Game machine
The gaming machine addresses unfavorable penalty states by implementing special role determination, game state control, and bonus award mechanisms, enhancing player engagement and satisfaction through advantageous game states and bonuses.
Patent Information
- Application Number
- JP2025150829
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-11
- Publication Date
- 2025-12-05
AI Technical Summary
Conventional gaming machines lack mechanisms to provide advantageous game states and bonuses to players, particularly in penalty stop operation modes, leading to unfavorable player experiences.
The gaming machine incorporates a winning role determination mechanism to identify special roles that trigger replay or bonus states, a special game state control mechanism to enhance player advantage, and a bonus granting mechanism to award bonuses based on specific role outcomes, with reserved information determining the continuation or termination of special game states.
Enhances player engagement by offering advantageous game states and bonuses, improving overall player experience and satisfaction.
Smart Images

Figure 2025178269000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines have been known that are equipped with a variable display device that can variably display multiple pieces of identification information, that run a game involving a variable display on the variable display device, that derive the game result by stopping the variable display through a stop operation by the player, and that can award a specified gaming medium to the player if the derived game result is a specific result. Furthermore, in recent gaming machines, among the multiple stop operation modes when stopping the variable display, a predetermined stop operation mode is set as a penalty stop operation mode, and when the penalty stop operation mode is performed, the gaming machine is also known to control the game to a penalty state that is disadvantageous to the player (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-073454 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]
[0005] In order to solve the above problem, the gaming machine of the present invention is equipped with a winning role determination means capable of determining a winning role from a plurality of winning roles including a special role as a replay role that causes the game to be played again and the special role; a special game state control means capable of controlling to a special game state that is advantageous to the player; a bonus granting means capable of granting a predetermined bonus in the special game state; and a reserved information determination means capable of determining one of a plurality of reserved information including first reserved information that can grant the predetermined bonus to the player for a game scheduled to be played in the special game state and second reserved information that can terminate the special game state, wherein the bonus granting means can grant the predetermined bonus if the special role is won in a game corresponding to the first reserved information, and can grant the predetermined bonus if the special role is won in a game corresponding to the first reserved information, and the special game state control means is configured to be able to continue the special game state if the special role is determined by the winning role determination means in a game corresponding to the second reserved information. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a gaming machine according to a first embodiment. [Figure 2] 1 is a block diagram showing a control configuration of the gaming machine of the first embodiment. FIG. [Figure 3] 2 is a diagram for explaining the flow of a game in the gaming machine of the first embodiment. FIG. [Figure 4] 10 is a diagram showing a lottery table used when determining the ceiling number of games in the main control device of the gaming machine of the first embodiment. [Figure 5] FIG. 2 is a diagram for explaining the presentation modes in the gaming machine of the first embodiment. [Figure 6] 10 is a diagram for explaining the probability of winning effect points in the gaming machine of the first embodiment. [Figure 7] 10 is a diagram for explaining the types of expectation effects when the effect point reaches a specified value when the effect mode A is selected in the gaming machine of the first embodiment. [Figure 8] 10 is a diagram for explaining the selection rate of each expectation effect when the effect point reaches a specified value when the effect mode A is selected in the gaming machine of the first embodiment. [Figure 9] 10 is a diagram for explaining the types of expectation effects when the effect point reaches a specified value when effect mode B is selected in the gaming machine of the first embodiment. [Figure 10] 10 is a diagram for explaining the selection rate of each item effect when the effect point reaches a specified value when effect mode B is selected in the gaming machine of the first embodiment. [Figure 11] 10 is a table for explaining the selection rate of each item when item presentation 1 is executed in the gaming machine of the first embodiment. [Figure 12] 10 is a diagram for explaining the selection rate of each item when item presentation 2 is executed in the gaming machine of the first embodiment. [Figure 13] 10 is a diagram for explaining the selection rate of each item when item presentation 3 is executed in the gaming machine of the first embodiment. [Figure 14] FIG. 10 is a diagram showing an effect image on the main display when expectation effects 1 and 2 are executed when effect mode A is selected in the gaming machine of the first embodiment. [Figure 15] FIG. 10 is a diagram showing the effect image on the main display when expectation effects 3 and 4 are executed when effect mode A is selected in the gaming machine of the first embodiment. [Figure 16] FIG. 10 is a diagram showing an effect image on the main display when expectation effects 5 and 6 are executed when effect mode A is selected in the gaming machine of the first embodiment. [Figure 17] FIG. 10 is a diagram showing a presentation image on the main display during a premonition presentation when presentation mode A is selected in the gaming machine of the first embodiment. [Figure 18] FIG. 10 is a diagram showing an effect image on the main display during a battle effect in the gaming machine of the first embodiment. [Figure 19] FIG. 10 is a diagram showing an explanatory image of a battle presentation on a sub-display in the gaming machine of the first embodiment. [Figure 20] FIG. 10 is a diagram showing an effect image on the main display when item effects 1 and 2 are executed when effect mode B is selected in the gaming machine of the first embodiment. [Figure 21] FIG. 10 is a diagram showing an effect image on the main display when item effects 3 and 4 are executed when effect mode B is selected in the gaming machine of the first embodiment. [Figure 22] A diagram for explaining the flow of play during the AT state in the gaming machine of the first embodiment. [Figure 23] A figure showing the presentation image on the main display at the start of the add-on specialized zone in the gaming machine of the first embodiment. [Figure 24] A figure showing the presentation image on the main display at the end of the add-on specialized zone in the gaming machine of the first embodiment. [Figure 25] A figure showing the presentation image on the main display when a hold return process is performed in the gaming machine of the first embodiment. [Figure 26] This is a table to explain the selection rate of the pending state of the add-on specialized zone in the gaming machine of the first embodiment. [Figure 27] 10 is a diagram for explaining the selection rate of the number of added games in each pending state in the gaming machine of the first embodiment. [Figure 28] 10 is a diagram for explaining the selection rate of the number of reserved return frames corresponding to the lottery results of the winning combination in the gaming machine of the first embodiment. [Figure 29] This is a table to explain the selection rate of the number of added games in each pending state in variant example 1 of the first embodiment. [Figure 30] A figure showing the presentation image on the main display when a hold is added in variant example 2 of the first embodiment. [Figure 31] A figure showing an image produced on the main display when a hold is moved in variant example 3 of the first embodiment. [Figure 32] FIG. 10 is a diagram for explaining the flow of a game in a gaming machine according to a second embodiment. [Figure 33]10 is a diagram for explaining the probability of shortening the number of games played in game modes B and C in the gaming machine of the second embodiment. [Figure 34] FIG. 10 is a diagram for explaining the transition of stages in the gaming machine of the second embodiment. [Figure 35] FIG. 10 is a diagram for explaining the stage transition when staying in game mode A in the gaming machine of the second embodiment. [Figure 36] 10A and 10B are diagrams for explaining the stage transition when staying in game modes B and C in the gaming machine of the second embodiment. [Figure 37] FIG. 10 is a diagram showing an effect image on the main display device during a stage transition in the gaming machine of the second embodiment. [Figure 38] 10 is a diagram for explaining the probability of obtaining avoidance navigation in the gaming machine of the second embodiment. [Figure 39] FIG. 11 is a diagram showing an effect image on the main display device when transitioning from stage C to stage A in the gaming machine of the second embodiment. [Figure 40] FIG. 10 is a diagram for explaining the destination after the end of game modes B and C in a modified example of the second embodiment. [Figure 41] FIG. 10 is a diagram for explaining the flow of a game in a gaming machine according to a third embodiment. [Figure 42] 10 is a diagram for explaining the game zone and probability state after the pseudo-bonus state ends in the gaming machine of the third embodiment. [Figure 43] A diagram to explain the game area and probability state after the AT state ends in the gaming machine of the third embodiment. [Figure 44] 10 is a diagram for explaining the selection rate of the ending image at the end of the pseudo bonus state in the gaming machine of the third embodiment. [Figure 45] This is a timing chart to explain the transition of the game state when moving from the pseudo bonus state to the CZ state in the gaming machine of the third embodiment, and the display content on the main display device. [Figure 46]This is a timing chart to explain the transition of the game state when transitioning from the pseudo-bonus state to the CZ state via the normal section in the gaming machine of the third embodiment, and the display content on the main display. [Figure 47] A figure showing the presentation image on the main display when transitioning from a pseudo-bonus state to a CZ state via a normal area in a gaming machine of the third embodiment. [Figure 48] This is a timing chart to explain the transition of the game state when transitioning from the pseudo bonus state to the CZ state via the normal section in variant example 1 of the third embodiment, and the display content on the main display device. [Figure 49] A flowchart for explaining the timing of setting the normal interval flag in the pseudo bonus state and AT state in variant example 2 of the third embodiment. [Figure 50] 10 is a flowchart for explaining the number of games counting process performed during a normal gaming state in a gaming machine according to a fourth embodiment. [Figure 51] A flowchart for explaining the AT state counter initial value setting process performed when the AT state starts in the gaming machine of the fourth embodiment. [Figure 52] A flowchart for explaining the additional lottery processing performed during the AT state in the gaming machine of the fourth embodiment. [Figure 53] 10 is a diagram for explaining the probability of adding on during an add-on lottery in the gaming machine of the fourth embodiment. [Figure 54] 13 is a flowchart for explaining the pseudo bonus state counter initial value setting process that is performed at the start of the pseudo bonus state in the first modified example of the fourth embodiment. [Figure 55] A flowchart for explaining the AT state transition lottery processing performed during the pseudo bonus state in variant example 1 of the fourth embodiment. [Figure 56] This is a table to explain the probability of winning the AT state during the AT state transition lottery in variant example 1 of the fourth embodiment. [Figure 57]A diagram for explaining the AT preparation state and the AT state in variant example 2 of the fourth embodiment. [Figure 58] 10 is a flowchart for explaining the AT preparation state counter initial value setting process performed at the start of the AT preparation state in the second modified example of the fourth embodiment. [Figure 59] A flowchart for explaining the AT preparation state initial game number setting process performed at the start of the AT preparation state in variant example 2 of the fourth embodiment. [Figure 60] This is a table for explaining the selection probability of the initial number of games in the AT preparation state in variant example 2 of the fourth embodiment. [Figure 61] A flowchart for explaining the remaining game number reduction lottery process performed during the AT preparation state in variant example 2 of the fourth embodiment. [Figure 62] This is a diagram for explaining the probability of selecting the number of shortened games in the remaining game number shortening lottery process performed during the AT preparation state in variant example 2 of the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0007] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Here, a slot machine will be described as an example of a gaming machine according to an embodiment of the present invention.
[0008] First Embodiment A first embodiment of a gaming machine according to the present invention will be described with reference to FIGS.
[0009] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is installed in an amusement park or the like. As shown in Figures 1 and 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a performance button 2d, an upper performance button 2f, a medal slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout outlet 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, an advantageous zone lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.
[0010] The main control unit 10 and the sub-control unit 20 each have a memory unit and a control unit, and are devices capable of various calculation processes and various controls, and are included in the concept of a computer. Each memory unit has a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit has a CPU, etc. Each control unit realizes the various functions of the first embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.
[0011] [Front view of the gaming machine] As shown in FIG. 1, a front door 1a is provided on the front of the slot machine 1. The front door 1a is pivotally attached to one side (left side as viewed from the front) of the main body (not shown) which is disposed behind the front door 1a and attached to an island facility (not shown), and is configured to be able to open and close forward in a single-door format. Note that, hereinafter, the left and right directions are indicated when the slot machine 1 is viewed from the front side.
[0012] When the slot machine 1 is viewed from the front side, the main display 8 is located at the center position in the left-right direction at the top of the front door 1a. The main display 8 is made up of a liquid crystal display or the like that can display multiple pieces of information, such as information related to effects (effect images), as will be described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is arranged above the front door 1a and in front of the main display 8, and the main display 8 is arranged with its display surface facing forward through the opening of the display decorative frame 15.
[0013] Speakers 9 are provided on the left and right sides of the main display 8, and are capable of outputting sound effects corresponding to the effects displayed on the main display 8, for example. In addition, lamps 11 consisting of LEDs or the like are arranged on each of the left and right sides of the main display 8, and can output light, for example, when a winning combination is achieved, or light in an illumination mode corresponding to the effects displayed on the main display 8.
[0014] On the right side of the main display 8, an upper effect button 2f is provided, which is exemplified as an operation means (effect operation means). The upper performance button 2f is a push-type button that moves back and forth, and the pushing operation of the upper performance button 2f is detected by a non-contact sensor or the like and output as operation information of the upper performance button 2f to the sub-controller 20. In addition, a light-emitting source (not shown) consisting of an LED or the like is provided inside the upper performance button 2f, and the light emitted by the light-emitting source can notify that the operation of the upper performance button 2f is valid.
[0015] In the center of the front door 1a of the slot machine 1 in the vertical direction, a flat front panel 19 is disposed, the surface of which is decorated and displays various functions. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as a variable display means is disposed. Further, in the approximate center of the front panel 19, a display window 6 made of a light-transmitting material is formed, through which the symbols on the reels 4 can be seen from the front.
[0016] The reels 4 are comprised of a left reel 4a, a center reel 4b, and a right reel 4c, which are arranged side by side in the left-right direction. The rotation axes of the reels 4a to 4c extend in the left-right direction, and the rotation centers of the reels 4a to 4c are set to the same. The reels 4 (4a to 4c) have continuous symbols (identification information) on their peripheries, and these symbols are configured to be identifiable from outside the machine through a display window 6. As the reels 4 rotate in one direction, the symbols can be displayed in a variable manner, for example, from top to bottom, within the display window 6. Each of the reels 4a to 4c displays a plurality of symbols (for example, 20 symbols), and the types of symbols include, for example, "replay," "watermelon," "cherry," "bell," and "7." The shape of the reel 4 is not limited to this, and for example, the number of symbols on the periphery may be other than 20.
[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c capable of informing the stop order of the stop buttons 5 (described later) are arranged in correspondence with the reels 4a, 4b, and 4c. In addition, a favorable zone lamp 13, which may be, for example, an LED, is disposed on the lower left side of the display window 6 on the front panel 19. The favorable zone lamp 13 is controlled to light up during a favorable zone (described later). Note that, instead of the favorable zone lamp 13, the slot machine 1 may control to light up, for example, the "dot" portion of a 7-segment display (also called "7-seg") that constitutes a payout number display section that displays the number of medals paid out.
[0018] A sub-display 17 is disposed on the front panel 19 to the right of the display window 6 (reels 4). The sub-display 17 is configured from a liquid crystal display or the like that can display a plurality of pieces of information, such as information related to effects (effect images), as will be described later, and constitutes display means. In addition, the sub-display 17 has a smaller display area than the main display 8, but is disposed closer to the reel 4 than the main display 8, making it easy to view the displayed image while watching the reel 4 rotate and stop. In addition, the sub-display 17 is composed of a touch panel type display, and allows the player to perform various operations related to the presentation content by touching the screen, such as switching operations to switch presentation modes as described below, and switching operations to explanatory images of the battle presentation, etc.
[0019] A step protruding forward is formed below the front panel 19, and a medal insertion slot 2, a bet button 2a and an effect button 2d, which are exemplified as operating means, are arranged on the upper surface of the step. The medal insertion slot 2 is a portion where a player inserts medals (game media). Inside the medal insertion slot 2, a medal selector 2b (medal detection means) such as a sensor that detects medals inserted into the medal insertion slot 2 is provided. The bet button 2a is a push button that allows the player to input the number of bets that are a condition for starting the game, and allows the player to input the maximum number of bets allowed by the slot machine 1 with one operation.
[0020] The effect button 2d is a push-type button that moves up and down, and the pushing operation of the effect button 2d is detected by a non-contact sensor or the like and output as operation information of the effect button 2d to the sub-controller 20. In addition, a light-emitting source (not shown) made of an LED or the like is provided inside the effect button 2d, and the light emitted by the light-emitting source can notify that the operation of the corresponding effect button 2d is valid. The effect button 2d is disposed in a position closer to the reel 4 than the upper effect button 2f described above.
[0021] A start lever 3, a return button 2c, and a stop button 5, which is exemplified as an operating means (stop operating means), are arranged on the front surface of the stepped portion. The start lever 3 is a lever that the player operates to start the game. After the number of bets is input, the start lever 3 is activated and the game can be started. The return button 2c is configured as a push button that moves back and forth, and is a button that is operated to cancel the set number of bets or to pay out medals stored as credit medals. The stop buttons 5 are used to stop the spinning reels 4 and consist of push-buttons that move back and forth, with the left stop button 5a, center stop button 5b, and right stop button 5c arranged horizontally at predetermined intervals to correspond to the left reel 4a, center reel 4b, and right reel 4c.
[0022] Below the front door 1a of the slot machine 1, a medal payout outlet 7b through which medals paid out from the medal payout device 7 are ejected is provided.
[0023] [Block diagram showing the control configuration of the gaming machine] FIG. 2 shows a block diagram of the control system in the slot machine 1 according to the first embodiment. 2, the slot machine 1 is equipped with a main control device 10 that performs the drawing of winning roles and the control of the progress of the game, and a sub-control device 20 that is configured to be able to communicate with the main control device 10 and performs various performance control etc. based on control information from the main control device 10. Transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction only, from the main control device 10 to the sub-control device 20, preventing input of unauthorized signals from the sub-control device 20 to the main control device 10.
[0024] The main control device 10 is connected by a communication cable to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal payout device 7, drum unit 4d, and advantageous zone lamp 13, and is capable of controlling each device. The main control device 10 also includes a memory unit (storage means) and a control unit.
[0025] The probability setting device 14, which serves as a setting means, changes the winning probability of a specific game state (e.g., a pseudo-bonus state) in multiple stages (e.g., six stages), thereby enabling the degree of advantage for the player to be set in multiple stages, and the main control device 10 performs a process of setting the winning probability of a specific game state to one of multiple probability values with different probabilities based on the probability setting operation in the probability setting device 14. Of the setting values set by the probability setting device 14, setting 1 is the lowest probability value, the larger the number, the higher the probability value, and setting 6 is the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is to the player, and setting 6 is the setting that is most advantageous to the player (the setting with the highest degree of advantage).
[0026] In addition, the winning probability of a specific game state may be controlled by a fixed probability value without being affected by the setting value of the probability setting device 14. In addition, by changing the transition probability to the CZ state or the AT state depending on the setting value in the probability setting device 14, the degree of advantage of the player may be changed in multiple stages. In addition to the specific game state, the probability of winning a predetermined small combination (for example, a bell combination) may be made variable in multiple stages (for example, six stages).
