reducing the sense of loss caused by the deletion of the ST counter value, the number of additional ST games, etc. In addition, the number of additional ST games that can be selected in one ST game number conversion lottery is set to a value that does not reach the upper limit value (special value) of the additional value (for example, 20). Therefore, since the upper limit value can be reached through multiple opportunities to add to the ST game number conversion lottery, the excitement of playing the game can be increased. As described above, the STB state control process is performed.
[0162] The STB state can also be controlled as follows: For example, the STB state may be a set continuation type game state in which a game progresses with a predetermined number of games (for example, 10 games) as one set. In this case, a continuation lottery (for example, with an 80% probability of winning) may be executed at the end of the set, and the game may continue if it is won. Furthermore, the point meter 88 may not notify the STB points, or may notify the STB points only for a certain period of time. Also, during the STB state, the rank value of the STB rank may be displayed on the screen of the display device 8 so that it can be seen by the player. Also, as mentioned above, if a replay role is won during the STB state, the subtraction of the remaining number of games in the current game is controlled to stop, and in this case, text information (e.g., "HOLD") indicating that the subtraction of the remaining number of games will stop may be displayed. For example, the text information may be displayed so as to be superimposed on the display area of the number of games played / number of executable games 86. Note that the text information may be superimposed only on the display area of the number of games played. In addition, the role that is the target of the subtraction stop may be a role other than a replay role, and in this case, the period for which the subtraction is stopped may be made longer for a role with a lower probability of winning. In addition, the fact that the subtraction of the remaining number of games has stopped can be indicated not only by displaying text information, but also by, for example, displaying the number of games played / number of games available 86 in a different color than usual (for example, gray), or by displaying it in a larger size than usual.
[0163] Next, the STB state presentation control process performed by the sub-control unit 20 will be described with reference to FIG. The STB state control process (sub-controller) starts execution when the gaming state is controlled to the STB state. First, the sub-controller 20 determines whether or not a command has been received from the main controller 10 (S220). If it is determined that a command has not been received (S220: No), the process ends, and if it is determined that a command has been received (S220: Yes), it is determined whether or not an STB state start command has been received (S221). If it is determined that the STB state start command has been received (S221: Yes), the STB stage flag is set to ON (S222), and a predetermined value (for example, 30) is set as the initial value in the sub-ST counter (S223). That is, when the STB state starts, the production stage is controlled to be the STB stage, and the production screen of the STB stage is displayed on the screen of the display device 8.
[0164] On the other hand, if it is determined that the STB state start command has not been received (S221: No), it is determined whether or not an ST game number increase command has been received (S224). If it is determined that an ST game number addition command has been received (S224: Yes), the number of added ST games included in the ST game number addition command is added to the sub ST counter (S225).
[0165] If it is determined that the ST game number addition command has not been received (S224: No), it is determined whether or not the ST state start command has been received (S226). If it is determined that the ST state start command has been received (S226: Yes), the STB stage flag is set to OFF (S228), the ST stage flag is set to ON (S229), and the process ends. That is, at the start of the ST state, the production stage is controlled from the STB stage to the ST stage, and the production screen of the ST stage is displayed on the screen of the display device 8.
[0166] On the other hand, if it is determined that the ST state start command has not been received (S226: No), it is determined whether or not the advantageous zone end command has been received (S227). If it is determined that the favorable zone end command has not been received (S227: No), the processing is terminated, and if it is determined that the favorable zone end command has been received (S227: Yes), the above-mentioned processing of S228 and S229 (control processing to the ST stage) is executed. In this way, in both cases where the ST state is transitioned to the ST state at the end of the STB state, and where the advantageous section ends at the end of the STB state and the state is transitioned to a non-advantageous state, the performance stage is controlled from the STB stage to the ST stage. As described above, the STB state presentation control process is performed.
[0167] Next, the control of the production stage performed by the sub-control unit 20 when the STB state ends will be described with reference to FIG. Figure 46(a) shows an example of a screen in which the advantageous period continues at the end of the STB state and then transitions to the ST state (hereinafter, Case 1). FIG. 46(b) shows an example of a screen when the advantageous period ends at the end of the STB state and then the state transitions to a non-advantageous state (hereinafter, case 2).
[0168] (Case 1) 46(a1) shows an example of the STB stage screen in the final game of the STB state. Specifically, it shows that the number of coins won is "120 coins," the number of additional ST games is "10 games," and the STB points are "8 points," and the game in the STB state has ended. In the situation shown in Figure 46 (a1), if the player performs the stop operation on the third reel, the advantageous zone continues, so the game state changes from the STB state to the ST state, and the presentation stage changes from the STB stage to the ST stage. Next, when the player operates the bet button 2a or the MAX bet button 2b, the ST stage presentation screen (ST state start screen) is displayed as shown in Figure 46 (a2). At this time, the remaining number of games, 84, is displayed on the screen, which is the value (specific value information) of the sub ST counter, 40 games (initial ST game number (30 games) + additional ST game number (10 games)). In the situation shown in Figure 46(a2), when a player starts a new game (operates the start lever 3), the display of the remaining number of games, 84, is decremented by one, as shown in Figure 46(a3), and the next game is played. After that, the game progresses in the ST state, and as described above, if the "real sign" is won (the pseudo-bonus state is won) during the ST state, the game will transition back to the STB state (STB stage), and if the "real sign" is not won (the pseudo-bonus state is won) during the ST state, the game will transition to the normal game state (normal stage). In case 1, there is no difference between the number of remaining games (ST counter value) managed by the main control unit 10 and the number of remaining games 84 (sub ST counter value) managed by the sub control unit 20. That is, the value of the ST counter managed by the main control unit 10 is 40 games in the situation of Figure 46(a2), and is 39 games in the situation of Figure 46(a3).
[0169] (Case 2) Case 2 is when the advantageous zone ends after the STB state ends if an additional ST game number of 20 or more games is acquired during the STB state, or if the difference in the advantageous zone number of coins reaches +1800 when the STB is won. Figure 46(b1) shows an example of the screen in the final game of the STB state (STB stage), similar to Figure 46(a1). Specifically, it shows that the number of coins won is "120 coins," the number of additional ST games is "50 games," and the STB points are "8 points," and the game in the STB state has ended. In the situation shown in Figure 46 (b1), if the player performs the stop operation on the third reel, the advantageous zone ends, the game state changes from the STB state to the non-advantageous state, and the presentation stage changes from the STB stage to the ST stage. Next, when the player operates the bet button 2a or the MAX bet button 2b, the ST stage presentation screen (ST state start screen) is displayed as in Figure 46(a2) as shown in Figure 46(b2). At this time, the remaining number of games, 84, is displayed on the screen, which is the value (specific value information) of the sub ST counter, 80 games (initial ST game number (30 games) + additional ST game number (50 games)). In the situation shown in Figure 46(b2), when a player starts a new game (operates the start lever 3), the display of the remaining number of games, 84, is decremented by one, as shown in Figure 46(b3), and the next game is played. Also, in this game, if the conditions for transitioning to the advantageous zone are met, after the third reel is stopped, the game zone will transition from the normal zone to the advantageous zone, and the game state will transition from the non-advantageous state to the strong ST state (Figure 46 (b4)). After that, the game will proceed in the strong ST state, and as mentioned above, during the strong ST state there is an extremely high probability of winning the "real omen" (winning the pseudo-bonus state), so after a relatively short number of games the game will transition again to the STB state (transition to the STB stage). In case 2, a difference occurs between the number of remaining games (ST counter value) managed by the main control unit 10 and the number of remaining games 84 (sub ST counter value) managed by the sub control unit 20. Specifically, the value of the ST counter managed by the main control unit 10 is 0 games in the situation in Figure 46(b2), 0 games in the situation in Figure 46(b3), and 50 games in the situation in Figure 46(b4).
[0170] As described above, after the STB state ends, the presentation stage is controlled to the ST stage regardless of whether the advantageous zone continues or not. In other words, as shown in Case 1 and Case 2, after the STB state ends, there will be differences in the transition of the game state managed by the main control unit 10, but there will be no differences in the transition of the presentation stage managed by the sub-control unit 20. This makes it difficult to recognize whether the advantageous period has ended or not when the STB state ends. Also, as shown in Case 2, in the non-advantageous state that is entered after the STB state ends, the remaining number of games, 84, is counted (subtracted display) to perform display control similar to Case 1. This also makes it difficult to recognize that the STB state has ended and the state has transitioned to a non-advantageous state (the advantageous period has ended). In this way, after the STB state ends, it is possible to make it difficult to recognize whether or not the advantageous zone has ended, giving the player the impression that the advantageous zone has continued and transitioned to the ST state, thereby increasing the player's interest in the game.