[0027] The external output terminal 18 outputs information related to games played on the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the gaming facility, and outputs information under the control of the main control device 10 to collect various data such as the number of games played on the slot machine 1, the number of medals inserted, the number of medals paid out, the number of times a game state advantageous to the player occurs (for example, the pseudo-bonus state and AT state described below) and the transition period.
[0028] The drum unit 4d is a device that integrally includes reels 4a to 4c and stepping motors (not shown) that rotate the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects medals inserted into the medal selector 2b as medals before being paid out, and is a device that pays out medals stored in the medal storage section to a medal payout outlet 7b. The medal payout device 7 is equipped with a sensor that detects the paid-out medals. The medal selector 2b is provided downstream of the medal insertion port 2 and is equipped with a sensor that detects medals inserted through the medal insertion port 2.
[0029] The memory unit of the main control device 10 stores various information such as game programs related to games, tables for drawing lots for small winning combinations and AT states, etc. Furthermore, the main control device 10 operates by a control unit and a storage unit in which a program is stored, and thereby performs processes related to the progress of games on the slot machine 1, etc.
[0030] The main control device 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on a signal from the start lever 3. Then, it performs lottery processing for winning combinations based on the sampled random numbers. In addition, it performs random number generation processing by, for example, updating the random numbers at predetermined timings in accordance with the control program in the storage unit, and performs lottery processing for transitioning to a pseudo-bonus state, lottery processing for transitioning to an AT state, lottery processing for adding extra bonuses during the AT state, and other processing based on the generated random numbers, as will be described later.
[0031] That is, the main control device 10 is provided with a lottery means for drawing (determining) whether or not to grant a special benefit such as a small win, a pseudo bonus state, or an AT state in response to the execution of a game. In addition, the lottery patterns using random numbers may be other than those mentioned above, and the winning combination may be selected based on random numbers generated by software, and the transition to a pseudo-bonus state or AT state, or additional selection may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0032] The main control device 10 also controls the rotation of the reels 4 based on a signal from the start lever 3. The main control device 10 detects the rotation position of each of the reels 4a, 4b, and 4c based on signals from sensors (not shown) provided on each of the reels 4a, 4b, and 4c, and is therefore able to grasp the rotation position of the symbols on each of the reels 4a, 4b, and 4c. Then, based on a signal from the stop button 5, the main control device 10 controls the desired symbols to stop within the display window 6.
[0033] In addition, the main control device 10 realizes game play on the slot machine 1 by controlling game progress processing involving internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7 in response to the operation of the operating unit such as the start lever 3.
[0034] The sub-controller 20 is connected to and capable of communicating with the effect button 2d, upper effect button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via a communication cable. The sub-controller 20 controls these devices in accordance with control information from the main controller 10. The sub-controller 20 also includes a memory unit and a control unit.
[0035] The storage unit of the sub-controller 20 stores various information such as programs related to performance, performance image data, and audio data. The sub-controller 20 operates using a control unit and a storage unit in which a program is stored, and performs processing such as effects synchronized with play on the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the main display 8, lamps 11, speaker 9, etc. to output effect images and sound effects that indicate the transition of game states, and lamp effects.
[0036] In addition, the sub-controller 20 can control the switching timing of each effect based on signals from the effect button 2d, the upper effect button 2f, and the touch panel of the sub-display 17. Either or both of the main control device 10 and the sub-control device 20 constitute the first suggestion control means, second suggestion control means, switching control means, information update means, notification control means, section control means, special game state occurrence control means, game mode control means, stage control means, bonus information notification means, avoidance information notification means, transition number counting means, bonus granting means, special game state control means, bonus lottery control means, lottery state advance determination means, lottery state notification control means, bonus lottery progress control means, progress mode change control means, executed lottery state notification control means, executed lottery state change means, lottery mode change means, counting means, setting stage suggestion means, high probability game state granting means, premonition effect control means, game control means, operation mode determination means, lottery mode change control means, preparation game state control means, first game number counting means, second game number counting means, and determined game number calculation means in the present invention.
[0037] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.
[0038] At the start of the game, medals are inserted into the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and the player enters a state in which the right to play one game is held and the game can be started.
[0039] In this state where the game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, all of the conditions for starting the game are met, the game starts, and the reels 4a to 4c displaying multiple symbols start to move, and an internal lottery process is executed to determine in advance, before the reels 4 stop, the lottery results for the current game regarding multiple roles (including misses) such as replay roles, small roles, and bonus roles, as well as transitions to pseudo bonus and AT states. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability. For example, a winning combination such as a replay combination or a bell combination is derived by lottery.
[0040] Furthermore, even if the main control device 10 receives a signal from the start lever 3, if a predetermined time (e.g., 4.1 seconds) has not elapsed since the start of rotation of the reels 4 in the previous game, the main control device 10 performs limiting control to limit the number of games executed per unit time (e.g., 1 minute) to a predetermined number (e.g., 14 games) by temporarily waiting (inserting a waiting time) before the start of rotation of the reels 4, thereby delaying the start of rotation of the reels 4. In other words, the main control device 10 is equipped with game number limiting means that can limit the number of games executed per unit time to a predetermined number. This control limits the shortest execution time required for one game to a predetermined time (e.g., 4.1 seconds). The period for monitoring the above-mentioned shortest execution time may be set based on a point other than the point at which the reel 4 starts to rotate between games. For example, it may be based on the point at which the stop button 5 is activated, or any point at which the number of games per unit time can be monitored.
[0041] Each reel 4a to 4c is an example of a display means, and multiple symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed on the periphery of each reel 4a to 4c in a predetermined arrangement, and the rotation speed gradually increases from a stopped state, before reaching a steady rotation at a constant speed. When the reels reach this steady rotation, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become pressable.
[0042] When each of the stop buttons 5a to 5c is pressed in this state, the reels 4a to 4c are controlled to stop in a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process. The stop control (pull-in stop control) of each reel 4a to 4c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stop operation is performed can be pulled in, and only any of the symbols within this pull-in range can stop on an active line.
[0043] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 4a to 4c stop (stop display) so that they face the outside of the machine through the display window 6, and whether or not a win has been made is determined based on the state of the stop display at this time. The winning combination is determined based on the combination of symbols that stop on the middle winning line that connects the middle symbols of each reel 4 in the display window 6.
[0044] Winning of a winning combination such as a small combination or a replay combination is determined based on the combination of symbols on such a winning line. Small roles include, for example, bell role, watermelon role, and cherry role.
[0045] There are two types of bell roles, each with a different combination of corresponding symbols. For example, there can be a common bell role with a "bell-replay-bell" combination in the order of "left reel 4a, middle reel 4b, right reel 4c" on the winning line (and so on), and a push-order bell role with a "bell-bell-bell" combination.
[0046] The common bell role is a minor role in which the corresponding combination of symbols ("bell, replay, bell") stops regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which the corresponding combination of symbols ("bell, bell, bell") stops by following a specific push order.
[0047] Furthermore, the push order bell role has six push order bell roles 1 to 6, in which the stop buttons 5a to 5c are operated in one of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) (specific push order), and the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed. When the stop buttons 5a to 5c are operated in five other push orders (push orders other than the specific push order), the corresponding symbol combination ("Bell Bell Bell") is not stopped and displayed, and another symbol combination (called a "Bell Spill") such as "Bell Bell Replay" is stopped and displayed.
[0048] When the push order bell role is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific push order, the reels 4 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. Also, the number of push order bells is not limited to six, and three push order bells 1 to 3 may be provided.
[0049] The watermelon role is a small role (rare role) where the corresponding symbol combination is "watermelon, watermelon, watermelon", and there are two types: a weak watermelon role where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon role where "watermelon, watermelon, watermelon" stops on the upward-to-right or downward-to-right line. The cherry role is a minor role (rare role) where the corresponding symbol combination is "cherry-ANY-ANY." There are two types of cherry roles: a weak cherry role where "cherry" stops on the top or bottom row of the left reel 4a, and a strong cherry role where "cherry" stops on the middle row of the left reel 4a.
[0050] There are two replay roles with different corresponding symbol combinations: a normal replay role (hereinafter referred to as a replay role) with a corresponding symbol combination of "replay-replay-replay" and a chance replay role (chance role) with a corresponding symbol combination of "replay-bell-bell." "Replay Bell Bell" (Chance Eye) is a combination of symbols that stops and is displayed when a Chance Replay symbol is won, and along with the Watermelon symbol and the Cherry symbol, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. Of these, the Weak Watermelon symbol and the Weak Cherry symbol are set as weak rare symbols, and all symbols other than the Weak Watermelon symbol and the Weak Cherry symbol are set as strong rare symbols.
[0051] In addition, the main control device 10 and the sub-control device 20 are capable of generating an AT (assist time) as a game state related to the push order bell role. The AT is a state in which, when the push order bell role is won, the push order of the won push order bell role is notified (push order navigation is executed) by the main display 8 and the navigation lamp 12. That is, the sub-control device 20 constitutes notification control means capable of executing control to notify operation information for deriving a specific result ("Bell Bell Bell") as the result of the game. Therefore, the occurrence of AT allows players to easily win medals, and is controlled during the pseudo-bonus state and AT state described below.
[0052] Based on the combination of symbols as explained above, the winning of a small role, a replay role, or a bonus role is judged (judgment means), and if the result of the judgment is that the combination of symbols corresponds to each of the above, a win is made and a game value according to the establishment of each win is awarded. For example, when a combination of symbols corresponding to a small win such as a bell, cherry, or watermelon stops, it is determined that a small win has been achieved, and the medal payout device 7 is driven and controlled to pay out a predetermined number of medals through the medal payout outlet 7b.
[0053] Specifically, in the case of a bell role (common bell role, push order bell role), when a combination of corresponding symbols is stopped and displayed, eight medals are paid out. Furthermore, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders), no medals will be paid out. When the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five different push orders), fewer than eight medals (for example, one medal) may be paid out, or for some push orders other than the specific push order, fewer than eight medals (for example, one medal) may be paid out, and for other push orders, no medals may be paid out. In addition, the probability of winning the bell role is set so that the number of medals held by the player increases during the AT state described below.
[0054] In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two medals are paid out. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is stopped and displayed, one medal is paid out. 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-mentioned number.
[0055] Furthermore, the replay role and chance replay role are determined by the stopped display of the combination of symbols corresponding to the replay role and chance replay role, and the next game can be played with the same number of bets as the number of bets set in the previous game without inserting medals (without setting the number of bets).
[0056] In addition, the probability of winning each small role and replay role is set so that, for each setting value, the relationship is Bell role > Replay role > Weak Cherry role > Weak Watermelon role > Chance Replay role > Strong Cherry role > Strong Watermelon role, meaning that Bell role is the most likely to win and Strong Watermelon role is the least likely to win. The relationship between the winning probabilities of each role may be other than that described above.
[0057] [Game flow on gaming machines] Next, the flow of a game in the slot machine 1 in the first embodiment will be described with reference to FIG. In the slot machine 1 of this first embodiment, it is possible to play a 3-bet game in which three medals are spent (three bets are made) to play the game, and Figure 3 shows the flow of play when a 3-bet game is played, which is realized by the control of the main control device 10. In this first embodiment, the transition of the game state is controlled only when a 3-bet game is executed, and the game state is not transitioned for other games (for example, a 2-bet game). However, it is also possible to allow the game to be executed only when 3 bets are placed, and to prohibit the game from being executed for other bet numbers. Hereafter, the 3-bet game will be referred to as the "game."
[0058] 3, the slot machine 1 of the first embodiment is played in multiple game states, including a normal game state, a CZ state, a pseudo bonus state, and an AT state. The main control device 10 can control the transition from one game state to another game state when a predetermined transition condition is met.
[0059] Furthermore, the main control device 10 of the first embodiment is provided with a zone control means that can control the gaming zone to either a normal zone or an advantageous zone, in addition to the above gaming state. The normal zone is a game zone in which push order navigation is not executed, and begins when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In the normal zone, the advantageous zone lamp 13 is controlled to be off.
[0060] In addition, in the normal zone, when the conditions for transitioning to the advantageous zone are met, for example, when a predetermined role (for example, a bell role) is won in an internal lottery, it is determined that the player will transition to the advantageous zone. In addition, the transition conditions for the AT state may be established based on the winning of a predetermined rare role in the normal zone, and in this case, it is preferable to transition to the AT state after the establishment of the advantageous zone transition conditions. Therefore, since the push order navigation will be executed after the establishment of the advantageous zone transition conditions, push order navigation will not be performed in the normal zone. Furthermore, when the main control device 10 is reset, it is controlled to the normal section.
[0061] The advantageous zone is a game zone in which push order navigation may be performed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation may be performed. In addition, the advantageous zone begins when the next game starts after the advantageous zone transition condition is met in the normal zone, and ends when a predetermined advantageous zone end condition is met. In the advantageous zone, the advantageous zone lamp 13 is controlled to be lit. In addition, after transitioning to the advantageous zone, the advantageous zone lamp 13 may start to light up when the game state (for example, pseudo-bonus state) is reached in which the number of medals held by the player increases due to the execution of the push order navigation.
[0062] In addition, the advantageous zone transitions to the normal zone when the end condition of the advantageous zone is met based on the end of a specific game state among the multiple game states mentioned above. Examples of conditions for the end of a favorable zone include the end of a pseudo-bonus state or the end of an AT state. In addition, the conditions for ending the advantageous zone may not be met at a part of the end of the pseudo-bonus state that does not transition to the AT state.
[0063] Furthermore, the conditions for ending the advantageous zone are set such that the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit number of games (for example, 3000 games), or the net increase in the number of medals in one advantageous zone exceeds the upper limit number (for example, 2400 medals), and the game state also transitions to the normal game state when the advantageous zone ends.The advantageous zone ends when at least one of the above three types of ending conditions is met.
[0064] In particular, the number of games played in the advantageous zone mentioned above reaching the upper limit (maximum number), and the net increase in the number of medals played in the advantageous zone reaching the upper limit are provided as restriction functions (so-called limiters) to restrict the number of medals that can be acquired by the player, making it possible to curb gambling. The main control device 10 counts the number of games played up to the maximum number of games for normal games only, and does not count pseudo-games that are executed separately from normal games as part of the number of games played, as will be described in more detail below.
[0065] That is, the main control device 10 is provided with a counting means that counts the number of times that normal games (number of games in the advantageous zone) are executed in the advantageous zone, but does not count the number of times that pseudo games are executed. Furthermore, the main control device 10 as the interval control means shifts the game interval to the normal interval when the counting result by the counting means indicates the upper limit number of games (specific number of times) in the advantageous interval.
[0066] Furthermore, in this first embodiment, for example, the activation of the above-mentioned limiting function during the AT state is determined in advance, and the period from this determination until the limiter is activated is set as the ending period, and a presentation (completion presentation) is executed to congratulate the player in advance that the advantageous state has continued to the upper limit. Furthermore, in the first embodiment, although details will be described later, pseudo games are made impossible to execute during the ending period, so as to prevent players from having unnecessary expectations.
[0067] In addition, in the slot machine 1 of the first embodiment, transition control is performed between a normal zone, which is a zone where the push order navigation cannot be performed, and an advantageous zone, which is a zone where the push order navigation can be performed, based on the execution of the game. In the initial state of the slot machine 1, the slot machine 1 is controlled to the normal zone, and when a predetermined transition condition is met (for example, when a bell role is won) during the execution of the game in the normal zone, a transition to the advantageous zone is performed.
[0068] (Normal gameplay state) The normal gaming state is a gaming state in which the player remains when the main controller 10 of the slot machine 1 is reset, and is a disadvantageous state for the player. 3, the main control device 10 performs a lottery process for transitioning to the CZ state, pseudo bonus state, and AT state while in the normal gaming state. Note that, depending on the specifications of the slot machine 1, it may not be possible to transition directly from the normal gaming state to the AT state. In the normal game state, such as when the main control device 10 of the slot machine 1 is reset, the game zone is controlled to the normal zone, and when the conditions for transition to the advantageous zone during the normal game state are met, the game zone transitions from the normal zone to the advantageous zone.
[0069] In addition, the normal game state is set to a normal probability state and a high probability state, and in each game, the probability of transitioning to the pseudo-bonus state is controlled so that the high probability state is higher than the normal probability state.
[0070] The transition of the probability state is controlled so that, for example, when a weak watermelon or weak cherry role is won, there is a 30% probability of transition from the normal probability state to the high probability state. On the other hand, as a predetermined fall condition, for example, when a replay role is won, when a bell role is won, or when a miss occurs, there is a 5% probability of transition from the high probability state to the normal probability state.
[0071] The winning probability in the pseudo bonus state is set at, for example, a 20% probability when a chance role or a strong cherry role is won in the normal probability state, and at a 50% probability when a chance role or a strong cherry role is won in the high probability state. When the probability state changes from a normal probability state to a high probability state, the sub-controller 20 controls the main display 8 to notify the player that the state is high probability. For example, if a stage in which the main character moves through a grassland is displayed during normal gameplay, the background of the stage is changed from a daytime background to an evening background to notify the player that the state is high probability.
[0072] However, rather than ensuring that the stage is changed when a high probability state is reached, a stage change lottery is held with a predetermined probability (for example, 30%) during the game when the high probability state is reached, and the stage is changed only if the result of this change lottery is won. In addition, even in a game in a normal probability state, a lottery for changing to a stage is held with a predetermined probability (2%), and if this change lottery is won, control is exercised to change to a stage indicating a high probability state.
[0073] On the other hand, even when staying on a stage with an evening background, a lottery for changing to a daytime background is held, and the game is controlled so that in a normal probability state, there is a relatively high probability (for example, 20%) of winning the change lottery, and in a high probability state, there is a relatively low probability (for example, 5%) of winning the change lottery. Therefore, even if the stage has an evening background, it does not necessarily mean that the player is in a high probability state; a stage with an evening background merely indicates a high probability state.
[0074] In addition, if the setting value in the probability setting device 14 is changed or the main control device 10 is reset, the game will move through the normal zone and then to the advantageous zone, and then actual play can begin in the normal game state in the normal probability state.However, for each setting value in the probability setting device 14, the normal game state may be started in a high probability state with a predetermined probability. In addition, during the high probability state, in addition to the pseudo bonus state, the probability of winning the CZ state or AT state may be increased.
[0075] Furthermore, in a game during the normal gaming state, a pseudo game is executed based on the establishment of a predetermined condition, and a game is executed to notify the player of a transition to a predetermined gaming state (for example, a pseudo bonus state). In addition, a transition lottery for the above benefits (CZ state, pseudo bonus state, AT state) may also be conducted based on pseudo play.
[0076] During the normal gaming state, an individual effect that is completed in one game is executed on the main display device 8 or the sub-display device 17 with a predetermined probability. The individual effects are mainly performed to heighten the player's sense of anticipation, and include winning effects that are performed based on the results of the lottery for winning combinations in the main control device 10. In addition, individual effects also include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game. The winning effect is an effect that is mainly executed to notify the results of the lottery for the winning role, and displays an item that can notify the winning rare role when a specified character appears, or displays text information such as "Chance" or "Super Hot" that indicates the expectation of the occurrence of a special benefit (such as a pseudo-bonus state) when a specified character appears, and displays an image corresponding to the type of rare role that has been won and the lottery result regarding the granting of a special benefit triggered by the winning rare role.
[0077] -Transition process from normal game state to pseudo bonus state (arrow a1 in Figure 3) The number of games is counted as games are played during the normal game state (advantageous zone), and when the number of times the game is played reaches a predetermined number (special number: ceiling game number), a transition from the normal game state to the pseudo-bonus state is made. The ceiling number of games is determined when the game zone transitions from the normal zone to the advantageous zone, and as will be described in detail later, the ceiling number of games at that time is set each time the zone transitions to the advantageous zone.
[0078] Furthermore, when a game is executed during the normal game state, a lottery is held to transfer to the pseudo-bonus state when a predetermined combination is won, and if the lottery is won with a predetermined probability, a transition from the normal game state to the pseudo-bonus state is also made.
[0079] More specifically, the main control device 10 performs a lottery process for transitioning to the pseudo bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, the process for transitioning to the pseudo bonus state is performed with a predetermined probability (for example, 20%) when a chance role or a strong cherry role is won. The pseudo bonus state continues until a predetermined number of games have been played, during which a lottery to transition to the AT state is held. Details of the pseudo bonus state will be described later.
[0080] In addition, in the normal game state, the probability of entering the pseudo bonus state when a specified rare role is won can be changed according to the setting value in the probability setting device 14, which serves as a setting means. For example, when a strong cherry role is won, the probability of entering the pseudo bonus state is 10% for setting 1, 12% for setting 2, 14% for setting 3, 16% for setting 4, 18% for setting 5, and 20% for setting 6.
[0081] Incidentally, the decision to transition to the pseudo bonus state, i.e., whether or not to grant a benefit, may be made by means other than the consumption of the ceiling number of games or the drawing of a rare role by a drawing means. For example, the decision to transition to the pseudo bonus state may be made when a predetermined role (for example, a bell role) has been won (or the actual number of times it has been won) reaches a predetermined number, or a drawing of a pseudo bonus state may be held at that time. Alternatively, predetermined points may be added according to the drawing of a role, and the points to be added may be made changeable according to the type of role won or the state in which the role is won, and the decision to transition to the pseudo bonus state may be made when these points reach a predetermined number, or a drawing of a pseudo bonus state may be held at that time.
[0082] In addition, a pseudo bonus state may be generated during the AT state described below. In addition, in the first embodiment, the winning combinations that trigger the pseudo bonus state are set to the chance combination and the strong cherry combination, but the pseudo bonus state may be drawn when other combinations are won.
[0083] During a predetermined period immediately before the number of games played reaches the ceiling number of games, and if the player wins the lottery for transitioning to the pseudo-bonus state, a premonition effect (first specific effect) is executed on the main display 8 for a predetermined number of games (for example, 18 games) to notify the player that they will eventually transition to the pseudo-bonus state, in order to increase the player's anticipation for the transition to the pseudo-bonus state.
[0084] In other words, even if the main control unit 10 has previously decided to transition to the pseudo bonus state, it does not immediately transition to the pseudo bonus state, but rather generates the pseudo bonus state after a predetermined number of games have been played from that point onwards, and the sub-control unit 20, based on the main control unit 10's prior decision to generate the pseudo bonus state, controls the execution of this premonition effect as a premonition effect during the period of a predetermined number of games played before transitioning to the pseudo bonus state. Therefore, when a transition to a pseudo-bonus state is predetermined as a bonus award, the sub-controller 20 is capable of executing this premonition effect across multiple games during a predetermined period before the bonus is awarded.
[0085] Furthermore, when the pseudo-bonus state is determined by the transition lottery, a waiting period of a predetermined number of games (for example, 12 games) is set between winning the transition lottery to the pseudo-bonus state and the execution of this premonition effect, and this premonition effect will be executed after the end of this waiting period. Therefore, even if the lottery for transition to the pseudo-bonus state is won, the transition to the pseudo-bonus state will not occur immediately, but will occur after a waiting period and the execution of the actual premonition effect.
[0086] During this premonition effect, the main display 8 switches to a stage image with a different background than that during the normal game state, and a premonition stage effect image is executed in which the characters that appear perform actions different from those during the normal game state. For example, an effect on the premonition stage in which a character advances through a cave is executed throughout multiple games. The effect content itself does not change even after one game ends. For example, even if the screen is switched due to the occurrence of various events in a given game, the effect content itself, such as a character advancing through a cave, continues in the next game without changing. Therefore, this premonition effect is a series of effects executed across (spanning) multiple games. In addition, multiple patterns with different backgrounds, etc. are prepared for the premonition stage, and one of the patterns of the premonition stage is selected under the control of the sub-controller 20 depending on whether or not a win has been made in the pseudo-bonus state at that time.
[0087] In addition, when the number of games played is not about to reach the ceiling number of games, and when a rare role (e.g., a chance role) that triggers a transition to the pseudo bonus state is won but the lottery for transition to the pseudo bonus state is not won, a fake premonition effect (second specific effect) of a predetermined number of games (e.g., 18 games) is executed on the main display 8 to notify that the transition to the pseudo bonus state will not ultimately occur, just as when the pseudo bonus state is won.
[0088] In other words, the sub-controller 20 is capable of executing a fake premonition effect as a specific effect (second specific effect) across multiple games based on the establishment of a predetermined condition when the main controller 10 has not previously determined the transition to the pseudo-bonus state. Therefore, regardless of whether the main control unit 10 as a bonus-granting means has previously decided to transition to a pseudo-bonus state, the sub-control unit 20 is capable of executing a specific effect (a real premonition effect or a fake premonition effect) across multiple games that can indicate whether a bonus will be granted or not when a predetermined condition such as winning a chance role is met.
[0089] The fake premonition effect may be performed with a predetermined probability (for example, 50%) when a rare role that triggers a transition to the pseudo bonus state is won but the lottery for transitioning to the pseudo bonus state is not won, or it may be performed always. Furthermore, when executing a fake premonition effect at a time when the number of games played is not immediately before reaching the ceiling number of games, it is preferable to execute the fake premonition effect in accordance with a period (zone) in which a preset ceiling number of games is likely to be selected.In this way, when the period in which the ceiling number of games is likely to be selected is reached, it is possible to increase the player's sense of anticipation even if the game does not transition to a pseudo-bonus state.
[0090] Also, when a fake premonition effect is executed based on the winning of a rare role, just as when a pseudo bonus state is won, a fake waiting period of a predetermined number of games (for example, 12 games) is set between the winning of a rare role that triggers a transition to the pseudo bonus state and the execution of the fake premonition effect. The real premonition effects and fake premonition effects are basically made up of a series of effects across multiple games in which the performance images (stages or characters that appear, etc.) are set in the same way, and by making the content that is finally announced different, the player's expectations can be kept captivated until the very end.
[0091] In addition, in the main premonition effect and the fake premonition effect, notification is made as to whether or not the state will eventually shift to a pseudo bonus state, and in this case, a continuous effect (continuous effect) is executed on the main display device 8 from several games (for example, two games) before the final game of the premonition effect. The continuous effect is executed, for example, as a battle effect consisting of images of a friendly character and an enemy character fighting for a predetermined number of games (for example, three games).
[0092] In the continuous performance (battle performance), a performance image is executed in which a friendly character and an enemy character compete in a predetermined battle event for each game, and the performance content of each game is carried over to the next game. For example, if a given friendly character is in a disadvantageous situation in a predetermined game, a performance is executed to carry over that situation to the next game, and ultimately a performance is executed in which one of the characters wins. Also, as will be described in detail later, in this first embodiment, the types of ally characters, enemy characters, and battle events that appear change depending on whether or not the game transitions to a pseudo-bonus state.
[0093] In addition, the content of the battle between ally characters and enemy characters in each game is set depending on whether or not there is a transition to a predetermined pseudo-bonus state, and for example, when there is a transition to the pseudo-bonus state, there are more games in which the ally characters have the advantage than when there is no transition. That is, the continuous effects are a series of effects that are executed over (across) a plurality of games. In addition, a button effect may be executed in parallel with the continuous effect.
[0094] If the game transitions to a pseudo-bonus state (in the case of this premonition effect), an image of the ally character ultimately winning is displayed to notify the player of the transition to the pseudo-bonus state, and if the game does not transition to a pseudo-bonus state (in the case of a fake premonition effect), an image of the ally character ultimately losing is displayed to notify the player that the game will not transition to the pseudo-bonus state.
[0095] In addition, instead of a continuous effect, an effect may be executed that is completed with only the final game of the main premonition effect and the fake premonition effect, and a notification regarding a transition to a pseudo bonus state may be given based on the result of that effect. In addition, the real sign effect and the fake sign effect may be generated without executing the waiting period. In addition, the fake sign effect may be generated always when a rare combination that triggers a transition to the pseudo bonus state is won, or may be generated with a predetermined probability. In addition, after winning a rare role, only the continuous effects during this premonition effect may be executed to transition to a pseudo bonus state or the like. The number of games for the real premonition effects and the fake premonition effects may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games).Similarly, the waiting period may be selectively determined from a plurality of numbers of games (for example, 10 to 15 games), so that the waiting period can be varied.
[0096] The number of games that can be selected for the execution period of the real premonition effect and the fake premonition effect may be set to the same, but the number of games that cannot be selected for the fake premonition effect may be selectable during the real premonition effect. In this way, if the premonition effect ends after an unrealistically short number of games for the fake premonition effect, or if the premonition effect continues for an unrealistically long number of games for the fake premonition effect, the real premonition effect will be confirmed, thereby increasing the player's sense of anticipation.
[0097] -Transition process from normal game state to CZ state (arrow c1 in Figure 3) In the normal game state, the main control device 10 performs a lottery process to transition to the CZ state based on winning a predetermined rare combination. For example, when a strong watermelon combination is won, the transition process to the CZ state is performed with a predetermined probability (for example, 10%). The condition for transitioning to the CZ state is winning this transition lottery.
[0098] In addition, in order to increase the player's anticipation for the transition to the CZ state, even if a specified rare role is won and a transition to the CZ state is determined, the transition to the CZ state may not occur immediately, but rather a continuous CZ state presentation may be executed on the main display 8 for a specified number of games (for example, 3 games) to notify the player that they will eventually transition to the CZ state.
[0099] Also, even if a player wins a predetermined rare combination but does not win the lottery for transitioning to the CZ state, a fake continuous performance of the CZ state for a predetermined number of games (for example, 3 games) may be executed on the main display 8 to notify the player that they will not ultimately transition to the CZ state. In this case, the characters that appear in the continuous performance of the CZ state and the fake continuous performance may basically be set to be the same, and the content of the final notification may be made different, thereby keeping the player's expectations high until the end.
[0100] For example, as a continuous effect in the CZ state (or a fake continuous effect), an effect image may be executed in which a character challenges a sports competition throughout each game. In this case, during the continuous effect (or fake continuous effect), sports competitions are executed continuously throughout the games in between, and if the CZ state is won, an effect image is executed in which the character ultimately succeeds in the competition (for example, succeeds in scoring a goal in soccer), and if the CZ state is not won, an effect image is executed in which the character fails in the competition.
[0101] -Transition process from normal game state to AT state (arrow g1 in Figure 3) In the normal game state, the main control device 10 performs a lottery process to transition to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition to the AT state during normal gameplay may be made on the condition that a specified rare role is won, or may be made with a specified probability (for example, 1%) when a losing lottery result is derived in which no small role is won.
[0102] In this first embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to increase the player's sense of anticipation, and therefore the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. In addition, the probability of transitioning directly from the normal gaming state to the AT state may be made changeable depending on the set probability in the probability setting device 14, or the lottery for transitioning directly from the normal gaming state to the AT state may be won only in the case of a relatively high set value (for example, setting 4 to 6). Furthermore, if the player wins the lottery to transition to the AT state during normal gameplay, a premonition effect similar to that which occurs when the pseudo-bonus state described above occurs is executed, and the AT state occurs after the premonition effect ends.
[0103] In addition, when the lottery for transitioning directly from the normal game state to the AT state is won, the selection control of the premonition effect different from that when the pseudo bonus state occurs may be performed. For example, when transitioning directly to the AT state, the selection rate of the premonition effect consisting of characters and backgrounds that have a low appearance rate (or do not appear) in the fake premonition effect may be made higher than when the pseudo bonus state occurs. In addition, the premonition effect that is not executed when the pseudo bonus state occurs may be executed only when transitioning directly to the AT state.
[0104] (CZ state) In the CZ state, push order navigation is not performed when the push order bell role is won, but the lottery process for transitioning to the pseudo bonus state is performed with a higher probability in each game than in the normal game state, so it is a game state in which it is easier to transition to the pseudo bonus state than when staying in the normal game state. Although push order navigation is not performed when the push order bell role is won, push order navigation may be performed when the push order bell role is won, or push order navigation may be performed only when the push order bell role is won, i.e., with a predetermined probability (for example, 40%) when the push order bell role is won.
[0105] When in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal game state, so the CZ state is positioned as a chance zone in the flow of the game. The maximum number of games that can be played in CZ state is 10. During the CZ state, control information regarding the CZ state is sent from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the number of remaining games during the CZ state are displayed on the main display unit 8.
[0106] -Transition process from CZ state to pseudo-bonus state (arrow e1 in Figure 3) In the CZ state, a lottery process to transition to the pseudo-bonus state is performed in each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is set according to the winning combination of each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is, for example, 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a miss occurs. The lottery for transitioning to the pseudo bonus state is conducted for each game in the CZ state, but whether or not there will be a transition to the pseudo bonus state is determined in the final game of the CZ state. If a transition to the pseudo bonus state is announced in the final game, the game state will transition to the pseudo bonus state, just like in the normal game state. The lottery for transitioning to the pseudo-bonus state is executed when each role is internally won, so even if the symbol corresponding to the winning role does not stop on reel 4 (when a win is missed), the lottery for transitioning to the pseudo-bonus state is executed. Also, when the CZ state ends and the game transitions to a pseudo-bonus state, the game zone will continue as an advantageous zone.
[0107] The winning probability of the lottery process for transitioning to the pseudo bonus state for some or all of the winning combinations may be other than those described above. Also, although the lottery process for transitioning to the pseudo bonus state is performed when a bell combination is won, the lottery process for transitioning to the pseudo bonus state may be performed based on the winning of a symbol corresponding to the bell combination.
[0108] Also, during the CZ state, in order to increase the interest of the game, a CZ effect in which a predetermined character appears is displayed on the main display 8. In the CZ effect, for example, during the first few games (e.g., seven games), an effect image in which the main character prepares for a battle is displayed, and during the last few games (e.g., three games) of the CZ state, an effect image in which an ally character and an enemy character battle each other is displayed as a series of effects spanning multiple games. Then, if the player wins the lottery for transitioning to the pseudo bonus state, the player is notified that the ally character will win the final game and transition to the pseudo bonus state.
[0109] During the CZ state, the background during the preparation for the match and the details of the offense and defense during the match change depending on the winnings of the games played during that time, creating a sense of anticipation for the transition to the pseudo-bonus state. The number of remaining games in the CZ state is displayed on the main display 8, and the number of remaining games is subtracted each time a game is played. Also, during the preparation performance before the battle performance in the CZ performance, performance images in which allied characters prepare for the battle are executed continuously throughout each game, so even during the preparation performance, a series of performances spans (spans) multiple games.
[0110] In addition, during the CZ state, the presence or absence of a transition to the CZ state may be notified without executing a battle effect. For example, if a pseudo-bonus state is won in a predetermined game during the CZ state, an effect may be executed to notify that the pseudo-bonus state will be entered during that game. In this case, if the pseudo-bonus state is not won in any game during the CZ state, the CZ state will end without an effect to notify that the pseudo-bonus state will be entered.
[0111] ·Transition process from CZ state to normal game state (arrow d1 in Figure 3) If you are not successful in the lottery to transition to the pseudo-bonus state in the CZ state, after a set number of games have been played in the CZ state, you will transition to the normal game state. At this time, the CZ effect will notify you that your ally character has been defeated and will not transition to the pseudo-bonus state. Also, when the CZ state ends and the game transitions to the normal game state, the game zone continues as the advantageous zone, but the game zone may also transition from the advantageous zone to the normal zone.
[0112] In addition, when transitioning from the CZ state to the normal gaming state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, a predetermined character from among multiple characters may be displayed on the main display device 8 or the sub-display device 17. The character to be displayed is selected according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, so it is possible to predict the setting value to some extent from the displayed character.
[0113] (pseudo bonus state) The pseudo-bonus state, which is a specific gaming state, is a gaming state in which it is extremely easy to win medals during a game in the pseudo-bonus state, as push order navigation for the push order bell role is executed to notify the player of an operation mode that is advantageous to the player.
[0114] In addition, the pseudo bonus state continues for a predetermined period of time, and a lottery to transition to the AT state is held in a predetermined game that is executed during that period. In this first embodiment, two types of pseudo bonus states with different durations can be generated: a pseudo regular bonus state with a duration of 20 games, and a pseudo big bonus state with a duration of 30 games that is more advantageous to the player than the pseudo regular bonus state. The type of pseudo-bonus state is controlled so as to be predetermined when the conditions for transitioning to the advantageous zone are met or when a predetermined rare role, which is the trigger for winning the pseudo-bonus state, is won.
[0115] During the pseudo bonus state, the push order navigation is executed, and the probability of winning the push order bell role is set so that the number of medals increases if the player plays the game according to the push order navigation. Therefore, if the player wins the lottery to transition to the AT state during the pseudo bonus state, where a large number of medals can be won, the AT state will occur after the pseudo bonus state ends, and the player will be able to play the game to trigger the next pseudo bonus state while winning a certain number of medals, which creates a synergistically advantageous state for the player.