[0171] Generally, once a player clearly recognizes that the advantageous zone has ended, it becomes possible for the player to guess how much gaming value (gaming medals) he or she can earn during that advantageous zone, which may result in the player no longer playing on the gaming machine. Furthermore, if the staff at the gaming facility are clearly aware that the advantageous zone has ended, there is a risk that they may take actions that are detrimental to the player, such as resetting the gaming machine just before the advantageous zone limiter. In this regard, the medal-less gaming machine 1 of this embodiment makes it difficult to tell on the display screen whether or not the advantageous zone has ended, thereby reducing the possibility of such problems occurring.
[0172] Also, as mentioned above, when the strong ST state is entered after the advantageous zone ends, the number of remaining games (ST counter value) managed by the main control unit 10 is set to "50 games" (see S18 in Figure 29). On the other hand, as shown in Case 2, if the game state transitions from STB state → non-advantageous state → strong ST state, there is an extremely high possibility that the remaining number of games at the time of entry, 84 (value of the sub-ST counter), will be displayed as "other than 50 games," as shown in Figure 46 (b4). That is, there may be a difference between the number of remaining games in the strong ST state (ST counter value) managed by the main control unit 10 and the displayed number of remaining games 84 (sub ST counter value) managed by the sub control unit 20. However, in the medal-less gaming machine 1 of this embodiment, the transition from a non-advantageous state to a strong ST state occurs in almost one game, and the STB state is entered with an extremely high probability in the strong ST state, so there is an extremely high possibility of transitioning to the STB state before the remaining number of games in the strong ST state is used up (several games after the end of the advantageous period). Therefore, it is possible to transition to the STB state in a short number of games before the player becomes aware of the above difference (the difference between the number of games remaining in the strong ST state and the number of games remaining on the display), allowing the player to proceed with the game without any discomfort.
[0173] In addition, the production stage can also be controlled as follows when the STB state ends. For example, in the example of Case 2, the remaining number of games 84 after the STB state ends is explained as being set to the value of the sub-ST counter, but this is not limited to this. For example, the remaining number of games 84 when entering a non-advantageous state (Figure 46(b2)) may be forcibly set to "51 games" so that the remaining number of games 84 when entering a strong ST state (Figure 46(b4)) becomes "50 games," thereby preventing the above-mentioned error from occurring. In addition, by lowering the probability that the conditions for transitioning to the advantageous zone are met (reducing the types of advantageous zone transition roles), the duration of the non-advantageous state to which the player transitions after the STB state ends may be lengthened, and the probability of winning this precursor during the strong ST state (the probability of winning the STB state) may be further increased. This may make it possible to transition back to the STB state in a short number of games after the STB state ends.
[0174] As described above, in the medal-less gaming machine 1 of this embodiment, when the value added by the addition means reaches a special value in the third gaming state (pseudo bonus state), after the third gaming state ends, it can be controlled to a non-advantageous zone and also controlled to the first gaming state (non-advantageous state). Furthermore, when the game is controlled to a non-advantageous zone after the end of the third gaming state, specific values (for example, the value of the ST counter (number of ST games), number of additional ST games) can be erased (initialized). As a result, if a large amount of addition (top-up) is made in the third game state, the advantageous zone will end at the end of the third game state, and specific values (such as the value of the ST counter (number of remaining games) and the number of added ST games) will be erased, thereby preventing the player's gambling instincts from being overly stimulated.
[0175] In contrast to this, a patent document (Patent Publication No. 2021-13602) discloses a conventional gaming machine in which a specific value (number of games) consumed in a first gaming state (AT) can be added (topped up) in a second gaming state (specialized zone). However, in this gaming machine, since a large amount of specific value can be expected to be added in the second gaming state, it is possible to acquire a large amount of gaming value in the first gaming state, which may overly stimulate the player's gambling instincts.
[0176] In addition, the medal-less gaming machine 1 of this embodiment can be controlled to a specific presentation stage in the second gaming state (ST state) controlled to an advantageous zone, and can also be controlled to a specific presentation stage in the first gaming state (non-advantageous state) controlled to a non-advantageous zone. In other words, regardless of the game zone in which the player is staying, the presentation stage can be controlled to a specific presentation stage (ST stage). This makes it difficult to recognize whether the advantageous zone has ended or not, making it difficult for players to understand where the advantageous zone ends and making it difficult for players to stop playing. It also prevents amusement parlor staff and others from performing a reset operation that would be disadvantageous to players when they are close to the advantageous zone limiter.
[0177] In contrast, a conventional gaming machine, such as that disclosed in a patent document (Patent Publication No. 2021-13602), has a favorable zone lamp that lights up when the player is in the favorable zone. However, with this gaming machine, it is possible to determine whether the advantageous zone has ended by checking whether the advantageous zone lamp is lit or not, so it is possible to detect the end of the advantageous zone, which could result in the player stopping play or the gaming machine being reset by amusement parlor staff, etc. In this way, the medal-less gaming machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.
[0178] (Second embodiment) Next, a second embodiment will be described with reference to FIGS. The medal-less gaming machine 1 according to the second embodiment is similar to the medal-less gaming machine 1 according to the first embodiment described above in terms of basic configuration and control relating to the progress of the game. On the other hand, the medal-less gaming machine 1 according to the second embodiment differs from the medal-less gaming machine 1 according to the first embodiment in that it has a flying bet function. Specifically, a pseudo game is executed based on the operation of the flying bet button, and useful functions are provided to the player according to the stopped display mode of the symbols in the pseudo game. Therefore, in the following description and drawings, only the differences from the first embodiment will be described, and the rest of the configuration will be omitted as it is the same. In each drawing, the same components as those in the first embodiment are denoted by the same reference numerals.
[0179] (Flying bet function) The medal-less gaming machine 1 according to this embodiment is provided with a second MAX BET button (hereinafter referred to as a "flying BET button"). As shown in FIG. 48, the flying bet button 2h is provided, for example, near the bet button 2a and the MAX bet button 2b. The flying bet button 2h is an operation means (second game value setting operation means) that is connected to the main control unit 10 and has the same function of setting the number of bets as the MAX bet button 2b (first game value setting operation means).
[0180] The flying bet button 2h also has a function of being able to execute a pseudo game in response to an operation by the player. Specifically, when a "long press" operation (for example, pressing for 500 milliseconds or more) is performed, the execution of a pseudo game becomes valid. In other words, when a player performs a "long press" operation on the flying bet button 2h, one pseudo game and one main game will be executed in the next game. Furthermore, if a "short press" (for example, pressing for less than 500 milliseconds) is performed, only the operation of setting the bet number is performed, as with the MAX BET button 2b, and only one main game will be played when the next game is played.
[0181] The timing at which the "long press" operation (hereinafter simply referred to as "operation") of the flying bet button 2h becomes valid is set (stored) in advance. For example, as shown in Figure 49, during normal gaming and ST states, every game is valid, during BB state, only the final game of one set is valid, and during STB state, only the final game is valid. The timing at which the operation of the flying bet button 2h becomes valid may be other than the above. For example, it may be valid during the RB state, in which case the CZ level (ticket acquisition status) may be indicated by the stopped display mode of the symbols during the pseudo game. For example, if the stopped display mode of the symbols during the pseudo game is "7·7·BAR", it may indicate that the CZ level is level 4 or higher, and if the stopped display mode of the symbols is "7·7·7", it may indicate that the CZ level is level 6 or higher. Also, the operation of the flying bet button 2h may be disabled in a state other than the RB state. Also, it may be possible to make it impossible to operate the flying bet button 2h for two consecutive games.
[0182] When the flying bet button 2h is operated, the main control unit 10 operates as a pseudo game combination determining means, thereby determining the pseudo game combination of the current game by lottery. Examples of pseudo game roles include pseudo replay role, pseudo common bell role, pseudo watermelon role, pseudo RB role, pseudo BB role, pseudo STB role, and pseudo losing role. A pseudo-replay role is a role (pseudo-minor role) where the combination of corresponding symbols is "replay, replay, replay." A pseudo-common bell role is a role (pseudo-minor role) where the combination of corresponding symbols is "bell, replay, bell." A pseudo-watermelon role is a role (pseudo-minor role) where the combination of corresponding symbols is "watermelon, watermelon, watermelon." A pseudo-RB role is a role where the combination of corresponding symbols is "7·7·BAR (second special mode)." A pseudo-BB role is a role where the combination of corresponding symbols is "7·7·7 (first special mode)." A pseudo-STB role is a role where the combination of corresponding symbols is "BAR·BAR·BAR (special mode, second special mode)." A pseudo-losing role is a role where a losing combination of symbols other than those listed above is stopped and displayed. Examples of losing symbols include bonus symbol combinations (7·7·7, 7·7·BAR, BAR·BAR·BAR) that are not achieved by pressing the buttons at the intended timing (e.g., 7·7·Bell, BAR·BAR·Bell), and other losing symbols (e.g., Bell·Replay·Watermelon). Details of the pseudo game role lottery that is performed for each game state will be described later.