[0116] Furthermore, in the first game that transitions to the pseudo bonus state, the period from the operation of the start lever 3 to the operation of the stop button 5 becoming effective is extended by the control of the main control device 10 compared to a normal game, and during this period, a pseudo game (announcement pseudo game) is executed in which the reel 4 is rotated forward, and then a specific pattern combination on the reel 4 is stopped once, and then the reel 4 is rotated forward again, thereby announcing that the pseudo bonus state has occurred. It should be noted that rather than executing a pseudo-game notification in the first game that transitions to the pseudo-bonus state and stopping a specific symbol combination (such as "7 7 7"), the pseudo-bonus state may be initiated in the next game in which a predetermined role (for example, a replay role) is won, and when the predetermined role is won, the stopping of reel 4 may be controlled so that a specific symbol combination stops when reel 4 is stopped in a predetermined sequence of pushes (for example, "5c → 5b → 5a"), and when the predetermined role is won, the predetermined sequence of pushes may be announced, making it possible to form a specific symbol combination one game before the pseudo-bonus state begins.
[0117] The specific symbol combination that is pseudo-stopped at this time differs depending on the type of pseudo-bonus state that occurs; in the case of a pseudo-regular bonus state, "BAR, BAR, BAR" is pseudo-stopped, and in the case of a pseudo-big bonus state, "7, 7, 7" is pseudo-stopped. That is, when the main control device 10 notifies the granting of a predetermined benefit, it enables the execution of a pseudo game (notification pseudo game). In addition, the specified benefit announced by the pseudo-game notification may be something other than a pseudo-bonus state, but may also be a state that is advantageous to the player, such as a CZ state or an AT state, or may be a winning role such as a rare role.
[0118] The period during which the pseudo-game notification is performed is set to, for example, 15 seconds, and during this period, operation of the stop button 5 is invalid, so that even if the reel 4 is operating, the game cannot proceed. Then, at the end of the pseudo-game notification, a specific symbol combination (such as "7, 7, 7") will stop (automatically stop), so the pseudo-bonus state is a state in which navigation is executed in the same way as the AT state in terms of game content, but in appearance it is as if a so-called bonus state (real bonus state) has occurred, which differentiates it from the AT state.
[0119] Furthermore, when the notification pseudo game ends, the reel 4 automatically starts rotating in the forward direction, and operation of the stop button 5 becomes effective, starting the actual game. From this point on, the stop operation of the first game that has transitioned to the pseudo bonus state can be performed in the same way as in a normal game. During the reel effect, the sub-controller 20 controls the main display 8 to display an effect image corresponding to the reel effect, which notifies the occurrence of the pseudo bonus state.
[0120] -Transition process from pseudo bonus state to AT state (arrow f1 in Figure 3) In the pseudo bonus state, a lottery process for transitioning to the AT state is performed based on the execution of each game during the pseudo bonus state. In the first embodiment, a lottery process for transitioning to the AT state is executed for each game during the pseudo bonus state to determine whether or not to transition to the AT state. Then, as a result of the AT state transition lottery process, if the transition condition to the AT state is met as a special condition, the game state will transition to the AT state after the pseudo bonus state ends. Also, when the pseudo-bonus state ends and the game transitions to the AT state, the game zone will continue as a favorable zone.
[0121] In this first embodiment, the AT state transition lottery process can be any process that is carried out so as to transition to the AT state during part of the pseudo bonus state, and the AT state transition lottery may be carried out with a fixed probability for each game, or if a rare role is won, the AT state transition lottery may be carried out with a higher probability than if a non-rare role is won.
[0122] In addition, the lottery process for transitioning to the AT state may be performed throughout the entire pseudo-bonus state, or a period of a predetermined number of games (for example, three games) may be set at the end of the pseudo-bonus state for performing the lottery process for transitioning to the AT state, and a lottery may be held during this period to determine whether or not to transition to the AT state. In addition to the above-mentioned lottery process for transition to the AT state in a game during the pseudo bonus state, a lottery process for transition to the AT state may be performed at the time of transition (start) of the pseudo bonus state.
[0123] During the pseudo bonus state, a predetermined effect is executed on the main display 8 under the control of the sub-controller 20 as an effect control means based on the reception of control information from the main controller 10 in response to the execution of the game.
[0124] For example, when a rare role is won in a game during the pseudo bonus state, an effect is executed to notify the player that the rare role has been won. Furthermore, during a predetermined period of games (for example, three games) at the end of the pseudo-bonus state, a continuous presentation (battle presentation) is executed according to the result of the lottery to transition to the AT state, and if the lottery result is to transition to the AT state, the presentation result that the ally character ultimately wins is derived, and if the lottery result is not to transition to the AT state, the presentation result that the ally character ultimately loses is derived, and the result of the lottery to transition to the AT state is announced as the result of the continuous presentation.
[0125] The presentation mode during the continuous performance is determined in advance based on the result of the lottery for transitioning to the AT state, and if the lottery result is to transition to the AT state, a presentation mode in which the ally character is in the lead is determined, and if the lottery result is not to transition to the AT state, a presentation mode in which the ally character is in the lead is determined. However, since the lottery process for transitioning to the AT state is also performed in the game while the continuous performance is being executed, the final result of the continuous performance is determined taking into account the lottery process for transitioning to the AT state during the continuous performance. In addition, if the result of the AT state transition lottery process during the pseudo bonus state is that a transition to the AT state is decided, a presentation may be executed from that point on to notify that the transition to the AT state has been confirmed.
[0126] Furthermore, in order to enhance the interest of the game during other pseudo bonus states, a pseudo bonus state effect (pseudo bonus effect) in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo bonus effect, for example, an introductory image of each appearing character is displayed, and predetermined music is output from the speaker 9.
[0127] Furthermore, the lottery for transitioning to the AT state during the pseudo bonus state may be carried out in a manner other than that described above. For example, when reel 4 is stopped in a normal operation mode (for example, an operation mode in which the left reel 4a is stopped first), a symbol combination corresponding to a replay role will stop, but when reel 4 is stopped in an irregular operation mode different from the normal operation mode (for example, an operation mode in which the right reel 4c is stopped first), a specific replay role in which a specific symbol combination (for example, "BAR, BAR, BAR") stops can be drawn, and if a specific replay role is won during a period other than the lottery game period during the pseudo bonus state, the game may transition to the AT state unconditionally (with a 100% probability). In this case, when a specific replay combination is won, it is preferable that the main display 8 displays an image urging the player to perform an irregular operation mode and aim for a specific symbol combination.
[0128] In addition, a button effect may be executed during a continuous effect (battle effect) in the pseudo bonus state. The button effect as an operation effect is a series of effects in which first, on the main display 8 (or sub-display 17), an image imitating an operation button that prompts the operation of the effect button 2d, or an operation image consisting of text information instructing the operation (for example, "PUSH"), etc. is displayed, and then, when the instructed effect button 2d (or upper effect button 2f) is operated, a predetermined image is displayed on the main display 8 (or sub-display 17).For example, at the end of the game in which the final game of the battle effect is executed, an image imitating an operation button or an operation image is displayed, and then, when the instructed effect button 2d is operated, an image announcing the result of the predetermined battle lottery is displayed on the main display 8. In this case, it is preferable that if the result of the match lottery is a win, the probability of the button effect being executed is higher than if the result is a non-win.
[0129] -Transition process from pseudo bonus state to normal game state (arrow b1 in Figure 3) In the pseudo bonus state, if the special conditions are not met and the right to transition to the AT state is not granted, that is, if the result of the lottery process for transition to the AT state in the pseudo bonus state is not a winning result, the game will transition to the normal game state after the pseudo bonus state ends. In addition, in some cases where the pseudo-bonus state ends and the game state transitions to the normal game state, the game zone may not transition from the advantageous zone to the normal zone.
[0130] When transitioning from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and sub-control device 20. For example, by displaying a predetermined character from among a plurality of characters on the main display 8 or sub-display 17 and selecting this displayed character according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, it becomes possible to predict the setting value to some extent from the displayed character.
[0131] (AT state) The AT state in this first embodiment is a game state in which it is easy to win medals, as push order navigation for the push order bell role is performed to notify the player of an operation mode that is advantageous to the player during the game in the AT state. During the AT state, the continuation is managed as the remaining number of games that can continue the AT state, with a predetermined number of games (e.g., 50 games) granted at the time of initial transition to the AT state, and the remaining number of games is subtracted each time a game is played, and the AT state continues until there are no remaining games.
[0132] In addition, when the game transitions to the AT state, a pseudo-game notification may be executed in the first game, as in the case of a transition to the pseudo-bonus state, and a reel effect may be executed to notify the transition to the AT state by pseudo-stopping a predetermined pattern combination on a predetermined line in the display window 6.
[0133] Also, during the AT state, if a specified rare role is won, an additional lottery is held to add a specified number of games to the remaining number of games, and if the additional lottery is won, the number of remaining games will increase and the duration of the AT state will be extended by that amount. The trigger role for the additional lottery may be any role, and the number of games to be added may be selected from a plurality of numbers of games. Also, the number of games to be added may be changed depending on the winning role.
[0134] In addition, in this first embodiment, if a predetermined condition is met in a game during the AT state, an additional specialized zone occurs for a predetermined period of time, and during this specialized zone, the number of games to be added is drawn at a higher rate than outside the additional specialized zone. Furthermore, since the specialized zone is a state that is extremely advantageous to the player, it is preferable that the above-mentioned specified conditions be met with a specified probability when a rare combination with a low probability of winning is won. Details about the bonus special zone will be provided later.
[0135] -Transition process from AT state to pseudo bonus state (arrow i1 in Figure 3) During the AT state, as during the normal game state, the main control unit 10 performs a lottery process to transition to the pseudo-bonus state based on the winning of a specified rare role as a specific lottery result, and the transition process to the pseudo-bonus state is performed with a specified probability (for example, 20%) when a chance role or a strong cherry role is won. Also, if the AT state transitions to a pseudo-bonus state, the game zone will continue as a favorable zone.
[0136] If the player wins the lottery to transition to the pseudo-bonus state during the AT state, the AT state currently in progress will be temporarily interrupted and the game state will transition to the pseudo-bonus state. Therefore, the number of remaining games in the AT state is reserved when transitioning to the pseudo-bonus state, and when returning to the AT state, the AT state will resume based on the reserved number of remaining games. Also, if the AT state transitions to the pseudo bonus state, the pseudo bonus state will be executed for a predetermined period (for example, 20 games) as described above.
[0137] However, when the pseudo-bonus state is entered during the AT state, unlike when the pseudo-bonus state is entered during normal game play, the lottery process for entering the AT state is not performed, and the pseudo-bonus state ends when a predetermined number of games have been played, and the state returns to the AT state.
[0138] In addition, if the AT state transitions to a pseudo-bonus state, an additional lottery may be held when a predetermined role is won during the pseudo-bonus state. Also, if the player wins the lottery to transition to the pseudo-bonus state during the AT state, the transition to the pseudo-bonus state may not occur immediately, but rather the transition to the pseudo-bonus state may be made after a battle presentation (a battle presentation in which the ally character wins) is performed as described above for a predetermined period of time (for example, three games). In addition, if a player wins a specified rare role during the AT state but does not win the lottery to transition to the pseudo-bonus state, a battle effect (a battle effect in which an ally character is defeated) may be executed.
[0139] -Transition process from AT state to normal game state (arrow h1 in Figure 3) If the number of remaining games becomes zero during the AT state, the game will transition to the normal game state after the AT state ends. Also, when the AT state ends and the game transitions to the normal game state, the game zone transitions from the advantageous zone to the normal zone. In addition, in some cases where the AT state ends and the game transitions to the normal game state, the advantageous zone may be allowed to continue.
[0140] In addition, at the end of the AT state, an ending state is set for a predetermined period (for example, 5 seconds), and during the ending state (ending period), the game progress is temporarily disabled, and after the ending state ends, the game transitions to the normal game state. During the ending state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display device 8 and the sub-display device 17, and a predetermined sound is output from the speaker 9. As described above, the gaming state transition is performed in the slot machine 1 of the first embodiment.
[0141] [Lottery table used to determine the ceiling number of games on the main control device] Next, with reference to FIG. 4, a description will be given of the lottery for determining the ceiling number of games when a game is executed in the normal gaming state in the slot machine 1 of the first embodiment. When the condition for shifting to the advantageous zone is met (for example, when a bell role is won) in the normal zone in the normal gaming state, the main control device 10 selects the ceiling number of games in the subsequent normal gaming state.
[0142] When the number of games in the normal game state reaches the selected ceiling number of games, a pseudo bonus state is generated as a special benefit. In this first embodiment, the pseudo-bonus state can also occur when a transition lottery is won when a specified role (for example, a rare role) is won during the normal game state, but the pseudo-bonus state is mainly generated when the number of games played reaches the ceiling number of games.
[0143] In addition, when determining the ceiling number of games, the main control unit 10 first determines a zone in which a predetermined range of game numbers is specified for roughly determining the ceiling number of games, and then determines the ceiling number of games by selecting one game number from within the range of game numbers in the determined zone. There are four pre-defined zones, Zones 1 to 4, each spaced at a predetermined interval. Therefore, if the actual number of games reaches one of these four zones, the possibility of a pseudo-bonus state occurring increases, and the player's expectations increase at each predetermined timing.
[0144] The range of ceiling game numbers for each zone is 50 to 100 games in Zone 1, 250 to 299 games in Zone 2, 450 to 499 games in Zone 3, and 750 to 800 games in Zone 4.
[0145] Therefore, for example, if zone 1 is selected, a relatively small ceiling game number will be determined, and the game will proceed in a manner advantageous to the player, but on the other hand, if zone 4 is selected, a relatively large ceiling game number will be determined, and the game will proceed in a manner disadvantageous to the player. However, even if zone 4 is selected, since the maximum number of games is set to 800, the pseudo-bonus state will always occur before the maximum number of games is played.
[0146] In addition, the main control device 10 performs processing to determine the game mode when transitioning from the normal zone to the advantageous zone. The game modes are set to a normal mode in which any of the above zones 1 to 4 can be selected, and a heaven mode in which only zone 1 can be selected, and when transitioning from the normal zone to the advantageous zone, one of the game modes is selected based on the setting value in the probability setting device 14. Therefore, when Heaven mode is selected, a pseudo-bonus state will always occur within 100 games. The probability of selecting the heaven mode is set to be higher as the set value in the probability setting device 14 is higher.
[0147] FIG. 4 shows an internal lottery table used to determine the ceiling number of games when transitioning from the normal zone to the advantageous zone when the normal mode is selected. When normal mode is selected, the ceiling number of games is determined by first determining the zone for determining the ceiling number of games using the internal lottery table shown in Figure 4, and then determining the ceiling number of games from within the determined zone.When determining the zone, the main control unit 10 draws random numbers for the zone lottery, and in Figure 4, the range (number) of random number values to be obtained is set to 256, and the number of random number values that will be obtained when each zone is won is shown.
[0148] As shown in Figure 4, for example, when the setting value in the probability setting device 14 is setting 1, zone 1 is selected with a probability of 48 / 256, zone 2 is selected with a probability of 16 / 256, zone 3 is selected with a probability of 64 / 256, and zone 4 is selected with a probability of 128 / 256.
[0149] Although a detailed description will be omitted, even when the setting value in the probability setting device 14 is set to settings 2 to 6, one of the zones will be selected and determined at each probability shown in FIG.
[0150] Then, although not shown in the illustration, after each zone is determined, a lottery is held to determine the ceiling number of games set within the zone, and ultimately the ceiling number of games after the transition to the current advantageous zone is determined. For example, when zone 1 is determined, any number of games between 50 and 100 games is determined as the ceiling number of games.
[0151] When Heaven mode is selected, a ceiling game number will be determined within the range of Zone 1. The determination of the ceiling number of games within each zone is carried out based on the random number for the ceiling number of games lottery that is extracted when the conditions for transition to the advantageous zone are met, in the same way as extracting the random number for the zone lottery, and the ceiling number of games within each zone is drawn evenly, but the lottery processing may also be performed so as to increase the selection rate of the specified ceiling number of games within each zone.
[0152] Since the ceiling number of games is determined as described above, when Heaven mode is selected, the ceiling number of games will always be selected to be within 100 games. Also, when the normal mode is selected, the higher the set value in the probability setting device 14, the higher the probability that a smaller ceiling game number will be selected.
[0153] Also, when the setting value is an even number, the probability of zone 1 being selected is relatively lower than when the setting value is an odd number, but the probability of zones 2 and 3 being selected is higher.Therefore, when the setting value is an even number, a lower ceiling game number is less likely to be selected than an odd number, but a higher ceiling game number also tends to be less likely to be selected. On the other hand, when the set value is an odd number, the probability that zone 1 will be selected is relatively higher than when the set value is an even number, but the probability that zone 4 will be selected is also higher, and when the set value is an odd number, a lower ceiling game number is more likely to be selected than when the set value is an even number, but a higher ceiling game number also tends to be selected.
[0154] In addition, in the normal zone, the conditions for transitioning to the advantageous zone may be met when a rare role is won.In this case, the probability of selecting a zone with a lower ceiling number of games may be increased compared to when a role other than a rare role is won, and further, the probability of selecting zone 3 or zone 4 with a relatively high number of games may be decreased. The lottery for the ceiling number of games is carried out as described above.
[0155] [Direction mode] Next, the presentation mode will be described with reference to FIG. In this first embodiment, multiple presentation modes are set to determine the tendency of the presentation content on the main display 8 and sub-display 17 mainly in normal game mode, and the presentation content changes depending on the selected presentation mode.
[0156] As shown in FIG. 5, the sub-controller 20 can be controlled to either presentation mode A or presentation mode B, and switches between presentation modes based on the player's selection operation.
[0157] The sub-control device 20, details of which will be described later, displays a bonus suggestion-related image on the main display 8 when switched to presentation mode A, and this bonus suggestion-related image is updated (or appears) in accordance with the execution of various bonus suggestion-related presentations related to the occurrence of a pseudo-bonus state, thereby making it possible to suggest the time when the next pseudo-bonus state will occur, etc. That is, the sub-control device 20 constitutes a first suggestion control means capable of performing control to suggest information relating to the occurrence of a pseudo-bonus state as a specific gaming state.
[0158] The bonus suggestion related images are updated and displayed as specified images when the performance points, which are updated during normal gameplay, reach a specified value (50 points). In addition, data related to the bonus suggestion related images is initialized when transitioning to the normal section (including resetting) and when the premonition performance ends. In addition to the above, initialization of data related to bonus suggestion related images is also performed when switching from presentation mode B to presentation mode A.
[0159] On the other hand, when the mode is switched to presentation mode B, a setting suggestion-related image is displayed on the main display 8, and new images are added to this setting suggestion-related image depending on the execution of various setting suggestion-related presentations related to the setting values in the probability setting device 14, making it possible to suggest whether the setting values in the probability setting device 14 are high or low. In other words, the sub-controller 20 constitutes a second suggestion control means capable of controlling to suggest information related to the setting stage of the probability setting device 14 as a setting means.