[0183] The pseudo-game lottery may be performed as follows. For example, it may be possible to prevent the pseudo small winning combination from being won, and to ensure that the pseudo losing combination or the pseudo bonus combination (pseudo RB combination, pseudo BB combination, pseudo STB combination) is won. In addition, a setting difference may be set for the winning probability of the pseudo small role. For example, by setting a setting difference for the pseudo small role that is won during a predetermined game state (for example, RB state), a setting suggestion may be executed by the stop display mode of the pattern corresponding to the pseudo small role.
[0184] In the pseudo game triggered by operating the flying bet button 2h, a combination of symbols corresponding to the pseudo game role determined by the pseudo game role lottery can be pseudo stopped (temporarily stopped). Therefore, even during this premonition, during the pseudo game, it may not be possible to stop and display the bonus symbol combination ("7 7 7", "7 7 BAR") corresponding to the pseudo bonus state. In other words, during this premonition, the bonus symbol combination can only be stopped and displayed if the pseudo RB role or pseudo BB role is won, and the bonus symbol combination cannot be stopped and displayed if the pseudo RB role or pseudo BB role is not won. Furthermore, during simulated play, just like in normal play (this game), the spacing between the "replay" and "bell" symbols is within the retraction range (4 frames) for the symbol stopping control, so there is no need to aim for the "replay" and "bell" symbols, whereas the spacing between the "7," "BAR," and "watermelon" symbols is greater than the retraction range (4 frames) for the symbol stopping control, so it is necessary to aim for the corresponding symbols on the winning line. Therefore, the pseudo replay role and pseudo common bell role can stop and display the corresponding combination of symbols regardless of the order in which the stop button 5 is pressed, and the pseudo watermelon role, pseudo RB role, pseudo BB role, and pseudo STB role require a stopping operation (eye-pressing operation) aimed at the corresponding symbol. During the pseudo game, the priority of the draw may be set to pseudo minor win < pseudo bonus win. In this case, in a situation where a combination of symbols corresponding to the pseudo bonus state can be stopped (for example, during a main sign), even if a pseudo minor win is won, the combination of symbols corresponding to the pseudo bonus state can be stopped and displayed.
[0185] Furthermore, as shown in Figure 5, the distance between the "7" and "BAR" symbols is greater than the pull-in range (4 frames) for symbol stop control, so the symbol combination corresponding to the pseudo RB role (7·7·BAR), the symbol combination corresponding to the pseudo BB role (7·7·7), and the symbol combination corresponding to the pseudo STB role (BAR·BAR·BAR) can only be achieved in separate games. In other words, the patterns can be displayed in a stopped display mode in which the stopped display mode of the pattern in the first special mode (7·7·7), the stopped display mode of the pattern in the second special mode (7·7·BAR), and the stopped display mode of the pattern in the second special mode (BAR·BAR·BAR) are not displayed simultaneously. This makes it possible for a player to avoid realizing that he or she has won either the pseudo BB role, the pseudo RB role, or the pseudo STB role with just one (one game) button press operation, thereby maintaining the player's sense of anticipation for the pseudo bonus state.
[0186] In addition, in the pseudo game triggered by the operation of the flying bet button 2h, useful information is notified to the player according to the stopped display mode of the symbols. Specifically, as shown in Figure 49, in the normal game state, if "7·7·7" is displayed as the stopped display pattern of the pattern during the pseudo game, it is possible to notify that the main premonition of the BB state is in progress, and if "7·7·BAR" is displayed as the stopped display pattern, it is possible to notify that the main premonition of the RB state is in progress. In addition, in the BB state, if "BAR·BAR·BAR" is displayed as the stopped pattern during the pseudo-game in the final game of each set, it is possible to notify that continuation of two sets (40 games) or more has been confirmed, and if "7·7·7" is displayed as the stopped pattern, it is possible to notify that continuation of one set (20 games) or more has been confirmed. Also, in the ST state, if "BAR·BAR·BAR" is displayed as a stopped display pattern of the symbol during pseudo-play, it is possible to notify that the STB state is in the main premonition and that 100 games have been confirmed as the initial number of games; if "7·7·7" is displayed as a stopped display pattern of the symbol during pseudo-play, it is possible to notify that the STB state is in the main premonition and that 50 games or more have been confirmed as the initial number of games; and if "7·7·BAR" is displayed as a stopped display pattern of the symbol during STB, it is possible to notify that the STB state is in the main premonition and that 25 games or more have been confirmed as the initial number of games. Also, in the STB state, if "BAR·BAR·BAR" is displayed as a stopped pattern during the simulated game in the final game, it is possible to notify that the end of the advantageous period has been confirmed. The details of the presentation during the pseudo game that is executed by operating the flying bet button 2h will be described later.
[0187] In this way, the player can obtain useful information for the subsequent game depending on the stopped display mode of the symbols during the pseudo game executed by operating the flying bet button 2h. This can attract attention to the pseudo game triggered by operating the flying bet button 2h, and can increase the excitement of the game and the player's sense of anticipation. In particular, in the normal game mode or ST mode, the player can recognize whether the current game is in the real premonition or the fake premonition, so the player can sense the win in the pseudo bonus state without waiting for the winning result in the final game of the premonition effect, which gives the player a sense of security and superiority.
[0188] (Details of each game state) The medal-less gaming machine 1 according to this embodiment has the following functions in addition to the functions of each game state that the medal-less gaming machine 1 according to the first embodiment has. 55 to 60 shown below, for the sake of explanation, a simplified configuration of the medal-less gaming machine 1 is shown. Also, although the illustrated effect images are simplified, they are actually displayed as moving images on the display device 8.
[0189] (Normal gameplay state) In the normal game state, as described above in the first embodiment, the main control unit 10 operates as a transition determination means, and executes a transition determination (premonition lottery) to a specific game state (pseudo bonus state) based on the establishment of a specific condition (winning the premonition lottery role). Specifically, the main control unit 10 refers to the "Omen Lottery Table (Normal Game State)" shown in Figure 11 and determines by lottery whether it will be a "No Omen" (not winning in the pseudo bonus state), a "Fake Omen" (not winning in the pseudo bonus state), or a "Real Omen" (winning in the pseudo bonus state). If a fake sign or a real sign is determined in the sign lottery, a bonus type lottery is subsequently executed. The bonus type lottery is performed by the main control unit 10, which determines the type of pseudo bonus (BB state (first specific game state) or RB state (second specific game state)) based on the type of premonition lottery role by referring to the "pseudo bonus type lottery table (normal game state)" shown in Figure 12. Then, when the type of pseudo bonus state is determined in the bonus type lottery, a premonition game number lottery is subsequently executed. In the premonition game number lottery, the main control unit 10 determines the premonition game number by lottery based on the type of premonition by referring to the "premonition game number lottery table (normal gaming state)" shown in FIG. For example, if you win the fake premonition, the number of games will be determined to be one of "2 games" to "5 games," and if you win the real premonition, the number of games will be determined to be one of "2 games" to "6 games."
[0190] When the number of premonition games is determined, a premonition effect pattern lottery is executed to determine the effect pattern during the premonition effect. In the lottery for the premonition effect pattern, the main control unit 10 determines the effect pattern by lottery based on the type of premonition and the number of premonition games by referring to the "effect pattern lottery table (normal gaming state)" shown in FIG. For example, as shown in Figure 51(a), if the type of premonition is "fake premonition" and the number of premonition games is "2 games," the probability of "presentation pattern 1" winning is 192 / 256, and the probability of "presentation pattern 2" winning is 64 / 256. Also, as shown in Figure 51(b), when the type of premonition is "main premonition" and the number of premonition games is "2 games," "presentation pattern 1" is set to win with a probability of 64 / 256, and "presentation pattern 2" is set to win with a probability of 192 / 256. Although detailed description will be omitted, when the number of premonition games is "3 games" to "6 games", the lottery for the effect pattern is executed with each probability as shown in the figure. In this way, in the premonition effect pattern lottery, different effect patterns are selected depending on the determined number of premonition games.
[0191] The effect content of each effect pattern is set (stored) in advance, as shown in FIG. For example, the presentation pattern 1 is set so that a "teasing presentation" is executed in the first and second premonition presentation games. The hype effect is an effect that provokes the occurrence of a pseudo-bonus state, and for example, an effect is performed such as increasing the appearance rate of a specific character or changing the background image. Also, for example, presentation pattern 4 is set so that a "development presentation" is executed in the first premonition presentation game, a "continuous presentation" is executed in the second premonition presentation game, and a "result presentation" is executed in the third premonition presentation game. The development effect is an effect that involves the execution of a result effect, and for example, an effect consisting of an image of the main character and enemy character fighting each other is executed. A continuous performance is a performance that is executed following a development performance, and a performance that develops in stages from the development performance is executed. The result effect is an effect that notifies whether or not the pseudo bonus state has been won (whether or not the actual premonition is in progress). For example, if the pseudo bonus state has been won, an image of the main character winning is displayed as an image notifying the win, and if the pseudo bonus state has not been won (if the fake premonition is in progress), an image of the main character losing is displayed as an image notifying the non-win. In addition, the result effect may be accompanied by a button effect. Although detailed explanations are omitted, in the case of other presentation patterns, premonition presentations are executed with the presentation content as shown in the figure. In addition, for performance patterns 1, 3, 5, 7, and 9, the premonition performance ends with the ``teasing performance,'' but if you have won the pseudo-bonus state (if you are in the actual premonition state), winning information (such as a ``V'' image) will be displayed when the ``teasing performance'' of the final game is executed.