[0160] The setting suggestion related images are updated by adding a specified image when the performance points updated during normal gameplay reach a specified value (50 points). In addition, the data related to the setting suggestion related images is not initialized when transitioning to the normal section or when the premonition performance ends, but is initialized only when resetting.
[0161] Therefore, for example, when switching from presentation mode B to presentation mode A, the data related to the setting suggestion related image is not initialized, and the presentation image at that time is stored and retained, and when presentation mode B is next selected, the stored presentation image is restored and displayed. In addition, the effect points that trigger updates to bonus suggestion related images and setting suggestion related images are initialized when transitioning to the normal section (including when resetting) and when the premonition effect ends.
[0162] In addition, the presentation mode is switched by touching the touch panel of the sub-display 17, and the sub-controller 20 can switch the presentation mode at the time of transition to the normal section and at the end of the premonition presentation, that is, at the time of data initialization in presentation mode A.
[0163] As a method of switching presentation modes, for example, during the first game that transitions to the normal section, or during the next game after the premonition presentation has ended, information such as "Do you want to switch presentation mode?" and "YES" or "NO" is displayed, and when the player touches the "YES" image, the presentation mode that had been selected up to that point is switched to a different presentation mode, and if the player does not wish to switch presentation modes, the presentation mode that had been selected up to that point can be continued by touching the "NO" image or by continuing the game as is.
[0164] As described above, in this first embodiment, the player can choose to switch between presentation mode A, in which a bonus suggestion-related presentation is executed, and presentation mode B, in which a setting suggestion-related presentation is executed. In other words, the sub-control device 20 constitutes a switching control means that can switch between the first suggestion control means that controls the bonus suggestion related presentation and the second suggestion control means that controls the setting suggestion related presentation based on the player's operation. Therefore, it is possible to change the content of the presentation in accordance with the player's preferences, and it is possible to implement presentations that will satisfy a large number of players.
[0165] In addition, the switching of presentation modes can be performed at the time of transition to the normal section and at the end of the premonition presentation, that is, at the time of data initialization in presentation mode A. That is, the sub-controller 20 as a switching control means can switch between the first suggestion control means and the second suggestion control means to control based on the establishment of a predetermined condition. Therefore, it is possible to prevent players from becoming dissatisfied, for example, when an updated bonus suggestion-related image is initialized midway through, and it is possible to execute both the bonus suggestion-related effects and the setting suggestion-related effects without any problems.
[0166] In addition, the method of switching the presentation mode may be other than that described above as long as it is selectable by the player, and may also be performed by operating the presentation button 2d or the upper presentation button 2f in addition to touching the touch panel of the sub-display 17. Furthermore, the time at which the presentation mode can be switched may be other than that described above. For example, the presentation mode may be switchable until a predetermined number of games (for example, 30) have been played after the premonition presentation has ended. In addition, it may be possible to make it impossible to switch presentation modes during the advantageous period, or to make it possible to switch presentation modes when the number of games played during the advantageous period exceeds a predetermined number (for example, 500 times), or to make it possible to change from presentation mode B to A even when switching is impossible. The presentation mode is set as described above.
[0167] [Probability of winning performance points] Next, the probability of winning effect points will be described with reference to FIG. As mentioned above, the sub-controller 20 manages data relating to presentation points that trigger updates to bonus suggestion related images and setting suggestion related images, and performs processing to add (acquire) presentation points in connection with the execution of the game during normal game play.
[0168] Then, when the performance points reach a specified value (specific value: 50 points) as a result of the above addition, the bonus suggestion related image and the setting suggestion related image are updated to (or appear as) new images. In other words, the sub-control device 20 is equipped with an information update means that can update the presentation points as specific information based on the execution of the game, and can update the bonus suggestion related images and setting suggestion related images as suggestive information to new suggestive information based on the specific information determined by the information update means reaching a specific value (50 points).
[0169] In addition, the performance points are initialized when the game transitions to the normal section (including when it is reset) and when the premonition performance ends. After the game starts, based on the results of the role draw, one of 1 to 30 points is added to the performance points up to that point, and the cumulative value becomes the performance points at that time.
[0170] In addition, the sub-controller 20 can control the presentation probability state to either a normal presentation probability state in which presentation points are added (acquired) with a predetermined probability, or a high presentation probability state in which the probability of adding (acquiring) presentation points is higher than in the normal presentation probability state. For example, after the premonition presentation ends, the state is controlled to the high presentation probability state until a predetermined number of games (for example, 30 times) have been played.
[0171] FIG. 6 shows the probability of winning each point in the normal effect probability state, which is determined by the control of the sub-controller 20. First, as shown in Figure 6(a), in the normal probability state of the presentation, for example, when the common bell role is won, 1 point is added with an 82% probability, 2 points are added with a 10% probability, 3 points are added with a 5% probability, 5 points are added with a 3% probability, and the probability of adding 10 points, 20 points, and 30 points is 0%. Although detailed explanations are omitted, when a weak rare role or a strong rare role is won in the normal probability state of the performance, points are added at the probability shown in the figure.
[0172] On the other hand, as shown in Figure 6(b), in a high performance probability state, for example, when a common bell role is won, 1 point is added with a 70% probability, 2 points are added with a 15% probability, 3 points are added with a 10% probability, 5 points are added with a 5% probability, and the probability of adding 10 points, 20 points, and 30 points is 0%. Although detailed explanations are omitted, when a weak rare role or a strong rare role is won in a high performance probability state, points are added at the probabilities shown in the figure. Also, although not shown in the figure, when a role other than the common bell role or rare role is won, no points are added regardless of the performance probability state.
[0173] As described above, the effect points are added, and the cumulative value after the addition is displayed on the main display 8 as the effect points at that time, as will be described in detail later. Furthermore, when the high probability state of performance is reached, an image (background image, etc.) will be displayed on the main display 8 to notify that the high probability state of performance is reached. However, in the high probability state of performance, the display of the performance points is not updated each time the performance points are added, but the addition results are stored internally, and the cumulative value is added to the performance points and displayed all at once when the high probability state of performance ends. Therefore, during the high probability state of performance, the number of points added for each winning combination is unknown, but when the high probability state of performance ends, a large number of points will be added all at once.
[0174] As described above, a predetermined number of points are added to the performance points based on the result of the lottery for the role, so the probability of points being added is higher if you win a rare role than if you win a common bell role, and furthermore, the probability of points being added is higher if you win a strong rare role than if you win a weak rare role. In particular, if you win a strong rare role, you will be guaranteed to receive 10 or more points.
[0175] Therefore, various points are added depending on the type of winning combination, which makes it possible to increase the entertainment value of the game. Furthermore, if a rare role is won, it is possible to increase the player's sense of expectation, and in particular, if a strong rare role is won, it is possible to further increase the player's sense of expectation.
[0176] Furthermore, the probability of points being added when each winning combination is achieved is higher in the high-probability state than in the normal-probability state. Therefore, during a high probability state of presentation, the possibility of adding up a large number of points increases, which can heighten the player's sense of anticipation.
[0177] Furthermore, since the high probability state of presentation is entered upon the end of the premonition presentation, even if the pseudo-bonus state does not occur, it is possible to reduce the player's sense of disappointment and increase their motivation to play in order to generate the next pseudo-bonus state.
[0178] When the result of adding the effect points reaches a predetermined value, the bonus suggestion related image and the setting suggestion related image serving as suggestive information are updated to new suggestive information. Therefore, the bonus suggestion related images and setting suggestion related images are periodically updated (or appear) with new ones, which makes it possible to increase the interest of the game and also to increase the player's sense of expectation over the long term. As described above, control related to the acquisition of performance points is performed.
[0179] [Performance Mode A] Next, the above-mentioned rendering mode A will be described with reference to FIGS. First, with reference to FIG. 7, various expectation effects will be described as bonus suggestion-related effects executed when the effect mode A is selected. As mentioned above, during normal game play, presentation points are added based on the execution of the game, but when presentation mode A is selected, a bonus suggestion-related presentation is executed in which the bonus suggestion-related image is updated and displayed each time the presentation points reach a specified value (for example, 50 points).
[0180] This bonus suggestion related effect has multiple effects, expectation effects 1 to 6, and when the effect points reach a specified value, one of the expectation effects is selected, and the bonus suggestion related image is updated (or revealed) in response to the execution of the selected expectation effect. Therefore, every time the effect points reach a specified value, a bonus suggestion-related effect is executed, and various bonus suggestion-related images are updated (or appear) in response to the executed effect, thereby increasing the expectation of the occurrence of a pseudo-bonus state.
[0181] FIG. 7 shows types of expectation effects 1 to 6 executed by the sub-controller 20 as bonus suggestion related effects. First, the expectation effect 1 is an effect for promoting an ally character, and is an effect for promoting an ally character image displayed as a bonus suggestion related image to an ally character with a higher expectation. The ally character image, which will be described in detail later, indicates an ally character that will appear during the battle performance that is executed afterwards during the premonition performance. This character will battle against an enemy character, and each time an ally character is promoted, the expectation of winning the battle performance, i.e., winning the pseudo-bonus state, increases.
[0182] Furthermore, the ally character images are set to four types of images corresponding to ally characters A to D, with the expectation increasing in the order of A→B→C→D. In addition, when the character is promoted to ally character D, selection control may be performed so that the victory of the ally character (occurrence of a pseudo-bonus state) is confirmed in the next battle performance.
[0183] The expectation level effect 2 is an effect for raising the battle level, and is an effect for raising the battle level image displayed as the bonus suggestion related image to a battle level with a higher expectation level. The battle level image indicates in stages the degree of expectation for winning the pseudo bonus state in the battle performance during the premonition performance that is executed thereafter, and the degree of expectation for winning the battle performance, i.e., winning the pseudo bonus state, increases with each promotion of the battle level.
[0184] In addition, the battle level images are set to four types corresponding to battle levels 1 to 4, with the expectation increasing in the order of 1 → 2 → 3 → 4, and when the battle level is promoted to 4, selection control is performed so that the victory of the ally character (occurrence of a pseudo-bonus state) is confirmed in the next battle performance.
[0185] Expectation level effect 3 is an effect that announces the number of games to be unlocked, and if the character information of "Fuku" is used as a bonus suggestion related image, an image of a fortune item will appear, thereby announcing in advance when the pseudo-bonus state will occur (number of games to be unlocked). The lucky item image appears on the condition that the number of games in the advantageous zone at that time is within 300 games of reaching the ceiling number of games for the pseudo bonus state, and the appearance of the lucky item image will notify you that the pseudo bonus state will occur within 300 games.
[0186] Like the expectation effect 3 described above, expectation effect 4 is an effect that announces the number of games to be unlocked, and if the text information of "Congratulations" is used as a bonus suggestion related image, a congratulations item image will appear, thereby announcing in advance the time when the pseudo-bonus state will occur (number of games to be unlocked). The celebratory item image appears on the condition that the number of games in the advantageous zone at that time is within 100 games of reaching the ceiling number of games for the pseudo-bonus state, and the appearance of the celebratory item image will notify you that the pseudo-bonus state will occur within 100 games. Therefore, when the expectation presentation 4 is executed, it is announced that the occurrence of the pseudo bonus state is approaching more than when the expectation presentation 3 is executed.
[0187] Expectation level effect 5 is an effect that suggests the number of games to be unlocked, and by making a mysterious item image appear based on the character information "strange" as a bonus suggestion related image, it is an effect that suggests that the time when the pseudo-bonus state will occur (the number of games to be unlocked) may be approaching. The mysterious item image is an image that appears more likely than in other states when the number of games in the advantageous zone at that time is within 300 games of reaching the ceiling number of games for the pseudo-bonus state, and the appearance of the mysterious item image increases the possibility of the pseudo-bonus state occurring within 300 games. Therefore, when any of the expectation effects 3 to 5 is executed, the timing of the occurrence of the predetermined pseudo-bonus state is not announced, but it is suggested that the occurrence time is approaching.
[0188] The expectation effect 6 is an effect that announces the type of the next bonus, and if the character information of "large" is used as a bonus suggestion related image, it is an effect that announces the type of the next pseudo-bonus state by making a large item image appear. The large item image is an image that appears on the condition that the next pseudo bonus state determined in advance is a pseudo big bonus state, and the appearance of the large item image notifies that the next pseudo bonus state is a pseudo big bonus state.
[0189] As described above, every time the effect points reach a specified value (for example, 50 points), one of the expectation effects 1 to 6 is selected and executed as the bonus suggestion related effect. Then, the bonus suggestion related image is updated or displayed in response to the executed expectation effect. Therefore, a wide variety of bonus suggestion related effects can be executed, which can increase the excitement of the game and heighten the player's expectations for the occurrence of a pseudo-bonus state. The type of expectation effect is set as described above.
[0190] Next, with reference to FIG. 8, the selection rate of the expectation degree effect when the sub-control device 20 executes the bonus suggestion related effect will be described. As mentioned above, when the presentation points reach a specified value, the sub-controller 20 selects and executes one of the expectation presentations 1 to 6, but in this first embodiment, the selection of this expectation presentation is changed depending on various conditions such as the number of games in the advantageous zone at that time. The number of games in the advantageous zone indicates the number of games played with 3 bets in the advantageous zone, and the main control unit 10 counts and manages this number of games in the advantageous zone, and compares and determines the number of games in the advantageous zone with the ceiling number of games, so that a pseudo-bonus state occurs when the number of games in the advantageous zone reaches the ceiling number of games.
[0191] First, Figure 8(a) shows the selection rate of the expectation effect when the number of remaining games in the play zone, calculated by subtracting the number of games in the advantageous zone at that time from the ceiling number of games in the pseudo-bonus state, is 301 or more games remaining until the ceiling number of games is reached. As shown in Figure 8(a), for example, as condition 1 for the occurrence of a bonus suggestion related effect, when the effect points reach a specified value for the first time after initialization, expectation effect 1 is selected with a 50% probability, expectation effect 2 is selected with a 10% probability, expectation effects 3 and 4 are not selected, expectation effect 5 is selected with a 10% probability, and expectation effect 6 is selected with a 30% probability.
[0192] In addition, the conditions for occurrence are as follows: occurrence condition 2, which is when the presentation points reach a specified value in the aforementioned zones 1 to 4 and in a specific period within 50 games before each zone, i.e., the period before the occurrence of the premonition presentation; occurrence condition 3, which is other than the above occurrence conditions 1 and 2, when the presentation points reach a specified value when the number of games in the advantageous zone is between 150 and 399 games; and occurrence condition 4, which is other than the above occurrence conditions 1 and 2, when the number of games in the advantageous zone is 400 games or more and the presentation points reach a specified value.Detailed explanations will be omitted, but each expectation level presentation will be selected with the probability shown.
[0193] On the other hand, Figure 8(b) shows the selection rate of the expectation effect when the number of remaining advantageous zone games is within 300 games until the ceiling number of games for the pseudo bonus state is reached. As shown in Figure 8(b), the condition 5 for the occurrence of a bonus suggestion related effect is when the effect points reach a specified value for the first time after being initialized, and when the effect points reach the specified value between 101 and 300 games until the remaining number of games in the advantageous zone reaches the ceiling number of games, then expectation effect 1 will be selected with a 35% probability, expectation effect 2 will be selected with a 10% probability, expectation effect 3 will be selected with a 25% probability, expectation effect 4 will not be selected, expectation effect 5 will be selected with a 10% probability, and expectation effect 6 will be selected with a 20% probability.
[0194] In addition, the conditions for occurrence are as follows: occurrence condition 6, which is when the effect points reach the specified value for the first time after initialization and when the number of remaining advantageous zone games is within 100 games before reaching the ceiling number of games; occurrence condition 7, which is other than occurrence conditions 5 and 6 above, when the effect points reach the specified value between 101 and 300 games before the number of remaining advantageous zone games reaches the ceiling number of games; and occurrence condition 8, which is other than occurrence conditions 5 and 6 above, when the effect points reach the specified value within 100 games before the number of remaining advantageous zone games reaches the ceiling number of games.Detailed explanations will be omitted, but each expectation level effect will be selected with the probability shown for each.
[0195] In addition, for ally characters in expectation level presentation 1, a promotion upper limit is set according to the battle level at that time, and at battle levels 3 and 4, they will be promoted to ally character D, but at battle level 1, ally character B is the promotion upper limit, and at battle level 2, ally character C is the promotion upper limit, so restriction control is performed. Furthermore, since the victory of the ally character is confirmed at battle level 4, if the next battle performance is not the one that occurs when the pseudo-bonus state occurs when the battle level is 3, correction control is performed so that the player is not allowed to select expectation performance 2 but is instead allowed to select another expectation performance.
[0196] Furthermore, when expectation effect 6 is selected by the above selection process, if the next pseudo-bonus state is a pseudo-regular bonus state, the execution of expectation effect 6 will be invalid. In this case, however, a reselection process for expectation effects may be performed to select from expectation effects 1 to 5 that have a tendency similar to the selection rate under each of the above occurrence conditions. In addition, when expectation effect 6 is selected, if the next pseudo-bonus state is a pseudo-regular bonus state, an item image such as "Big?" may be displayed to notify that the occurrence of a pseudo-big bonus state is not confirmed but the possibility is increasing.
[0197] Since each expectation effect is selected as described above, when the effect points reach the specified value for the first time after being initialized (in the case of occurrence conditions 1, 5, and 6), the probability that expectation effect 1 or expectation effect 6 will be selected becomes relatively high regardless of whether the number of games in the advantageous zone is approaching the ceiling number of games. Therefore, for example, it is possible to increase the player's motivation to play when the presentation points are initialized after the end of the AT state, and to allow the player to continue playing until the next pseudo-bonus state is generated.
[0198] Furthermore, when the effect points reach the specified value for the first time after initialization, if the number of games in the advantageous zone is approaching the ceiling number of games (in the case of occurrence conditions 5 and 6), the probability that expectation effect 3 or expectation effect 4 will be selected becomes relatively higher. Therefore, it is possible to increase the player's sense of anticipation when, for example, the presentation points are initialized after the AT state has ended. Furthermore, when the effect points are initialized, the player will expect expectation effect 3 or expectation effect 4 to be executed, so even if the number of games in the advantageous zone is not approaching the ceiling number of games, it is possible to prevent the player from ending the game immediately after the effect points are initialized.
[0199] Furthermore, if the presentation points reach a specified value during a specific period (in the case of occurrence condition 2), the probability that expectation presentation 2 or expectation presentation 5 will be selected becomes relatively high even if the number of games in the advantageous zone is not approaching the ceiling number of games. Therefore, it is possible to increase the player's sense of anticipation during the specific period just before the premonition effect occurs, and it is possible to make the premonition effect occur more effectively.