[0192] In addition, in the normal gaming state, as described above, the operation of the flying bet button 2h is valid for every game, and when the flying bet button 2h is operated, a pseudo game role lottery is executed. Specifically, the main control unit 10 determines the pseudo game role by lottery based on the type of the sign by referring to the "pseudo game role lottery table (normal game state)" shown in FIG. 50(a). For example, during non-premonitions and fake premonitions, one of the "pseudo losing role," "pseudo replay role," "pseudo common bell role," or "pseudo watermelon role" is determined by lottery, during the main premonition in RB state, one of the "pseudo replay role," "pseudo common bell role," "pseudo watermelon role," or "pseudo RB role" is determined by lottery, and during the main premonition in BB state, one of the "pseudo replay role," "pseudo common bell role," "pseudo watermelon role," or "pseudo BB role" is determined by lottery.
[0193] In this way, during the fake premonition, a pseudo-losing symbol will be won, so if the player performs a button press aiming for a bonus symbol combination (7·7·7 or 7·7·BAR) during the pseudo play and a bonus losing symbol (for example, 7·7·BELL) stops and is displayed, the player can realize that they have not won the pseudo-bonus state. Furthermore, even during this premonition, pseudo small roles (pseudo replay role, pseudo common bell role, pseudo watermelon role, etc.) can be won, so even if a combination of symbols corresponding to a pseudo small role stops during pseudo play, there is hope for a win in the pseudo bonus state.
[0194] Next, examples of the premonition effects executed during the normal gaming state will be described with reference to FIGS. The sub-control unit 20 operates as a specific effect execution means, and is thereby capable of executing specific effects (real premonition effects, fake premonition effects) over a predetermined period (number of games). Note that Figure 55 shows an example of a real premonition effect when the flying bet button 2h is operated during a real premonition, and Figures 56 and 57 show examples of a fake premonition effect when the flying bet button 2h is operated during a fake premonition.
[0195] First, referring to Figure 55, an example of the presentation during this premonition will be explained. As described above in the first embodiment, in the normal gaming state, the player basically stays in the normal stage (see FIG. 9), and during the normal stage, a predetermined effect image is displayed on the screen of the display device 8. In the normal gaming state, for example, when the cherry role B is won, the fact is notified on the screen (FIG. 55(a)). At this time, a premonition lottery is executed in response to the winning of Cherry Role B (premonition lottery role), and if a "fake premonition" or a "real premonition" is determined in the premonition lottery, a premonition game number lottery and a premonition performance pattern lottery are then executed. For the purposes of explanation, it is assumed that the "main premonition" is determined in the premonition lottery, "6 games" is selected as the number of premonition games in the premonition game number lottery, and "presentation pattern 10" is selected as the presentation pattern in the premonition presentation pattern lottery. That is, from the next game onwards, the main premonition effect based on effect pattern 10 will be executed over six games.
[0196] Premonition effect 1st game In the situation shown in Figure 55(a), if the player operates the flying bet button 2h and the start lever 3, one game of pseudo-game (Figure 55(b)) and one game of actual game (Figure 55(c)) will be executed in the first game of the premonition performance. In the pseudo game during the normal game state, an effect is performed to notify whether or not the pseudo bonus state (BB state, RB state) has been won (is in the actual premonition state). For example, an image imitating a roulette (roulette image) is displayed on the display 8, and when the rotation of the roulette image stops, notification is made according to the item indicated by the arrow image. The roulette image displays a "V" image indicating a confirmed win, a "?" image indicating the possibility of winning, and an "X" image indicating a confirmed non-win, and when the player operates the stop button 5 to pseudo-stop the reel 41 (temporarily stop), the rotation of the roulette image stops. The item indicated by the arrow image when the rotation of the roulette image stops varies depending on the display state of the reels 41 during the simulated game. For example, in the example shown in Figure 55(b), a pseudo-replay combination is displayed as the pseudo-game combination for the current game, and the corresponding symbol combination "replay replay replay" is displayed in a static display, and the arrow image points to a "?" image. In other words, it indicates the possibility of winning the pseudo-bonus state (during the actual premonition). The display mode of the roulette image is not limited to this, and for example, one or more of the above three images may not be displayed, one or more of the above three images may be displayed two or more times, or an image other than the above three images may be displayed. Also, the area ratio of each item may be changed depending on the winning probability of the pseudo game combination.
[0197] In the situation shown in FIG. 55(b), when the start lever 3 is operated, the reels 41 start spinning again and the main game is executed. Specifically, as shown in Figure 55(c), an image corresponding to the "hype effect" of the first game of effect pattern 10 is displayed on the display 8. Also, in this case, the winning combination for the current game is the push order bell combination B, and a miss occurs, causing the stop display of the losing combination (replay, cherry, bell).
[0198] Premonition effect 2nd game In the situation shown in Figure 55(c), if the player operates the flying bet button 2h and the start lever 3, one pseudo game (Figure 55(d)) and one real game (Figure 55(e)) will be played in the second game of the premonition performance. For example, in the example shown in Figure 55(d), a pseudo RB role is won as the pseudo game role for this game, and at this time, the player presses the buttons aiming for "7·7·7", but the pattern combination corresponding to the BB state (7·7·7) is not displayed, and instead a bonus losing combination (7·7·bell) is displayed. In addition, when the winning combination of the bonus symbol is displayed, the arrow image on the roulette wheel indicates a "?" symbol, which indicates the possibility of winning the pseudo-bonus state (during the actual premonition). In this case, since the bonus losing number is displayed as stopped, the arrow image on the roulette image may be changed to point to an "X" image. In the situation shown in FIG. 55(d), when the start lever 3 is operated, the reels 41 start spinning again and the main game is executed. Specifically, as shown in Figure 55(e), an image corresponding to the "excitement effect" of the second game of effect pattern 10 is displayed on the display 8. Also, when a 1-coin combination is won as the winning combination in this game, the corresponding symbol combination "Bell Bell Replay" is displayed in a stopped state.
[0199] Premonition effect 3rd game In the situation shown in Figure 55(e), if the player operates the flying bet button 2h and the start lever 3, one pseudo game (Figure 55(f)) and one real game (Figure 55(g)) will be executed in the third game of the premonition performance. For example, in the example shown in Figure 55(f), a pseudo RB role is won as the pseudo game role for this game, and at this time, the player presses the button aiming for ``7·7·BAR'', and the pattern combination corresponding to the RB state (7·7·BAR) is displayed stopped. Then, as the bonus symbol combination stops and is displayed, the arrow image on the roulette image points to the "V" image, which indicates that the pseudo bonus state (RB state) has been confirmed. In the situation shown in FIG. 55(f), when the start lever 3 is operated, the reels 41 start spinning again and the main game is executed. 55(g), winning information (such as a "V" image) is displayed on the display 8. In addition to the display of the winning information, an image corresponding to the "hype effect" of the third game of effect pattern 10 may be displayed on the display 8.
[0200] Premonition effects 4th to 6th games When a bonus symbol combination (7·7·7, 7·7·BAR) is displayed in a static manner during simulated play (FIG. 55(f)), the presentation stage shifts from the normal stage to the bonus preparation stage. The bonus preparation stage continues until the number of premonition games is exhausted. That is, the bonus preparation stage continues from the fourth to sixth premonition games. During the bonus preparation stage, for example, as shown in FIG. 55(h), the display 8 displays winning information (such as a "V" image) and text information such as "Bonus preparation in progress."
[0201] Since the bonus preparation stage is during this premonition, as mentioned above, no penalty will be imposed even if the player performs irregular button presses. Also, in the bonus preparation stage, if the player presses the buttons in an irregular manner, the display 8 will not display a message such as "Left button press recommended," as shown in FIG. Therefore, during the bonus preparation stage, the player can actively press buttons in an irregular order in order to win the push order bell role, putting him / her in an advantageous position that can lead to an increase in medals. Furthermore, even if this premonition is occurring and the player has not yet moved on to the bonus preparation stage (when remaining in the normal stage), if an irregular button press is performed, a message such as "Left button press recommended" will be displayed (see Figure 47), so the player who has moved on to the bonus preparation stage can play with peace of mind.
[0202] Next, referring to Figures 56 and 57, we will explain examples of presentations during fake premonitions. In the following explanation, it is assumed that when Cherry Role B (omen lottery role) is won, a "fake omen" is determined in the omen lottery, "5 games" is selected as the number of omen games in the omen game number lottery, and "effect pattern 8" is selected as the effect pattern in the omen effect pattern lottery. In other words, the fake premonition effect based on effect pattern 8 will be executed over five games.
[0203] First, referring to Figure 56, an example of the effect during a fake premonition will be described. Premonition effect 1st game In the situation shown in Figure 56(a), if the player operates the flying bet button 2h and the start lever 3, one game of pseudo-game (Figure 56(b)) and one game of actual game (Figure 56(c)) will be executed in the first game of the premonition performance. For example, in the example shown in Figure 56(b), a pseudo-losing role is won as the pseudo-game role for this game, and in this case, the player presses the buttons aiming for "7·7·7", but the symbol combination corresponding to the BB state (7·7·7) is not displayed, and instead a bonus losing symbol (7·7·bell) is displayed. In addition, when the missing bonus number is displayed, the arrow image on the roulette image shows an "X" image, which indicates that the pseudo bonus state (BB state) has not been won. In the situation shown in Figure 56(b), when the start lever 3 is operated, the reels 41 spin again and the main game is executed. Specifically, as shown in Figure 56(c), an image corresponding to the "excitement effect" of the first game of effect pattern 8 is displayed on the display 8.
[0204] Premonition effect 2nd game In the situation shown in Figure 56(c), if the player operates the flying bet button 2h and the start lever 3, one pseudo game (Figure 56(d)) and one real game (Figure 56(e)) will be played in the second game of the premonition performance. For example, in the example shown in Figure 56(d), a pseudo common bell role is won as a pseudo game role in this game, and the corresponding symbol combination "Bell-Replay-Bell" is displayed stopped, and the arrow image points to a "?" image. In other words, it indicates the possibility of winning the pseudo bonus state (during the actual sign). In the situation shown in Figure 56(d), when the start lever 3 is operated, the reels 41 spin again and the main game is executed. Specifically, as shown in Figure 56(e), an image corresponding to the "excitement effect" of the second game of effect pattern 8 is displayed on the display 8.
[0205] Premonition effect 3rd game In the situation shown in Figure 56(e), if the player operates the flying bet button 2h and the start lever 3, one pseudo game (Figure 56(f)) and one real game (Figure 56(g)) will be executed in the third game of the premonition performance. For example, in the example shown in Figure 56(f), a pseudo-losing role is won as the pseudo-game role for this game, and at this time, the player presses the buttons aiming for "7·7·BAR", but the symbol combination corresponding to the RB state (7·7·BAR) is not displayed, and instead a bonus losing symbol (7·7·BELL) is displayed. In addition, when the bonus losing number is displayed, the arrow image on the roulette image shows an "X" image, which indicates that the pseudo bonus state (RB state) has not been won. In the situation shown in Figure 56(f), when the start lever 3 is operated, the reels 41 spin again and the main game is executed. At this time, since the non-winning of the pseudo bonus state (BB state) and the pseudo bonus state (RB state) has already been confirmed (Figure 56(b), Figure 56(f)), the player will have realized that the premonition effect being executed is a fake premonition. Therefore, the "advanced effect" scheduled to be executed in the third game of the premonition effect is not executed, and the normal effect in the normal game state is executed. For example, as shown in Figure 56(g), the display 8 displays a normal effect image, which is the effect mode during non-premonition. However, the present invention is not limited to this, and an image corresponding to the "development effect" of the third game of the effect pattern 8 may be displayed on the display device 8.
[0206] In this way, in the pseudo game that is executed during the fake premonition, if you press the button aiming at the bonus symbol, the bonus losing symbol will be displayed as a stopped symbol. In both the pseudo game in which a button press operation is performed to stop the first special pattern (7·7·7) and the pseudo game in which a button press operation is performed to stop the second special pattern (7·7·BAR), if the stopped display pattern of the pattern is a specific pattern (bonus losing pattern), the player can recognize that the current premonition effect is a fake premonition effect. As a result, in the pseudo game executed by operating the flying bet button 2h, the player can recognize that a fake premonition is occurring by the stopped display mode of the symbols, so the player can sense that he or she has not won in the pseudo bonus state without waiting for the winning announcement in the final game of the premonition performance.
[0207] Premonition effect 4th to 5th game In both the pseudo game in which a button press operation is performed to stop the first special pattern (7·7·7) during a fake premonition, and the pseudo game in which a button press operation is performed to stop the second special pattern (7·7·BAR), if the stopped display pattern of the pattern is a specific pattern (bonus losing pattern), the execution of the subsequent specific effect (fake premonition effect) is controlled to end. In other words, the "continuous effect" and "result effect" scheduled to be executed in the fourth and fifth games of the premonition effect are not executed, and the normal effect in the normal gaming state is executed. For example, as shown in Figure 56(h), the display 8 displays a normal effect image, which is the effect mode during non-premonition. This allows the player to realize that they have not won in the pseudo bonus state (there is a fake premonition), and the premonition effect (for example, a teasing effect) that is executed thereafter can be ended, thereby preventing a decrease in interest.
[0208] Also, during the pseudo game, as shown in Figure 56(d), when a pseudo small role (pseudo replay role, pseudo common bell role, pseudo watermelon role, etc.) is won, the corresponding symbol combination is stopped and displayed, so it is possible to create a situation where a bonus losing symbol (7 7 bell) does not appear when a pseudo losing role is won. This makes it possible to maintain the expectation of winning in the pseudo bonus state during the premonition effect. Furthermore, the symbols can be displayed in a static display mode in which the symbol combination of the first special mode (7·7·7) and the symbol combination of the second special mode (7·7·BAR) are not displayed at the same time (see FIG. 5). This prevents the player from realizing that a fake premonition is occurring immediately after the premonition effect begins, and maintains the sense of anticipation during the premonition effect.
[0209] Next, referring to Figure 57, an example of the effect during a fake premonition will be described. The presentation example shown in FIG. 57 differs from the presentation example shown in FIG. 56 in that the player does not perform eye-pressing to aim for a combination of bonus symbols during the simulated game. Therefore, we will only explain the differences from the example of presentation shown in Figure 56, and will omit explanations of the rest, as they are the same.
[0210] For example, in the examples shown in Figures 57(b) and 57(f), a pseudo-losing role is won as the pseudo-game role for this game, and at this time, since the player performs the stopping operation without aiming for a bonus pattern combination, the bonus losing symbol (7-7-bell) is not displayed, and other losing symbols (for example, bell, replay, watermelon) are displayed instead. In addition, when other losing numbers stop, the arrow image on the roulette image shows a "?" image. This indicates the possibility of winning the pseudo-bonus state (during the actual premonition). Therefore, in both the pseudo game in which a button press operation is performed to stop the first special pattern (7·7·7) during the fake premonition, and the pseudo game in which a button press operation is performed to stop the second special pattern (7·7·BAR), the pattern in which the symbols are displayed is not a specific pattern (a missing bonus pattern), so the fake premonition performance will continue to the final game without ending midway. That is, in the third game of the premonition effect, an image corresponding to the "development effect" of the third game of effect pattern 8 is displayed on the display 8 (Figure 57(g)), in the fourth game of the premonition effect, an image corresponding to the "continuous effect" of the fourth game of effect pattern 8 is displayed on the display 8 (Figure 57(h)), and in the fifth game of the premonition effect, an image corresponding to the "result effect" of the fifth game of effect pattern 8 is displayed on the display 8 (Figure 57(i)).
[0211] (ST state) In the ST state, as described above in the first embodiment, the main control unit 10 operates as a transition determination means, and executes a transition determination (premonition lottery) to a specific game state (pseudo-bonus state) based on the establishment of a specific condition (winning the premonition lottery role). Specifically, the main control unit 10 refers to the "Omen Lottery Table (ST State)" shown in Figure 23(a) and determines by lottery whether it will be a "non-omen" (not winning in the pseudo-bonus state), a "fake omen" (not winning in the pseudo-bonus state), or a "real omen" (winning in the pseudo-bonus state). Then, if a fake sign or a real sign is determined in the sign lottery, a sign game number lottery is subsequently carried out. In the premonition game number lottery, the main control unit 10 determines the premonition game number by lottery based on the type of premonition by referring to the "premonition game number lottery table (ST state)" shown in FIG. For example, if you win the fake premonition, the number of games will be determined to be either "1 game" or "2 games," and if you win the real premonition, the number of games will be determined to be either "1 game" or "3 games."