[0200] Furthermore, if the presentation points reach the specified value between the number of games in the advantageous zone of 150 and 399 games (in the case of occurrence condition 3), the probability that expectation presentation 1 or expectation presentation 5 will be selected becomes relatively high even if the number of games in the advantageous zone is not approaching the ceiling number of games. Therefore, even if the pseudo-bonus state does not occur despite the player having played the game to a certain extent, the player's motivation to play can be prevented from decreasing by increasing the player's sense of expectation, and the player can continue playing until the next pseudo-bonus state occurs.
[0201] Furthermore, if the number of games in the advantageous zone is 400 or more and the presentation points reach the specified value (in the case of occurrence condition 4), the probability that expectation presentation 1 or expectation presentation 2 will be selected becomes relatively high even if the number of games in the advantageous zone is not approaching the ceiling number of games. Therefore, even if a pseudo-bonus state does not occur despite the execution of a large number of games, it is possible to increase the entertainment value of the game.
[0202] Furthermore, since many games have already been played, it is highly likely that the time when the pseudo-bonus state will occur is approaching to some extent, and therefore the player will not be particularly interested in the effects that notify the player of the time when the pseudo-bonus state will occur in this state. However, since expectation effects 3, 4, and 5 are not generated in this state, it is possible to prevent a situation that would actually discourage the player.
[0203] Furthermore, if the presentation points reach the specified value between 101 and 300 games before the number of games in the advantageous zone reaches the ceiling number of games (in the case of occurrence condition 7), the probability that expectation presentation 3 or expectation presentation 5 will be selected becomes relatively high. Therefore, as the actual number of games in the advantageous zone approaches the time when the pseudo-bonus state will occur, a large number of effects will be executed to announce or suggest the time when the pseudo-bonus state will occur, thereby making it possible to more effectively increase the player's sense of anticipation.
[0204] Furthermore, the above selection control makes it possible to associate the execution of expectation presentation 5 with the occurrence of a pseudo-bonus state, thereby making it possible to prevent situations in which players show little interest even when expectation presentation 5 occurs.
[0205] Furthermore, if the number of games in the advantageous zone reaches the ceiling number of games within 100 games and the presentation points reach the specified value (in the case of occurrence condition 8), the probability that expectation presentation 3 or expectation presentation 4 will be selected becomes relatively high. Therefore, when the actual number of games in the advantageous zone approaches the time when the pseudo-bonus state will occur, a large number of effects will be executed to announce the time when the pseudo-bonus state will occur, thereby greatly increasing the player's sense of anticipation.
[0206] As described above, the selection rate of the expectation presentation is changed in accordance with the various changing situations as the game is played, so it is possible to execute the expectation presentation in a wide variety of ways, which makes it possible to increase the interest of the game and more effectively increase the player's sense of expectation.
[0207] In addition, the selection rate of each expectation effect may be a probability value other than the above, as long as the above trend can be formed. In addition, multiple expectation effects may be executed in an overlapping manner.
[0208] In addition, in the above selection control, when the number of advantageous zone games is 301 games or more until the ceiling game number is reached and the presentation points reach a specified value, expectation presentations 3 and 4 are not selected, but it is also possible to control them to be selected although with a lower probability than when the ceiling game number is reached within 300 games. In this case, expectation effect 3 will be an effect that suggests rather than notifies the occurrence of a pseudo-bonus state within 300 games, and expectation effect 4 will be an effect that suggests rather than notifies the occurrence of a pseudo-bonus state within 100 games, but it is possible to increase the probability of the effects occurring, thereby making the game more interesting.
[0209] Furthermore, during a high probability state or during a premonition effect, the expectation effect is not executed, and the effect points increased during that period are stored (stored), and the expectation effect is executed after the end of that period. However, if the effect points at this time are 100 points or more, the selection control of multiple expectation effects is performed, and multiple expectation effects are executed at one time (continuously). Selection control of the expectation level presentation is performed as described above.
[0210] [Performance Mode B] Next, the above-mentioned rendering mode B will be described with reference to FIGS. First, with reference to FIG. 9, various item effects will be described as setting suggestion related effects executed when effect mode B is selected. As mentioned above, during normal gameplay, presentation points are added based on the execution of the game, but when presentation mode B is selected, a setting suggestion-related presentation is executed in which a predetermined image is displayed (additionally displayed) in addition to the setting suggestion-related image each time the presentation points reach a specified value (for example, 50 points).
[0211] This setting suggestion related effect has multiple effects, item effects 1 to 4, and when the effect points reach a specified value, one of the item effects is selected, and a predetermined setting suggestion related image is displayed in response to the execution of the selected item effect. Therefore, each time the performance points reach a specified value, a setting suggestion related performance is executed, and various setting suggestion related images corresponding to the executed performance are displayed, making it possible to suggest or notify (announce) the setting value in the probability setting device 14.
[0212] FIG. 9 shows types of item effects 1 to 4 as setting suggestion related effects executed by the sub-control device 20. First, item presentation 1 is a presentation that suggests whether the setting value in the probability setting device 14 is odd or even, and by displaying either an item A image or an item B image as a setting suggestion related image, it suggests whether the setting value is an odd value (1, 3, 5) or an even value (2, 4, 6).
[0213] Item presentation 2 is a presentation that suggests whether the setting value in the probability setting device 14 is high or low, and suggests whether the setting value is low or high by displaying one of three types of item C to E images as a setting suggestion related image.
[0214] Item presentation 3 is a presentation that confirms or negates the setting value in the probability setting device 14, and by displaying one of six types of item F to K images as a setting suggestion related image, it is a presentation that confirms that the setting value is a predetermined value, or negatively notifies that it is a predetermined value. That is, the sub-control device 20 as the second suggestion control means is capable of notifying that the setting stage in the probability setting device 14 as the setting means is a predetermined setting stage among a plurality of setting stages.
[0215] Item performance 4 is a performance that predicts the confirmation of the set value in the probability setting device 14 and a negative performance. Although the confirmation of the set value and a negative item performance will not be performed this time, this is a performance that predicts that the above-mentioned item performance 3 will be performed the next time an item performance is performed. In other words, the sub-control device 20 as the second suggestion control means is capable of notifying in advance that the setting stage in the probability setting device 14 as the setting means is a predetermined setting stage among multiple setting stages.
[0216] As described above, every time the effect points reach a specified value (for example, 50 points), one of the item effects 1 to 4 is selected and executed as the setting suggestion related effect. Then, a predetermined setting suggestion related image will appear and be displayed in response to the executed item effect. Therefore, a wide variety of setting suggestion related effects are executed, which can provide the player with important information for predicting the setting value in the probability setting device 14, thereby increasing the player's motivation to play. The type of item presentation is set as described above.
[0217] Next, with reference to FIG. 10, the selection rate of the item effect when the setting suggestion related effect is executed by the sub-control device 20 when the effect mode B is selected will be described. As mentioned above, the sub-control device 20 selects and executes one of item effects 1 to 4 when the effect points reach a specified value, but in this first embodiment, the selection of this item effect is changed depending on the number of times the effect points reach the specified value.
[0218] That is, the sub-control device 20 is capable of storing and holding the number of times that the performance points have reached the specified value, and generates a setting suggestion related image based on this stored and held number of times that the specified value has been reached (updated information). In addition, the sub-controller 20 does not initialize the number of times the effect points have reached the specified value (update information) even when the game zone has shifted from the advantageous zone to the normal zone. Therefore, for example, the number of times the effect points have reached the specified value will continue to be updated even after the AT state has ended.
[0219] As shown in Figure 10, for example, if the number of times the specified value of effect points is reached is 1 to 10 times (other than a specific number of times), item effect 1 will be selected with a 62% probability, item effect 2 will be selected with a 5% probability, item effect 3 will be selected with a 30% probability, and item effect 4 will be selected with a 3% probability.
[0220] In addition, if the number of times the specified value of performance points is reached is 11 to 30 times (other than a specific number of times), 31 to 50 times (other than a specific number of times), 51 or more times (other than a specific number of times), a specific number of times (number of times the ones digit is 3, 5, or 7), or the 55th time, each item performance will be selected with the probability shown in the figure, although detailed explanations will be omitted. If item effect 4 is selected, selection control will not be performed when the next effect point reaches the specified value, and item effect 3 will be forcibly selected regardless of the number of times it is reached.
[0221] Since each item effect is selected as described above, an item effect is selected and a setting suggestion related effect is executed based on the number of times the effect points reach the specified value (update information). In other words, the sub-control device 20, which serves as the second suggestion control means, is capable of storing the number of times the performance points have reached a specified value (specific value) as update information, and is capable of generating a setting suggestion related image as suggestion information based on the update information. Therefore, it becomes possible to execute item presentations according to the progress of the game, thereby making it possible to increase the interest of the game and the player's sense of anticipation.
[0222] Also, when the number of times the effect points reach the specified value is between 1 and 10 times (other than the specific number of times), the probability that item effect 1 or item effect 3 will be selected becomes relatively high. Therefore, for example, when the presentation points are initialized immediately after the opening of an amusement parlor, there is a higher chance that the player will obtain important information in the early stages of play, which makes it possible to motivate the player to play on the gaming machine, thereby improving the operating rate of the gaming machine.
[0223] In addition, when the number of times the specified value of effect points is reached is between 11 and 30 times (other than the specific number of times), the probability that item effect 4 will be selected becomes relatively high, while the probability that item effect 2 or item effect 3 will be selected becomes relatively low. Therefore, if the number of games in the advantageous zone after the presentation points are initialized is not very large, the possibility of obtaining important information for the player is low, making it possible to prevent the gaming facility from suffering any disadvantages. In addition, since the probability of occurrence of item effect 4 increases, when this item effect 4 is executed, it becomes possible to continue playing at least until the next item effect is executed, which makes it possible to prevent the player from quitting the game.
[0224] In addition, when the number of times the specified value of the effect points is reached is between 31 and 50 times (other than the specific number of times), the probability values are almost the same as when the specified value is reached 11 to 30 times as described above, but the probability that item effect 2 will be selected is slightly higher. Therefore, in addition to preventing the gaming establishment from suffering disadvantages and preventing players from quitting their games, it also increases the opportunities to provide players with some important information, which can increase players' motivation to play to some extent.
[0225] Also, when the number of times the effect points reach the specified value is 51 or more (other than the specific number of times), the probability that item effect 2 or item effect 3 will be selected becomes relatively high. Therefore, if there are a large number of games in the advantageous zone after the presentation points are initialized, there is a high possibility that important information will be obtained for the player, and it is possible to prevent the player from quitting the game in this state. Furthermore, it is possible to provide important information as a relief to players who have played many games before the pseudo-bonus state occurred and have become disadvantaged, so it is possible to prevent a decline in the operating rate of the gaming machine due to the existence of this relief measure.
[0226] Furthermore, when the number of times the effect points reach the specified value is a specific number of times, the probability that item effect 2 or item effect 3 will be selected increases, almost in the same way as when the number of times is 51 or more. Therefore, even outside of the various periods mentioned above, situations that increase the player's sense of expectation will occasionally occur, making it possible to give the player a certain level of expectation at any time until the pseudo-bonus state occurs.
[0227] Furthermore, when the number of times the specified value of effect points is reached is 55, the probability that item effect 3 will be selected becomes extremely high. Therefore, if the number of games in the advantageous zone becomes extremely large after the presentation points are initialized, it becomes possible to reliably provide important information to the player, and it becomes possible to give a sense of satisfaction to players in such situations.
[0228] Furthermore, the number of times the performance points reach the specified value (update information) is not initialized even when the game zone is shifted from the advantageous zone to the normal zone, so the longer the game continues, the greater the possibility that important information for the player will be provided, which makes it possible to further increase the player's motivation to continue playing and effectively increase the operating rate of the gaming machine.
[0229] In addition, the selection rate of each item effect may be a probability value other than the above, as long as the above trend can be formed. Furthermore, when item effect 3 is selected, restriction control may be performed so that item effect 3 is not selected again until the effect points reach a predetermined number of times. Similarly, when item effect 4 is selected, restriction control may be performed so that item effect 4 is not selected again until the effect points reach a predetermined number of times.
[0230] Also, during a high probability state or during a premonition effect, item effects are not executed, and the effect points increased during that period are stored in memory, and the item effect will be executed after the end of that period. However, if the effect points at this time are 100 points or more, multiple item effects will be selected and controlled, and multiple item effects will be executed at once. Selection control of item effects is performed as described above.
[0231] Next, with reference to FIG. 11, the selection rate of each item when item presentation 1 is executed by the sub-control device 20 when presentation mode B is selected will be described.
[0232] As mentioned above, when presentation mode B is selected and the presentation points reach a specified value, the sub-control device 20 will select and execute one of item presentations 1 to 4. However, when item presentation 1 is selected, either item A or item B will be selected as the item to appear during the setting suggestion related presentation, depending on the setting value in the probability setting device 14. Therefore, as will be described in detail later, when item A is selected, an image of item A will appear on the main display 8 as a setting suggestion related image, and when item B is selected, an image of item B will appear as a setting suggestion related image.
[0233] FIG. 11 shows the selection rates of items A and B when item presentation 1 is performed. As shown in the figure, for example, if the setting value in the probability setting device 14 is setting 1, item A will be selected with a 60% probability, and item B will be selected with a 40% probability. Also, for example, in the case of setting 6, there is a 30% probability that item A will be selected, and a 70% probability that item B will be selected.
[0234] In addition, in the cases of settings 2 to 5, although detailed explanations are omitted, item A or item B will be selected with the respective probabilities shown in the figure.
[0235] Since the selection of items in item presentation 1 is carried out as described above, when item A is selected, there is a high probability that the set value in the probability setting device 14 will be an odd number, while when item B is selected, there is a high probability that the set value in the probability setting device 14 will be an even number.
[0236] Therefore, when item presentation 1 is executed, it indicates whether the set value in the probability setting device 14 is an odd number or an even number. Furthermore, the higher the set value, the more pronounced the even / odd division is, so the higher the set value, the more accurately the even / odd of the set value is indicated.
[0237] The selection probability of each item may be other than the above as long as it forms a similar trend to the above. As described above, the selection control of each item in item presentation 1 is performed.
[0238] Next, with reference to FIG. 12, the selection rate of each item when item presentation 2 is executed by the sub-control device 20 when presentation mode B is selected will be described.
[0239] When item presentation 2 is selected, the sub-control device 20 selects one of item C, item D, or item E as the item to appear during the setting suggestion related presentation, depending on the setting value in the probability setting device 14. Therefore, an item image corresponding to each selected item appears as a setting suggestion related image.
[0240] FIG. 12 shows the selection rates of items C to E when item effect 2 is executed. As shown in the figure, for example, if the setting value in the probability setting device 14 is setting 1, item C will be selected with an 80% probability, item D with a 10% probability, and item E with a 5% probability. Also, for example, in the case of setting 6, there is a 5% probability that item C will be selected, a 40% probability that item D will be selected, and a 55% probability that item E will be selected.
[0241] In addition, in the cases of settings 2 to 5, although detailed explanations are omitted, items C to E are selected with the respective probabilities as shown in the figure.
[0242] Since the selection of items in item presentation 2 is performed as described above, the probability that the set value in the probability setting device 14 will be a higher value increases as the selected item goes from C to D to E. Therefore, when item presentation 2 is executed, it indicates whether the set value in the probability setting device 14 is high or low.
[0243] The selection probability of each item may be other than the above as long as it forms a similar trend to the above. As described above, the selection control of each item in item presentation 2 is performed.
[0244] Next, with reference to FIG. 13, the selection rate of each item when item presentation 3 is executed by the sub-control device 20 when presentation mode B is selected will be described.
[0245] When item presentation 3 is selected, the sub-control device 20 selects one of six items F to K as the item to appear during the setting suggestion related presentation, depending on the setting value in the probability setting device 14. Therefore, an item image corresponding to each selected item appears as a setting suggestion related image.
[0246] FIG. 13 shows the selection rates of items F to K when item effect 3 is executed. As shown in the figure, for example, if the setting value in the probability setting device 14 is setting 1, item F will be selected with a 70% probability, item I will be selected with a 30% probability, and no other items will be selected. Also, for example, in setting 6, item F will not be selected, and there is a 20% chance that item G will be selected, a 20% chance that item H will be selected, a 25% chance that item I will be selected, a 20% chance that item J will be selected, and a 5% chance that item K will be selected.
[0247] In addition, in the cases of settings 2 to 5, although detailed explanations are omitted, items F to K are selected with the respective probabilities as shown in the figure.
[0248] Since the item selection in item performance 3 is performed as described above, item F cannot be selected in settings 2, 4, or 6, so if item F is selected, it is determined that the setting is one of 1, 3, or 5. Similarly, when item G is selected, setting 2, 4, or 6 is determined.
[0249] Furthermore, since item H is selected for all setting values except setting 1, when item H is selected, setting 1 is denied. Similarly, item I is selected for all setting values except setting 2, so when item I is selected, setting 2 is negated.
[0250] Also, since item J cannot be selected in settings 1, 2, and 3, when item J is selected, it is determined that the setting is one of settings 4, 5, and 6 (setting 4 or higher). Furthermore, since item K can only be selected in setting 6, when item K is selected, setting 6 is confirmed.
[0251] The selection probability of each item may be other than the above as long as it forms a similar trend to the above. Furthermore, the set values that are the targets of the definite and negative systems may be other than those mentioned above. As described above, the selection control of each item in item presentation 3 is performed.
[0252] [Image of the effect when effect mode A is selected] Next, with reference to FIGS. 14 to 19, the effect images displayed on the main display device 8 and the sub-display device 17 when effect mode A is selected under the control of the sub-control device 20 will be described.
[0253] First, with reference to FIG. 14, a description will be given of the effect image on the main display 8 when expectation degree effect 1 and expectation degree effect 2 are executed when effect mode A is selected.
[0254] FIG. 14(a) shows various effect images on the main display 8 when the effect mode A is selected during normal gaming. As shown in FIG. 14(a), when presentation mode A is selected, a presentation mode A image 30a is displayed in the upper right corner of the screen of the main display 8 to notify that presentation mode A has been selected.
[0255] In addition, at the bottom right of the screen of the main display 8, a bonus suggestion related image, a performance point A image 31a, which notifies the performance points when performance mode A is selected, is displayed. The effect point A image 31a is composed of a circular frame image and numerical information inside the frame indicating the effect point at that time. In Figure 14(a), the effect point A image 31a indicates the time when the effect point is "49", so the numerical information is "49".
[0256] In addition, at the bottom left of the screen of the main display 8, an ally character image is displayed as a bonus suggestion related image to indicate the type of ally character when presentation mode A is selected, and if the ally character selected at this time is ally character A, ally character A image 32a will be displayed as shown in the figure.