[0212] When the number of premonition games is determined, a premonition effect pattern lottery is executed to determine the effect pattern during the premonition effect. In the lottery for the premonition effect pattern, the main control unit 10 determines the effect pattern by lottery based on the type of premonition and the number of premonition games by referring to the "effect pattern lottery table (ST state)" shown in FIG. For example, as shown in Figure 53(a), if the type of premonition is "fake premonition" and the number of premonition games is "1 game," the probability of "presentation pattern 11" winning is 128 / 256, the probability of "presentation pattern 12" winning is 96 / 256, and the probability of "presentation pattern 13" winning is 32 / 256. Also, as shown in Figure 53(b), when the type of premonition is "main premonition" and the number of premonition games is "1 game," "presentation pattern 11" is selected with a probability of 32 / 256, "presentation pattern 12" with a probability of 96 / 256, and "presentation pattern 13" with a probability of 128 / 256. Although detailed explanation is omitted, when the number of premonition games is "2 games" or "3 games", the lottery for the effect pattern is executed with each probability as shown in the figure. In this way, in the premonition effect pattern lottery, different effect patterns are selected depending on the determined number of premonition games.
[0213] The effect content of each effect pattern is set (stored) in advance, as shown in FIG. For example, presentation pattern 19 is set so that a "development presentation" is executed in the first premonition presentation game, a "continuous presentation" is executed in the second premonition presentation game, and a "result presentation" is executed in the third premonition presentation game. Although detailed explanations are omitted, in the case of other presentation patterns, premonition presentations are executed with the presentation content as shown in the figure. In addition, except for performance patterns 16, 18, and 19, the premonition performance ends with the "teasing performance", but if you have won the pseudo-bonus state (if you are in the actual premonition state), winning information (such as a "V" image) will be displayed when the "teasing performance" of the final game is executed. Furthermore, if the number of remaining games in the ST state reaches "0" before the number of premonition games is consumed, the effect content specified at the end of the effect pattern will be executed in the final game of the ST state. For example, if effect pattern 19 (number of premonition games = 3 games) is determined and the number of remaining games in the ST state is 1 game, the "result effect" will be executed in the next game (the final game of the ST state). This prevents the premonition effect from ending midway through the effect.
[0214] In addition, in the ST state, as described above, the operation of the flying bet button 2h is valid for every game, and when the flying bet button 2h is operated, a pseudo game role lottery is executed. Specifically, the main control unit 10 determines the pseudo game role by lottery based on the type of the sign by referring to the "pseudo game role lottery table (ST state)" shown in FIG. 50(b). For example, when there is no premonition or a fake premonition, one of the "pseudo losing role," "pseudo replay role," "pseudo common bell role," or "pseudo watermelon role" is determined by lottery. When the actual premonition for the STB state is in progress and the initial number of games is 25, one of the "pseudo replay role," "pseudo common bell role," "pseudo watermelon role," or "pseudo RB role" is determined by lottery. When the actual premonition for the STB state is in progress and the initial number of games is 50, one of the "pseudo replay role," "pseudo common bell role," "pseudo watermelon role," "pseudo RB role," or "pseudo BB role" is determined by lottery. When the actual premonition for the STB state is in progress and the initial number of games is 100, one of the "pseudo replay role," "pseudo common bell role," "pseudo watermelon role," "pseudo RB role," "pseudo BB role," or "pseudo STB role" is determined by lottery.
[0215] In the ST state, when the flying bet button 2h is pressed, a pseudo game is triggered, and a presentation is made to notify whether or not the pseudo bonus state (STB state) has been won (is in the actual premonition) and the rank (initial number of games) of the pseudo bonus state that has been won. In the ST state, as described above in the first embodiment, the subject stays in the ST stage (see FIG. 9), and during the ST stage, a background image made of a predetermined background color is displayed on the screen of the display device 8. Therefore, in the ST state according to this embodiment, by changing the background color of the ST stage, it is possible to notify the winning of the pseudo bonus state and the rank (initial number of games) of the pseudo bonus state.
[0216] Specifically, during the ST stage, in normal times such as when there is no premonition, a background image (background image A) made of a white background color is displayed. In addition, when the "7·7·BAR" is displayed as a stopped symbol during the simulated game, a background image (background image B) with a blue background is displayed to notify the player that the STB state is in progress and that the initial number of games has been confirmed to be 25 or more. In addition, when the pattern "7·7·7" is displayed as a stopped display pattern during the simulated game, a background image (background image C) with a green background color is displayed to notify that the STB state is in the main precursor and that the initial number of games has been confirmed to be 50 or more. In addition, when the "BAR·BAR·BAR" pattern is displayed as a stopped pattern during the simulated game, a background image (background image D) with a red background color is displayed to notify that the STB state is in progress and that the initial number of games has been confirmed as 100. In other words, the background colors of the ST stage are in the following relationship: red > green > blue > white; in other words, red indicates the highest expectation (rank) and white indicates the lowest expectation (rank). In this way, by changing the background color of the ST stage according to the stopped display mode of the symbols during the simulated game, the player can obtain useful information for the subsequent game. This can attract attention to the pseudo game triggered by the operation of the flying bet button 2h, and can increase the excitement of the game and the player's sense of expectation. In addition, in the ST stage, anything is acceptable as long as the player can distinguish that it is different from normal times (when no premonitions are present), and in addition to the background color, the background image may be changed, or the characters and items that appear may be changed. The background color may also be changed during the fake premonition.
[0217] Next, with reference to Figure 58, an example of the premonition effect executed during the ST state will be described. In addition, since the presentation of the premonition effects during the ST state is almost the same as that during the normal game state described above, only the differences will be explained and the rest will be omitted. In addition, in the following explanation, it is assumed that the winning of Cherry role B (omen lottery role) triggers the determination of the "real omen" in the omen lottery, the number of omen games is selected as "3 games" in the omen game number lottery, and the presentation pattern is selected as "presentation pattern 19" in the omen presentation pattern lottery. That is, this is the case where the main premonition effect based on effect pattern 19 is executed over three games.
[0218] For example, in the pseudo game of the second game of the premonition effect shown in Figure 58(d), the pseudo BB role is won as the pseudo game role for this game, and at this time, the player presses the buttons aiming for ``7·7·7'', which indicates that the bonus pattern combination (7·7·7) is displayed stopped. Then, as the bonus symbol combination stops and is displayed, the arrow image on the roulette image points to the "V" image, which indicates that the pseudo bonus state (STB state) has been confirmed. Furthermore, the background image of the ST stage changes from background image A, which is made up of a white background color, to background image C, which is made up of a green background color. In other words, this indicates that the initial number of games for the next transition to the STB state is confirmed to be 50 or more.
[0219] Also, in the pseudo game of the third game of the premonition effect shown in Figure 58(f), the pseudo RB role is won as the pseudo game role for this game, and at this time, the player presses the button aiming for "7·7·BAR", and the bonus pattern combination (7·7·BAR) is displayed stopped. In this case, even though the bonus symbol combination (7·7·BAR) is stopped and displayed, the background image does not change to background image B with a blue background color, but remains as background image C with a green background color. In other words, in a pseudo game triggered by the operation of the flying bet button 2h, if a combination of bonus symbols has already been stopped and displayed, and if a combination of bonus symbols corresponding to a low-ranked STB state (with a small number of initial games) is stopped and displayed in a subsequent pseudo game, the background color is controlled so as not to change. This allows the player to continue playing the game without getting the impression that the rank of the STB state has been lowered. However, the background color may also be changed when a combination of bonus symbols corresponding to a low-ranked STB state is stopped and displayed. In addition, the background color of the ST stage may change only during the premonition effect, and may return to the normal background color (white) after the premonition effect ends.
[0220] Furthermore, as mentioned above, during normal game play, in both pseudo games where a button press operation is performed to stop the first special pattern (7·7·7) during a fake premonition, and pseudo games where a button press operation is performed to stop the second special pattern (7·7·BAR), if the stopped display pattern of the pattern is a specific pattern (bonus missing number), the fake premonition effect will end, but during the ST state, the fake premonition effect is controlled so that it will not end even in such cases. However, not limited to this, during the ST state, as in the normal game state, if a missing bonus symbol is displayed during a fake premonition, the fake premonition effect may be ended.
[0221] (BB state) As described above in the first embodiment, the BB state is a set continuation type gaming state in which the main control unit 10 operates as a duration determination means, and 40 to 100 games are determined as the number of games that can be played (duration) at the time of entry, and play progresses with 20 games as one set. In other words, the BB state continues for a minimum of 2 sets (40 games = 20 games x 2) and a maximum of 5 sets (100 games = 20 games x 5). Therefore, at the end of each set, the number of remaining sets (remaining games) is determined. Therefore, in the BB state according to this embodiment, in the final game of each set, in the pseudo game triggered by the operation of the flying bet button 2h, it is possible to notify whether the BB state will continue and for how long it will continue.
[0222] In the BB state, as described above, operation of the flying bet button 2h is valid only in the final game of each set, and when the flying bet button 2h is operated, a pseudo game role lottery is executed. Specifically, the main control unit 10 determines the pseudo game role by lottery based on whether the BB state continues or not and the number of remaining games by referring to the "pseudo game role lottery table (BB state)" shown in Figure 50 (c). For example, if the game is not continued, a "pseudo losing role" or a "pseudo replay role" is determined by lottery; if the game is continued and there are 20 games remaining, a "pseudo replay role" or a "pseudo BB role" is determined by lottery; if the game is continued and there are 40 games remaining, one of the "pseudo losing role," "pseudo replay role," "pseudo BB role," or "pseudo STB role" is determined by lottery; if the game is continued and there are 60 games remaining, one of the "pseudo replay role," "pseudo BB role," or "pseudo STB role" is determined by lottery; if the game is continued and there are 80 games remaining, a "pseudo replay role" or a "pseudo STB role" is determined by lottery.
[0223] In this way, in the final game of each set in the BB state, if the number of remaining games (duration) is 20 games or more (first duration), a "pseudo BB role" can be won, and therefore "7·7·7" (first special pattern) can be displayed as the stopped pattern during the pseudo game. Furthermore, if the number of remaining games (duration) is 40 games or more (second duration), a "pseudo STB role" can be won, and therefore "BAR·BAR·BAR" (second special mode) can be displayed as the stopped display mode of the pattern during the pseudo game.
[0224] Next, referring to Figure 59, an example of the effects during the BB state will be described. As shown in Figure 59(a), if the player operates the flying bet button 2h and the start lever 3 in the final game of a set in the BB state, one pseudo game (Figure 59(b)) and one real game (Figure 59(c)) will be played. For example, in the example shown in Figure 59(b), a pseudo-STB role is won as the pseudo-game role for this game, and at this time, the player performs a button press operation aiming for ``BAR·BAR·BAR'', which causes the bonus pattern combination (BAR·BAR·BAR) to stop and be displayed. As the bonus symbol combination stops and is displayed, the arrow image on the roulette image points to the "V" image. Furthermore, in the actual game that is executed following the pseudo game, text information indicating that the BB state will continue (for example, "Continue!!") is displayed together with winning information (such as a "V" image). This allows the player to recognize that the continuation of the BB state is confirmed, and since the stop display pattern of the pseudo game symbols is "BAR·BAR·BAR", the player can also recognize that the continuation of the remaining 40 games (2 sets) or more is confirmed.
[0225] Also, although not shown, in the pseudo game, when "7·7·7" is displayed as a bonus symbol combination, it is also notified that the BB state is confirmed to continue. Note that it is preferable to notify this in a different presentation mode (for example, a different background color) than when "BAR·BAR·BAR" is displayed. In addition, in the pseudo game, when a combination of symbols corresponding to a pseudo replay role is displayed, or when a losing combination other than a losing bonus combination is displayed, the arrow image on the roulette image will show a "?" image. In addition, in the pseudo game, when a pseudo losing combination is won and a bonus losing symbol is displayed, the arrow image on the roulette image will point to an "X" image.
[0226] In this way, in the BB state, it is possible to notify whether the BB state can be continued and the duration of the BB state depending on the stopped display mode of the symbols during the pseudo game. This allows the player to obtain useful information for subsequent games, which can attract attention to the simulated game triggered by the operation of the flying bet button 2h, thereby increasing the excitement of the game and the player's sense of anticipation.
[0227] (STB state) As described above in the first embodiment, when the STB state is entered, either 25 games, 50 games, or 100 games are awarded as the number of remaining games, and the STB state can continue until the number of remaining games becomes "0." When the number of remaining games reaches "0", the state is controlled to transition (return) to the ST state (arrow k in FIG. 8). On the other hand, if the following conditions are met at the end of the STB state, the advantageous period is controlled to end and the game state is controlled to transition to a non-advantageous state (arrow o in Figure 8). -When the additional value (number of additional ST games) of the ST counter (number of next ST games) reaches a special value (for example, 20 games) during STB state. When the difference in number of coins when winning in STB state reaches a specific value (+1800 coins). Therefore, in the STB state according to this embodiment, in the final game, in the pseudo game triggered by the operation of the flying bet button 2h, it is possible to notify whether the end of the advantageous period has been confirmed or not.
[0228] In the STB state, as described above, the operation of the flying bet button 2h is valid only in the final game, and when the flying bet button 2h is operated, a pseudo game role lottery is executed. Specifically, the main control unit 10 determines the pseudo game role by lottery based on whether or not the advantageous zone continues, by referring to the "pseudo game role lottery table (STB state)" shown in Figure 50 (d). For example, if the advantageous period continues, a "pseudo losing role" or a "pseudo replay role" is determined by lottery, and if the advantageous period ends, a "pseudo replay role" or a "pseudo STB role" is determined by lottery. In this way, if it is confirmed that the advantageous zone will end in the final game in the STB state, a "pseudo STB role" can be won, and therefore "BAR·BAR·BAR" (special mode) can be displayed as the stopped display mode of the pattern during the pseudo game.
[0229] Next, referring to FIG. 60, an example of a presentation in STB mode will be described. As shown in Figure 60(a), in the final game in the STB state, if the player operates the flying bet button 2h and the start lever 3, one pseudo game (Figure 60(b)) and one real game (Figure 60(c)) will be executed. For example, in the example shown in Figure 60(b), a pseudo STB role is won as the pseudo game role for this game, and at this time, the player performs a button press operation aiming for ``BAR·BAR·BAR'', which causes the bonus pattern combination (BAR·BAR·BAR) to stop and be displayed. As the bonus symbol combination stops and is displayed, the arrow image on the roulette image points to the "V" image. In addition, in the actual game that is executed following the pseudo game, winning information (such as a "V" image) is displayed along with text information indicating that the end of the advantageous zone has been confirmed (for example, "Next time, enter strong ST state!"). This allows the player to recognize that the advantageous period has ended and the game will be controlled to a strong ST state.
[0230] Also, although not shown, in the pseudo game, if a combination of symbols corresponding to a pseudo replay role is displayed, or if a losing combination other than a bonus losing combination is displayed, the arrow image on the roulette image will show a "?" image. In addition, in the pseudo game, when a pseudo losing combination is won and a bonus losing symbol is displayed, the arrow image on the roulette image will point to an "X" image. In addition, by making it possible to win pseudo BB or pseudo RB roles as pseudo game roles during the STB state, it is possible to notify that the end of the advantageous period has been confirmed even if the bonus pattern combinations "7·7·7" or "7·7·B" are displayed stopped during pseudo game.
[0231] In this way, in the STB state, it is possible to notify whether or not the advantageous zone will end depending on the stopped display mode of the symbols during the pseudo-game. This allows the player to obtain useful information for subsequent games, which can attract attention to the simulated game triggered by the operation of the flying bet button 2h, thereby increasing the excitement of the game and the player's sense of anticipation.
[0232] (Variation) The medal-less gaming machine 1 according to this embodiment can also be modified as shown below. (1) In the above embodiment, the pseudo game is executed in response to the operation of the flying bet button 2h. However, this is not limited to this. For example, the pseudo game may be executed when a pseudo game execution lottery having a predetermined winning probability is won or when a rare combination is won. (2) In the above embodiment, the case was described in which the fake premonition effect is controlled to end if the stopped display pattern of the pattern is a specific pattern (bonus losing pattern) in both the pseudo game in which a button press operation is performed to stop the first special pattern (7·7·7) during the fake premonition, and in the pseudo game in which a button press operation is performed to stop the second special pattern (7·7·BAR). However, this is not limited to this, and the fake premonition effect may be ended if the pattern is stopped in a specific pattern (bonus losing pattern) in either one of the pseudo games. (3) In the pseudo-game during the fake premonition, even if the stopped display pattern of the pattern is displayed in a specific pattern (bonus miss), the fake premonition effect may not end. For example, if a specific effect pattern is selected, the fake premonition effect may not end. Also, the higher the setting value set in the probability setting device 16, the longer the fake premonition effect may be prevented from ending. This allows the player to have a sense of expectation that the setting is high because the fake premonition effect does not end. In addition, in the final game of the fake premonition effects, the fake premonition effects may not end. Also, the fake premonition effect may be terminated only when a specific effect (for example, a "hyping effect") is being executed. This prevents the fake premonition effect from ending unnaturally. (4) In a pseudo game triggered by the operation of the flying bet button 2h, if a combination of bonus symbols is displayed in a stopped state, the operation of the flying bet button 2h may be made invalid while the game state remains. (5) In the pseudo game triggered by the operation of the flying bet button 2h, if a combination of bonus symbols is displayed, the pseudo game executed in the first game of the pseudo bonus state may not be executed. This can prevent the repeated execution of winning effects from being annoying. (6) In the above embodiment, the pseudo game role is drawn in a game in which the flying bet button 2h is operated. However, this is not limited to this. The pseudo game role may be drawn in each game regardless of the operation of the flying bet button 2h, and the pseudo game role may be used when the flying bet button 2h is operated. (7) In the above embodiment, in the pseudo-game triggered by the operation of the flying bet button 2h, when a combination of bonus symbols is displayed in a stopped state, the game proceeds to the bonus preparation stage. However, this is not limited to this, and the game may proceed to the bonus stage (BB stage, RB stage). (8) In the above embodiment, in a pseudo-game triggered by the operation of the flying bet button 2h, a presentation is performed to notify whether or not a pseudo-bonus state (BB state, RB state, STB state) has been won (is in the actual premonition state). However, this is not limited to this, and for example, it may also be possible to notify whether or not a transition to the CZ state is possible.