[0257] In addition, a battle level image 33 that notifies the battle level when the performance mode A is selected is displayed as a bonus suggestion related image at the lower right of the performance point A image 31a. The battle level image 33 consists of a circular frame image with numerical information inside it that indicates the battle level at that time. In Figure 14(a), the battle level is level 1, so the numerical information is "1".
[0258] In addition, an advantageous zone game number image 34 that notifies the number of advantageous zone games at that time is displayed at the bottom left of the effect point A image 31a. The advantageous zone game count image 34 consists of a rectangular frame image and numerical information inside it that indicates the advantageous zone game count at that time. In Figure 14(a), the advantageous zone game count is 200 games, so the numerical information is "200".
[0259] Next, FIGS. 14(b) and (c) show various effect images on the main display device 8 when the effect points reach the specified value (50P) as a result of the game being executed from the above state.
[0260] First, FIG. 14(b) shows an effect image in the case where the effect point reaches a specified value and the expectation effect 1 is selected and executed as the bonus suggestion related effect. As shown in FIG. 14(b), when the next game is played, the numerical information of the advantageous zone game number image 34 is updated to "201." Furthermore, if the effect points are added and reach a specified value at this time, the numerical information of the effect point A image 31a is updated to "50" and displayed.
[0261] Then, when the presentation points reach a specified value, the selection control of the expectation presentation will be performed as described above. If expectation presentation 1 is selected at this time, the ally character will be promoted from ally character A to B, and the ally character A image 32a will be updated to ally character B image 32b, as shown in Figure 14(b).
[0262] Next, FIG. 14(c) shows an effect image in the case where the expectation effect 2 is selected and executed as the bonus suggestion related effect when the effect points reach a specified value. As shown in Figure 14(c), when expectation level presentation 2 is selected, the battle level is promoted from level 1 to level 2, and the numerical information of the battle level image 33 is updated and displayed from "1" to "2."
[0263] Next, FIG. 15 shows an effect image on the main display 8 when expectation effects 3 and 4 are selected and executed as bonus suggestion-related effects when the effect points reach a specified value (50P).
[0264] First, FIG. 15(a) shows an effect image when expectation degree effect 3 is selected. As shown in Figure 15(a), when expectation level presentation 3 is selected and executed, a circular lucky item image 35 containing the character information "lucky" inside is displayed to the right of the ally character A image 32a as a bonus suggestion related image. The lucky item image 35 is displayed for a predetermined period only, and is erased, for example, when the next game starts. The appearance of this lucky item image 35 notifies the player that a pseudo-bonus state will occur within 300 games, as described above.
[0265] Next, FIG. 15(b) shows an effect image when expectation effect 4 is selected. As shown in Figure 15(b), when expectation level effect 4 is selected and executed, a circular celebration item image 36 containing the character information "celebration" inside it appears and is displayed to the right of the ally character A image 32a as a bonus suggestion related image. The celebration item image 36 is displayed for a predetermined period only, and is erased, for example, when the next game starts. The appearance of this celebration item image 36 notifies the player that a pseudo-bonus state will occur within 100 games, as described above.
[0266] Next, FIG. 16 shows an effect image on the main display device 8 when expectation effects 5 and 6 are selected and executed as bonus suggestion-related effects when the effect points reach a specified value (50P).
[0267] First, FIG. 16(a) shows an effect image when expectation effect 5 is selected. As shown in Figure 16(a), when expectation level effect 5 is selected and executed, a circular mysterious item image 37 containing the character information "mystery" inside it appears and is displayed to the right of ally character A image 32a as a bonus suggestion related image. The mysterious item image 37 is displayed for a predetermined period of time only, and is erased, for example, when the next game starts. The appearance of this mysterious item image 37 suggests that a pseudo-bonus state will occur within 300 games, as described above.
[0268] Next, FIG. 16(b) shows an effect image when expectation effect 6 is selected. As shown in Figure 16(b), when expectation level effect 6 is selected and executed, a circular large item image 38 containing the character information "large" inside it appears and is displayed to the right of ally character A image 32a as a bonus suggestion related image. The large item image 38 is displayed for a predetermined period only, and is erased, for example, when the next game starts. As described above, the appearance of the large item image 38 notifies the player that the next pseudo bonus state to occur is a pseudo big bonus state.
[0269] As described above, when presentation mode A is selected, various bonus suggestion related presentations are executed on the main display 8, and some of the bonus suggestion related images are updated or new images are displayed. Therefore, the interest in the game can be increased, and various information regarding the pseudo-big bonus state, such as the timing of the next pseudo-bonus state and the type of pseudo-bonus state, is provided to the player, thereby increasing the player's expectations and motivation to play.
[0270] The bonus suggestion-related effects may be executed by the sub-display 17, or may be executed by both the main display 8 and the sub-display 17. In addition, a predetermined expectation effect may be executed in conjunction with a button effect. In response to the execution of the bonus suggestion related performance, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined manner. As described above, the bonus suggestion related effects are executed when presentation mode A is selected.
[0271] Next, with reference to FIG. 17, a description will be given of an effect image on the main display device 8 during an indication effect (a real indication effect or a fake indication effect).
[0272] As mentioned above, in this first embodiment, during the high probability state of performance and during the premonition performance, the lottery for adding performance points is conducted in the same way as during other states, but points are not added at that time.Instead, each point won in the addition lottery during the high probability state of performance or during the premonition performance is stored (stocked) as total added points, and after the high probability state of performance or the premonition performance ends, the total added points are added to the performance points all at once.
[0273] Therefore, at the end of the high probability state or the premonition effect, the added result of the effect points may be 100 points or more (reaching the specified value twice), in which case multiple expectation effects or item effects will be executed in succession. Furthermore, during the high probability state of performance or during the premonition performance, the addition of performance points is interrupted and is no longer performed, so that during the high probability state of performance or during the premonition performance, the performance points immediately before are maintained as they are.
[0274] FIG. 17 shows an effect image on the main display device 8 during the premonition effect. FIG. 17 shows the case where rendering mode A is selected.
[0275] As shown in FIG. 17, when the premonition effect is executed, a premonition effect image 39 is displayed in the main part of the screen of the main display device 8. Also, as described above, the presentation mode A image 30a and the advantageous zone game number image 34 will be displayed at predetermined positions on the screen.
[0276] Furthermore, if the ally character immediately before the premonition effect is ally character A, ally character A image 32a will be displayed throughout the premonition effect without being promoted, as shown in the figure. Similarly, if the battle level immediately before the premonition effect is level 3, battle level image 33 with numerical information "3" will be displayed throughout the premonition effect without being promoted, as shown in the figure. The ally character and battle level displayed during the premonition performance will be involved in the battle performance that will be executed thereafter.
[0277] On the other hand, during the premonition performance, instead of the performance point A image 31a described above, a circular stock image 40 containing the text information "Points in stock" will be displayed in the lower right corner of the main display 8, indicating that the performance points are being stored (stocked).
[0278] After the premonition effect is finished, the points stored during the premonition effect are all added to the effect points at once, and the effect point A image 31a with the added result is returned to the display.
[0279] As described above, during the premonition effect, the added points generated during that time are not added to the effect points but are stored and held, and are added all at once after the premonition effect ends. This allows the player to concentrate solely on the premonition effect without worrying about the addition of effect points, making it possible for the player to enjoy the premonition effect even more.
[0280] Furthermore, after the premonition effect has ended, there is a possibility that the effect points will increase significantly, so it is possible to enjoy the premonition effect while feeling a sense of anticipation for the increase in effect points. Furthermore, even if the premonition effect is a fake premonition effect, the effect points may increase by a large number, which prevents the player's motivation to play from decreasing when the fake premonition effect ends, and allows the player to continue playing afterwards.
[0281] In the above, the allied characters and battle level are displayed as they are during the premonition performance so that the allied characters and battle level that will appear in the next battle performance can be confirmed, but they may also be erased during the premonition performance. Also, Figure 17 shows an example of a presentation image during a premonition presentation, but during a high presentation probability state, just as during a premonition presentation, a stock image 40 will be displayed on the main display 8 and the same display processing as described above will be performed. Furthermore, during the premonition effect, even when effect mode B is selected, the same display processing as when effect mode A is selected is performed. As described above, the effect image during the premonition effect is displayed.
[0282] Next, with reference to FIG. 18, an explanation will be given of the effect image on the main display 8 during the battle effect. As mentioned above, at the end of the premonition effect (either the main premonition effect or the fake premonition effect), a battle effect is executed on the main display 8, and the result of this battle effect will notify whether or not a pseudo-bonus state has occurred.
[0283] The battle performance is a performance in which an ally character and an enemy character battle in a predetermined event, and in the battle performance during the main premonition performance when a pseudo-bonus state occurs, a battle result in which the ally character wins is derived, and in the battle performance during the fake premonition performance when a pseudo-bonus state does not occur, a battle result in which the ally character loses is derived, thereby informing whether or not a pseudo-bonus state has occurred.
[0284] Furthermore, if presentation mode A is selected, the ally character promoted by the aforementioned expectation presentation will appear as is in the battle presentation, and the type of battle and the type of enemy character will be determined by the type of ally character and the battle level at that time. Details regarding the determination of the battle type and the type of enemy character will be described later.
[0285] FIG. 18 shows an image produced on the main display 8 during the battle production. As shown in FIG. 18, when the battle presentation starts, a start image 41 including text information of "Battle" is displayed on the upper left of the screen of the main display 8 to notify the start of the battle presentation. In addition, a match event image 42 informing the player of the current match event is displayed at the top right of the screen of the main display 8.
[0286] In the first embodiment, four types of battle events, battle events 1 to 4, are set as battle events, and the expectation of the occurrence of a pseudo-bonus state changes depending on the combination with the enemy character. In addition, in Figure 18, the competition event image 42 displays an image that simply notifies the type of competition event, such as ``Competition Event 3,'' but it may also display information that specifically indicates the competition event, such as ``swimming'' or ``sumo.''
[0287] In addition, an image corresponding to the ally character that was displayed when presentation mode A was selected will be displayed on the left side of the screen of the main display 8. Figure 18 shows an example in which ally character A is displayed, so ally character A image 32a will be displayed.
[0288] Also, on the right side of the screen, an image corresponding to the enemy character that has been determined this time is displayed, and an image of the two characters facing each other is displayed. FIG. 18 illustrates a case where the enemy character Y is determined, and therefore an enemy character Y image 44 corresponding to the enemy character Y is displayed.
[0289] There are three types of enemy characters, X, Y, and Z, and as will be explained in detail later, the likelihood of winning increases in the order of X → Y → Z. Also, at the bottom of the screen of the main display 8, an expectation image 45 is displayed which indicates the expectation that the ally character will win in this battle performance.
[0290] The expectation image 45 is made up of six star-shaped images lined up in the left-right direction, and the more black star-shaped images there are, the higher the expectation that the ally character will win. In FIG. 18, there are four black star images, so the expectation level is 4.0. The expectation image 45 is determined in advance by the ally character, enemy character and battle type, and the expectation varies depending on the combination of these, and the higher the ally character and battle level, the higher the expectation.
[0291] As mentioned above, the probability of an ally character and battle level being promoted increases as the time for the pseudo-bonus state to occur approaches, but the sub-controller 20 determines combinations of ally characters, enemy characters and battle events so that the more the ally character and battle level are promoted, the more promising the combinations become. Therefore, when presentation mode A is selected, it is possible to predict to some extent when the pseudo-bonus state will occur based on the degree of promotion of the ally characters and the battle level.
[0292] After the ally character, enemy character, battle type, and expectation level are determined as described above, the battle performance (continuous performance) is executed as an animation spanning a predetermined number of games (for example, three times). Then, in the final game of the battle presentation, the battle result (whether the ally character wins or loses) is determined depending on whether or not a predetermined pseudo-bonus state occurs.
[0293] By implementing the battle presentation in the manner described above, it is possible to increase the entertainment value of the game and also to increase the player's expectations regarding the pseudo-bonus state. Furthermore, when presentation mode A is selected, it is possible to check in advance during normal game play the ally characters and the degree of promotion of the battle level, which are determining factors for the above combinations in the battle presentation, before the battle presentation is executed, so it is possible to more effectively increase the player's anticipation even before the battle presentation is executed.
[0294] The battle presentation will also be executed when presentation mode B is selected, but when presentation mode B is selected, the sub-control device 20 will determine the ally character, enemy character, battle type, and expectation level at the start of the battle presentation depending on whether or not a pseudo-bonus state has occurred. Therefore, when presentation mode B is selected, various information regarding the battle presentation cannot be confirmed in advance, but the battle presentation itself will be executed in a manner with a changed expectation level depending on whether or not a pseudo-bonus state occurs. As described above, the effect image during the premonition effect is displayed.
[0295] Next, with reference to FIG. 19, the determination of the enemy character, the battle type, and the expectation level in the battle presentation will be described. As mentioned above, the enemy character, battle type, and expectation level in the battle performance are determined according to the ally character and battle level to be promoted when performance mode A is selected, but the sub-control device 20 determines this ally character and battle level at the start of the premonition performance and determines the combination of enemy character, battle type, and expectation level.
[0296] Furthermore, the sub-control device 20 is configured to preset a correspondence relationship between the combination of ally characters and battle levels, and enemy characters, battle events, and expectation levels, and to determine the above combinations based on this correspondence relationship. Furthermore, the sub-control device 20 displays the above correspondence based on the touch operation on the sub-display 17 by the player, thereby making it possible to display an explanatory image of the battle presentation.
[0297] FIG. 19 shows an explanatory image of the battle presentation in a table format, which is displayed under the control of the sub-control device 20 based on the touch operation on the sub-display device 17 by the player. As shown in Figure 19, for example, if the ally character displayed at the start of the premonition performance is ally character A, and the battle level is level 1, then enemy character X, battle type 1, and expectation level 1.5 (one and a half black star-shaped images) are determined; if the battle level is level 2, then enemy character Y, battle type 2, and expectation level 2.5 (two and a half black star-shaped images) are determined; if the battle level is level 3, then enemy character Z, battle type 3, and expectation level 4.0 (four black star-shaped images) are determined; and if the battle level is level 4, then enemy character Z, battle type 4, and expectation level 5.5 (five and a half black star-shaped images) are determined.
[0298] Although detailed explanation is omitted, combinations of enemy characters, battle types, and expectations as shown in the figure are also determined for ally characters and battle levels other than those mentioned above. As mentioned above, the battle level will only be promoted to 4 if the next premonition effect confirms the occurrence of a pseudo-bonus state, so an expectation level of 5.5 in the item corresponding to battle level 4 indicates a confirmed victory for the allied character.
[0299] In addition, the sub-control device 20 determines the ally character displayed at the time the player touches the sub-display 17, and can change the explanatory image of the battle performance so that combinations that can be determined at that time and thereafter can be distinguished from combinations that cannot be determined. Figure 19 shows the case where ally character A and battle level 3 are displayed (see Figure 17), and by changing the background color of each item corresponding to battle levels 1 and 2 (e.g., gray background) from the background color of each item corresponding to battle levels 3 and 4 (e.g., white background), it is announced that the combination whose background color has been changed cannot be selected at that time or thereafter (until the next battle performance).
[0300] When displaying an explanatory image for the battle performance, a touch image requesting the display of an explanatory image is displayed on the screen of the sub-display 17 during normal game play or at all times, and the explanatory image is displayed on the screen by the player touching other touch images. Also, when it is possible to switch the presentation mode, the request for the explanatory image and the request to switch the presentation mode may overlap. In such a case, one of the switching requests may be given priority, or a touch image for each request may be displayed on the screen.
[0301] As described above, explanatory images for the battle performance are displayed on the sub-display 17 based on the player's operation, so the player can check the combination of enemy characters, battle type, and expectation level in relation to the ally character and battle level, and can fully enjoy the battle performance after gaining knowledge about the battle performance in advance. Furthermore, not only can the explanatory image of the battle performance be checked whenever necessary, but the combinations of enemy characters, battle events and expectation levels that are selectable at the time of requesting the explanatory image can also be identified, so that even when there are many combinations, the explanatory image can be displayed in a more easily understandable manner.
[0302] Although the explanatory image for the battle performance is displayed on the sub-display device 17, it may be displayed on the main display device 8. In addition, an explanatory image for the battle effect may be displayed based on the operation of the effect button 2d or the upper effect button 2f.
[0303] The explanatory image for the battle presentation may also be displayed when presentation mode B is selected. However, when presentation mode B is selected, the background color of each of the above items is not changed because the ally characters and battle level are not promoted.
[0304] Furthermore, when displaying the explanatory image for the battle performance, in addition to the above combinations, it may be possible to check the various item images (lucky item images, etc.) that have been acquired at that time and the number of times they have been acquired.In this way, it becomes possible to check item images that are only displayed for a specified period of time at the time of acquisition at a later date. In addition, images of multiple items that have been acquired at that time may be stored and held, and when an explanatory image for the battle performance is displayed, the stored images of multiple items may be displayed so that they can be confirmed.
[0305] In addition, the item image that appears during the item presentation when presentation mode B is selected can be stored and retained even when the game area transitions to the normal area, and the item image that appears and is stored and retained during the item presentation can be displayed when the explanatory image for the battle presentation is displayed. As described above, the explanatory image for the battle performance is displayed.
[0306] [Image of the effect when effect mode B is selected] Next, with reference to FIGS. 20 and 21, a description will be given of the effect image displayed on the main display device 8 under the control of the sub-control device 20 when effect mode B is selected.
[0307] First, with reference to FIG. 20, a description will be given of the effect image on the main display device 8 when item effect 1 and item effect 2 are executed as setting suggestion related effects when effect mode B is selected.
[0308] FIG. 20(a) shows various effect images on the main display 8 when the effect mode B is selected during normal gaming. As shown in FIG. 20(a), when presentation mode B is selected, a presentation mode B image 30b is displayed in the upper right corner of the screen of the main display 8 to notify that presentation mode B has been selected.
[0309] In addition, at the bottom right of the screen of the main display 8, a performance point B image 31b that notifies the performance points when performance mode B is selected is displayed as a setting suggestion related image. The effect point B image 31b is made up of a circular frame image, numerical information indicating the effect point at that time displayed inside the frame, and reach information (update information) indicating the number of times the specified value has been reached at that time. In FIG. 20(a), the specified value has already been reached three times and the performance points are at "49", so the numerical information is "49" and the attainment information is "Cycle:03".
[0310] Also, in the lower left of the effect point B image 31b, an advantageous zone game number image 34 is displayed to notify the number of advantageous zone games at that time, just as when effect mode A is selected. In Figure 20(a), the number of games in the advantageous zone is 249, so the numerical information is "249". Furthermore, when presentation mode B is selected, the images of ally characters and battle level images that are displayed when presentation mode A is selected are not displayed.