[0233] As described above, the gaming machine according to the present invention: A transition determination means (main control unit 10) that can determine whether to transition the gaming state to a specific gaming state (e.g., pseudo bonus state, CZ state, etc.) that is advantageous to the player based on the establishment of a specific condition (e.g., winning a rare role, etc.); a specific effect execution means (sub-control unit 20) that can execute a specific effect (fake premonition effect) for a predetermined period of time when the transition determination means determines that the game will not transition to the specific game state; A pseudo game execution means (main control unit 10) that can execute a pseudo game based on the establishment of a predetermined condition (for example, operation of the flying bet button 2h) during the execution period of the specific effect; An operating means that can be operated by a player (for example, a stop button 5, etc.); In the pseudo game, a variable display means (reel 41) capable of stopping and displaying the variable displayed identification information (symbols) in a stopped display mode corresponding to the operation mode of the operation means; Equipped with The specific performance execution means is In the pseudo game, when the display pattern of the identification information displayed on the variable display means is a specific pattern (for example, a losing combination), the specific presentation can be terminated.
[0234] A gaming machine of the present invention having such a configuration can execute a pseudo game based on the fulfillment of predetermined conditions during the execution period of a specific effect, and can terminate the specific effect if the stopped display pattern of the identification information is a specific pattern during the pseudo game. As a result, in a pseudo game that is executed based on the fulfillment of a predetermined condition (operation of the flying bet button 2h), if the stopped display pattern of the pattern is a specific pattern (a losing number), it can be recognized that it is a specific effect (fake premonition effect), so the player can sense that he or she has not won in the pseudo bonus state without waiting for the winning announcement in the final game of the premonition effect. In addition, once the player realizes that he has not won in the pseudo bonus state, any unnecessary premonition effects (hyping effects, etc.) can be ended, thereby preventing a decline in interest.
[0235] In contrast to this, Patent Document 1 discloses a conventional gaming machine that executes a premonition effect to determine whether or not a special benefit such as a bonus will be awarded when a specific combination is won. However, in this gaming machine, even premonition effects that clearly will not award any bonuses are executed until the premonition effects end, which makes players feel annoyed and reduces their interest in the game. In this way, the medal-less gaming machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.
[0236] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, in the above-described embodiment, the main control unit 10 operates as a management means, making it possible to manage a variable value (specific value) that can be subtracted according to the progress of the game in the ST state, and although the specific value has been described as the number of games played, the specific value is not limited to this, and may be managed as at least one of, for example, the difference in number of coins, the number of times that push order navigation occurs, the number of times that a small role (such as push order bell role A) is won, the number of medals won, the number of medals paid out, etc. Similarly, the pseudo bonus states (BB state, RB state, STB state) are not limited to being managed by the number of games played, but may also be managed by at least one of, for example, the difference in number of coins, the number of times the push order navigation occurs, the number of times a small role (such as push order bell role A) is won, the number of medals won, the number of medals paid out, etc.
[0237] Furthermore, in the above embodiment, the case of an AT machine has been described, but the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines). In addition, in the above embodiment, a game number subtraction method is applied during the AT, but this is not limited to this, and a game number addition method may also be used, in which the AT ends when the number of games added for each game reaches the end value.
[0238] Furthermore, in the above-described embodiment, it is assumed that non-advantageous states are controlled to normal zones, and game states other than non-advantageous states are controlled to advantageous zones, but this is not limited to this, and each game state may be controlled to either or both of the normal zone and the advantageous zone.
[0239] In the above-described embodiment, the tables referenced in the various processes are merely examples and are not limited to the above-described tables. Furthermore, the winning probabilities related to the various tables are not limited to the values described above and can be changed as appropriate. In addition, in various tables, there are some in which the winning probability is the same for all setting values, and some in which the winning probability differs for each setting value, but this is not limited to this, and the winning probability may be the same for all setting values in all tables, or may be different. Also, the winning probability or the reference table may be different for only some setting values (only even setting, only odd setting, only high setting). Furthermore, in the above-described embodiments, when expressions such as "one is more likely than the other" or "one is less likely than the other" are used, the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. Furthermore, in the above-described embodiment, the numerical values defined for control are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0240] Furthermore, in the above embodiment, the advantageous zone limiter is explained as being activated when the difference in number of coins in one advantageous zone reaches the upper limit number, but this is not limited thereto, and the advantageous zone limiter may be configured to be activated when the number of games in one advantageous zone reaches the upper limit number of games. For example, the advantageous zone end condition may be established when the condition "the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit number of games (for example, 4000 games)" is met.
[0241] In addition, a vibration means may be provided on the front door 1a to vibrate the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air towards the player, and when a relatively highly anticipated effect is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0242] Furthermore, in the above-described embodiment, the main control unit 10 performed operations as various means such as game state control means, but the sub-control unit 20 may perform some or all of these operations, and the sub-control unit 20 may also operate as various means. Conversely, while the sub-controller 20 operates as a means for executing effects on the display 8, etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0243] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a gaming machine (slot machine) that uses actual gaming media such as medals.
[0244] Furthermore, in the above-described embodiment, the reels 41 driven and controlled by a motor are used as the variable display means, but instead of or in addition to this, the display 8 such as a liquid crystal display can be used as a variable display means for identifying information by displaying an image of a reel or the like with a changing pattern. [Explanation of symbols]
[0245] 1. Medalless gaming machines (gaming machines) 2h Flying bet button (operation means, second game value setting operation means) 10 Main control unit (transition determination means, pseudo game execution means, pseudo game role determination means, continuation period determination means, game section control means) 20 Sub-control unit (specific performance execution means)
Claims
1. transition determination means for determining whether to transition a gaming state to a specific gaming state that is advantageous to a player based on the establishment of a specific condition; a specific effect execution means for executing a specific effect for a predetermined period of time when the transition determination means determines that the game state will not be transitioned to the specific game state; A pseudo game execution means for executing a pseudo game based on the establishment of a predetermined condition during the execution period of the specific effect; an operating means operable by a player; In the pseudo game, a variable display means is provided which can display the variable displayed identification information in a static display mode corresponding to the operation mode of the operation means; Equipped with The specific effect execution means In the pseudo game, when the stopped display mode of the identification information stopped and displayed on the variable display means is a specific mode, the specific effect can be ended. A gaming machine characterized by:
2. The game machine includes a first game value setting operation means and a second game value setting operation means operable to set a game value for executing a game, The predetermined condition is that an operation is performed on the second game value setting operation means.
2. The gaming machine according to claim 1 .
3. The specific gaming state is: A first specific gaming state; A second specific gaming state; Including, The variable display means When the transition determination means determines that the game will transition to the first specific game state, the variable-displayed symbol information can be displayed in a static manner in a first special mode; When the transition determination means determines that the game state will transition to the second specific game state, the variable-displayed symbol information can be displayed in a static manner in a second special mode; The indicators being displayed can be displayed statically in a static display mode in which the static display mode of the indicators in the first special mode and the static display mode of the indicators in the second special mode are not displayed statically at the same time, The specific effect execution means During the execution period of the specific effect, in both a pseudo game in which an operation is performed on the operation means to stop and display the first special mode and a pseudo game in which an operation is performed on the operation means to stop and display the second special mode, if the stop display mode of the identification information stopped and displayed on the variable display means is the specific mode, it is possible to end the specific effect.
3. The gaming machine according to claim 1 or 2.
4. A pseudo game role determination means is provided for determining a pseudo game role in response to the execution of the pseudo game; As the pseudo game role, a plurality of types of pseudo small roles can be determined, The variable display means When the pseudo-small winning combination is determined, the variable display of the identifying information can be stopped and displayed in a manner corresponding to the pseudo-small winning combination.
3. The gaming machine according to claim 1 or 2.
5. a duration determination means for determining the duration of the specific gaming state; The variable display means When the remaining duration in the specific gaming state is a first duration, the variable-displayed symbol can be statically displayed in a first special mode; When the remaining duration in the specific gaming state is a second duration longer than the first duration, the variable-displayed symbol can be displayed stationary in a second special manner.
3. The gaming machine according to claim 1 or 2.
6. a notification means capable of notifying operation information for statically displaying the identification information in a predetermined manner; A game section control means capable of controlling the notification means to any one of game sections including a normal section in which the notification means cannot notify operation information and an advantageous section in which the notification means can notify operation information; Equipped with The variable display means When the advantageous period ends, the variable display of the identification information can be stopped in a special manner.
3. The gaming machine according to claim 1 or 2.
Citation Information
Patent Citations
Game machine
JP2021058713A