[0311] Next, FIGS. 20(b) and (c) show various effect images on the main display device 8 when the effect points reach the specified value (50P) as a result of the game being executed from the above state.
[0312] First, FIG. 20(b) shows an effect image in the case where the effect points reach a specified value and item effect 1 is selected and executed as the setting suggestion related effect. As shown in FIG. 20(b), when the next game is played, the numerical information of the advantageous zone game number image 34 is updated to "250". Furthermore, if the added effect points reach a specified value at this time, the numerical information of the effect point B image 31b is updated to "50" and displayed.
[0313] Then, when the performance points reach a specified value, the selection control of the item performance will be carried out as described above, and if item performance 1 is selected at this time, either item A or item B will be displayed. FIG. 20(b) shows an effect image when item B is selected when item effect 1 is executed.
[0314] As shown in FIG. 20(b), when item B is selected, an item B image 46 appears and is displayed at the bottom left of the screen of the main display 8 as a setting suggestion related image. On the other hand, although not shown in the figure, if item A is selected at this time, an image corresponding to item A will be displayed instead of the above-mentioned item B image 46, and the display of these images will indicate whether the set value in the probability setting device 14 is even or odd.
[0315] Next, FIG. 20(c) shows an effect image in the case where the effect point reaches a specified value and item effect 2 is selected and executed as the setting suggestion related effect. When item effect 2 is selected and executed, one of items C to E will be displayed, and Figure 20(c) shows the effect image when item D is selected.
[0316] As shown in FIG. 20(c), when item D is selected, an item D image 47 appears and is displayed at the bottom left of the screen of the main display 8 as a setting suggestion related image. On the other hand, although not shown in the figure, if item C or E is selected, an image corresponding to the selected item will be displayed instead of the item D image 47, and the display of these images will indicate whether the setting value in the probability setting device 14 is high or low.
[0317] Next, FIG. 21(a) shows an effect image in the case where the effect point reaches a specified value and item effect 3 is selected and executed as the setting suggestion related effect. When item effect 3 is selected and executed, one of items F to K will be displayed, and Figure 21(a) shows the effect image when item F is selected.
[0318] As shown in FIG. 21(a), when item F is selected, an item F image 48 appears and is displayed at the bottom left of the screen of the main display 8 as a setting suggestion related image. On the other hand, although not shown in the figure, if any of items G to K is selected at this time, an image corresponding to the selected item will be displayed instead of the above-mentioned item F image 48, and the display of these images will result in the execution of an item presentation that confirms or negates the set value in the probability setting device 14.
[0319] Next, FIG. 21(b) shows an effect image in the case where item effect 4 is selected and executed as the setting suggestion related effect when the effect points reach a specified value. When item effect 4 is selected and executed, only item L is selected.
[0320] As shown in Figure 21(b), when item L is selected, item L image 49 will appear in the lower left corner of the screen of the main display 8 as a setting suggestion related image, and the appearance of item L image 49 will notify that item performance 3 will be executed in the next setting suggestion related image.
[0321] Then, each item image that is displayed will be erased after a predetermined period of time has elapsed, such as when the next game starts. Furthermore, even if the effect points reach the specified value, the achievement information indicating the number of times the specified value has been reached in the effect point B image 31b is not initialized, and the achievement information is updated (+1) when the next game starts after the item effect is executed.
[0322] Then, as described above, based on this arrival information, the item presentation for the next time onwards is selected, and a setting suggestion related image is displayed (generated) as suggestive information. In other words, the sub-control device 20 as the second suggestion control means is capable of storing the number of times that the performance points as specific information have reached a specific value as update information (reaching information), and is capable of generating suggestion information based on the update information.
[0323] Furthermore, even when the presentation mode is switched from presentation mode B to A, the information at that time is stored and maintained, and when the presentation mode is subsequently switched back to B, the stored information is restored and the updated display is resumed. Note that it is preferable to initialize the arrival information when the sub-control device 20 is reset or when the power is turned on across two days.
[0324] As described above, when presentation mode B is selected, various setting suggestion related presentations are executed on the main display 8, and some of the setting suggestion related images are updated or new images are displayed. Therefore, it is possible to increase the interest in the game, and to provide the player with important information when selecting a gaming machine to play on or when deciding whether to continue or end the game, such as information regarding the setting values in the probability setting device 14, information suggesting whether the setting values are odd or even, or high or low, and information confirming (or denying) a predetermined setting value, thereby giving the player a sense of satisfaction.
[0325] Furthermore, the execution of item effect 4 notifies the player that the next item effect 3 will be executed, and this effect allows the player to continue playing until the next item effect is executed, thereby improving the operating rate of the gaming machine.
[0326] Note that each item image may be anything that allows the difference between items to be identified, such as a weapon, a vehicle, a character's face, etc. Also, the items may be grouped by changing the color scheme, frame shape, etc. for each item effect. Furthermore, when each item image appears, a predetermined effect image may be displayed together, or a predetermined sound effect or a predetermined light emission effect may be performed. Furthermore, since the item L image 49 is a notice that the next item effect 3 will be executed, it may be configured to continue to be displayed until the next item effect 3 is executed, rather than being erased when the next game is executed. The effects are executed as described above when effect mode B is selected.
[0327] [Game flow during AT mode] Next, with reference to Figure 22, the flow of the game during the AT state will be explained. In the slot machine 1 of this first embodiment, the AT state occurs when the AT state transition condition is met during the pseudo bonus state, but as mentioned above, if the condition for transitioning to an additional specialized zone is met as a predetermined condition is met during the AT state, an additional specialized zone will occur as a special game state.
[0328] Figure 22 shows a normal AT state in which no additional specialization zone occurs during the AT state, and the flow of play between additional specialization zones. As shown in Figure 22, the main control device 10 controls the game state from the normal AT state to the added-on specialized zone when the condition for transitioning to the added-on specialized zone is met during a game in the normal AT state.
[0329] The main control unit 10 conducts an add-on lottery for each game during the AT state, adding (topping off) a predetermined number of games to the number of remaining games in the AT state, but when an add-on specialized zone occurs, the probability of winning this add-on lottery (probability of the number of games being added on) is controlled to be higher than in the normal AT state.
[0330] In other words, the main control device 10 is equipped with a special gaming state control means that can control the AT state as a special gaming state to a special gaming state in which a specified benefit (addition to the number of games) can be awarded based on the establishment of specified conditions. In this first embodiment, the condition for transitioning to the additional specialized zone is met with a predetermined probability (for example, 10%) when a predetermined rare role (for example, a strong cherry role) is won, but the winning trigger role and transition probability may be other than those mentioned above.
[0331] In addition, the main control unit 10 is capable of setting multiple types of lottery patterns for the add-on lottery, which determines the probability of adding on the number of games and the probability of selecting the number of games to be added, and determines one of the lottery patterns in advance corresponding to each game scheduled to be played in the add-on specialized zone. Therefore, in the bonus-specialized zone, the probability of winning the bonus lottery and the selection rate of the number of bonus games will vary for each game.
[0332] In this first embodiment, the main control unit 10 is capable of storing the pending state as information specifying the lottery mode. Details will be described later, but the pending states include pending state A, pending state B, and pending state C. The additional lottery is conducted in the order of pending state A → pending state B → pending state C, so that the probability of winning the additional lottery and the selection rate of the number of games to be added are advantageous to the player. In addition to the above-mentioned pending states A to C, pending state D is also provided, which is a pending state in which the termination condition of the added-on specialization zone can be met. In a game in which this pending state D is set, if the push order bell role is won but the push order bell role is not awarded (if the push order is incorrect), the main control unit 10 determines that the termination condition of the added-on specialization zone has been met, as shown in Figure 22, and ends the added-on specialization zone and transitions to the normal AT state.
[0333] In this first embodiment, when the push order bell role is won in a game in which the above-mentioned pending state D is set, a push order navigation is executed to notify only the reel 4 that should stop first. Therefore, in a game where the pending state D is set, even if the player performs the stop operation according to the push order navigation, the second and third reels 4 that stop are decided by the player's will, and the probability that the bonus special zone will end (the push order will be incorrect) is 50%. And, the bonus special zone will continue as long as the push order is not incorrect. In addition, if a role other than the push order bell role is won in a game in which the above-mentioned pending state D is set, it is confirmed that the additional special zone will continue at that point.
[0334] As described above, in the first embodiment, in the game in the add-on specialized zone, a plurality of pending states with different lottery patterns in the add-on lottery are set, and the add-on lottery is performed according to this pending state. In other words, the main control device 10, which serves as a special game state control means, is capable of executing an additional lottery as a bonus lottery related to the awarding of a predetermined bonus (addition to the number of games played) in response to the execution of a game, and is equipped with a bonus lottery control means that can execute the bonus lottery in any of a plurality of different lottery modes. Therefore, in the bonus-specialized zone, various bonus lotteries are held, making it possible to increase the entertainment value of the game.
[0335] Furthermore, in a game in the add-on specialized zone, if a hold state is set in advance and either hold state A, hold state B, or hold state C is set, there is no possibility that the add-on specialized zone will end, so the player can play the game with peace of mind, hoping that the number of games will be added.However, if hold state D is set, there is a possibility that the add-on specialized zone will end, so the player will play the game with a sense of tension. Details regarding the setting control of the pending state for each game in the bonus-specialized zone will be described later. The game is played in the AT state as described above.
[0336] [Image of the special bonus zone] Next, with reference to FIGS. 23 to 25, the effect images on the main display device 8 in the add-on specialized zone will be described. First, with reference to FIG. 23, the effect image on the main display device 8 at the start of the add-on specialized zone will be described.
[0337] As mentioned above, in this first embodiment, when an add-on specialized zone occurs, a game will be played in which a lottery to add the number of games will be conducted in a way that is advantageous to the player, but the add-on lottery will not be conducted in the same lottery format for all games in the add-on specialized zone, but rather the add-on lottery will be conducted in one of multiple lottery formats.
[0338] In addition, the main control unit 10 determines the lottery pattern for the above-mentioned additional lottery before the game in the additional specialization zone starts, and the additional lottery for each game is conducted using the determined lottery pattern.In this first embodiment, the lottery pattern for the first number of games (four games) scheduled to be executed after the start of the additional specialization zone is first determined in advance as the initial lottery pattern, and the determined lottery patterns for the number of games are stored and retained in the order in which they are scheduled to be executed, and the additional lotteries for the corresponding games are conducted sequentially in this order.
[0339] In addition, the lottery mode of the game to be executed after the above-mentioned multiple games is determined for each game in the added specialization zone, and this determined lottery mode is stored and retained so that it is the last one to be executed. Therefore, in the bonus specialization zone, the lottery mode of the game to be executed after a predetermined number of games (four games) is always determined in advance and stored in accordance with the execution order. In addition, the time when the lottery pattern for multiple games is determined at the beginning of the add-on specialization zone may be any time before the game in the add-on specialization zone starts, for example, it may be the time when it is decided to transition to the add-on specialization zone.
[0340] In addition to storing and holding the lottery patterns for multiple games that are scheduled to be executed, the main control unit 10 also stores and holds the lottery patterns for games that are currently being executed, and also stores and holds the lottery patterns for multiple games that have already been executed (3 games) in the order in which they were executed, and these are used in the pending return process, as will be described in detail later.
[0341] FIG. 23 shows the effect images on the main display device 8 during the game in which the bonus-specialized zone starts and the next game. As described above, the main control unit 10 manages the games that are scheduled to be executed in the add-on specialized zone, the games that have already been executed, and the games that are currently being judged for the add-on lottery as pending games, and stores and holds the lottery type corresponding to each pending game.Control information that can identify this stored and held information is transmitted to the sub-control unit 20, and the sub-control unit 20 displays the related presentation image on the main display unit 8 for each pending game based on the received control information.
[0342] First, FIG. 23(a) shows an effect image of the main display device 8 at the time when the number of bets in the first game in the bonus-specialized zone is set. As shown in Figure 23(a), when the number of bets for the first game in the bonus-addition specialization zone is set, an bonus-addition specialization zone image 51 is displayed in the main part of the screen of the main display 8 to indicate that the bonus-addition specialization zone is in effect. The add-on specialized zone image 51 may be any image that notifies the player that they are in the add-on specialized zone, but it is preferable to display, for example, a moving image consisting of a predetermined character image, background image, etc.
[0343] In addition, an acquired medal count image 50a is displayed in the upper left corner of the screen of the main display 8, indicating the total number of medals acquired during the AT state, and a remaining game count image 50b is displayed in the upper right corner of the screen of the main display 8, indicating the number of games remaining in the AT state. In addition, during games in the add-on specialization zone, the subtraction of the remaining number of games in the AT state is interrupted and not performed, so the remaining number of games image 50b will continue to display the remaining number of games in the AT state at the start of the add-on specialization zone.
[0344] In addition, at the bottom of the screen of the main display 8, a reserved area image 58 is displayed to display information regarding the reserved status of the additional lottery corresponding to each reserved game in the additional specialization zone. The pending area image 58 is composed of a scheduled game pending corresponding to four games to be executed and a scheduled execution area image 54 for notifying the pending status of the scheduled game pending, a running game pending corresponding to a game currently being executed and an executing area image 53 for notifying the pending status of the running game pending, and a completed game pending corresponding to three games that have been executed and an executed area image 52 for notifying the pending status of the completed game pending.
[0345] The scheduled execution area image 54 is configured so that the following images are lined up in the left-right direction: a rectangular first scheduled execution area image 54a for indicating the pending status of the first scheduled execution game corresponding to the first game scheduled to be executed in the bonus-specialized zone (the first game scheduled to be executed from that point onward); a rectangular second scheduled execution area image 54b for indicating the pending status of the second scheduled execution game corresponding to the game scheduled to be executed second after that; a rectangular third scheduled execution area image 54c for indicating the pending status of the third scheduled execution game corresponding to the game scheduled to be executed third after that; and a rectangular fourth scheduled execution area image 54d for indicating the pending status of the fourth scheduled execution game corresponding to the game scheduled to be executed fourth after that; and a pending status image for indicating the type of pending status (type of lottery pattern) that has been determined in advance is displayed within each scheduled execution area image.
[0346] Figure 23(a) illustrates a case where the lottery patterns for the first reserved scheduled game to be executed in pending state A, the second reserved scheduled game to be executed in pending state B, the third reserved scheduled game to be executed in pending state A, and the fourth reserved scheduled game to be executed in pending state C have been determined in advance, so the first scheduled execution area image 54a displays a pending state A image 55a indicating that the first reserved scheduled game to be executed is in pending state A, the second scheduled execution area image 54b displays a pending state B image 55b indicating that the second reserved scheduled game to be executed is in pending state B, the third scheduled execution area image 54c displays a pending state A image 55a indicating that the third reserved scheduled game to be executed is in pending state A, and the fourth scheduled execution area image 54d displays a pending state C image 55c indicating that the fourth reserved scheduled game to be executed is in pending state C.
[0347] That is, the presence of a game on hold is notified by the circular frame image, and the type of hold state of the game on hold is notified by the symbol inside. The pending state image for each scheduled execution area image is displayed when the number of bets is set, but the image may also be displayed after the game ends just before the additional specialization zone starts.
[0348] In addition, the running area image 53 is a rectangular image for notifying the pending status of the pending game in progress corresponding to the game being executed at that time, and a pending status image is displayed within it to notify the type of pending status (type of lottery pattern) for the game.
[0349] The executed area image 52 is composed of a rectangular first executed area image 52a for indicating whether or not a first executed game corresponding to the game that was already executed one game ago is pending and the pending state, a rectangular second executed area image 52b for indicating whether or not a second executed game corresponding to the game that was executed two games ago is pending and the pending state, and a rectangular third executed area image 52c for indicating whether or not a third executed game corresponding to the game that was executed three games ago is pending and the pending state, arranged in a left-right direction, and within each executed area image a pending state image is displayed for indicating whether or not a pending executed game has already been executed and the type of pending state (type of lottery mode).
[0350] Next, FIG. 23(b) shows an effect image on the main display 8 at the time when the game is started by operating the start lever 3 after the number of bets has been set. As shown in Figure 23(b), when the game starts, the bonus specialization zone image 51, the number of medals acquired image 50a, and the number of games remaining image 50b are continuously displayed. Note that these images will continue to be displayed in subsequent games. Furthermore, in this game, when the push order bell role is won, as shown in the figure, a push order navigation image 56 consisting of a left push order navigation image 56a, a center push order navigation image 56b, and a right push order navigation image 56c to notify the player of the won push order bell role will be displayed in the main part of the screen in front of the added special zone image 51. In addition, Figure 23(b) shows an example of winning the push order bell role, which has the specific push order of ``5a → 5c → 5b'', so the numerical information displayed is ``1'' on the left push order navigation image 56a, ``3'' on the middle push order navigation image 56b, and ``2'' on the right push order navigation image 56c.
[0351] Also, when the game starts, the main control unit 10 performs a process to update each piece of stored information, while the sub-control unit 20 performs a process to shift each game hold to the left based on the control information received from the main control unit 10. In other words, the pending state images in each scheduled execution area image that were displayed when the bet number was set will each move one square (frame) to the left, and the pending state A image 55a will be displayed in the in-execution area image 53, the pending state B image 55b in the first scheduled execution area image 54a, the pending state A image 55a in the second scheduled execution area image 54b, and the pending state C image 55c in the third scheduled execution area image 54c.
[0352] Furthermore, when a game is executed, the main control unit 10 predetermines the lottery pattern for the additional lottery corresponding to the new reserved game, and stores and retains the lottery pattern corresponding to the reserved game scheduled to be executed for the game to be executed next after the lottery pattern that has already been determined. However, the sub-control unit 20 displays the newly determined reserved game scheduled to be executed and the reserved state corresponding to the lottery pattern in the empty fourth scheduled execution area image 54d.
[0353] That is, the main control device 10 determines in advance and stores in memory the lottery mode for the add-on lottery corresponding to the game four games ahead for each game in the add-on specialized zone. Figure 23(b) illustrates an example in which the pending state D is determined as the lottery pattern for the additional lottery corresponding to the pending of a new scheduled game, and therefore the pending state D image 55d is displayed in the fourth scheduled execution area image 54d.
[0354] Therefore, when the game starts, it will first be announced that an additional lottery will be held in the lottery style for pending state A, and for the game scheduled to be played four games in the future, it will be newly announced that the lottery style for pending state D has been predetermined.
[0355] Next, FIG. 23(c) shows the effect image on the main display device 8 at the time when the game is over. As shown in Figure 23(c), when the game ends, the push order navigation image 56 is erased and an image announcing the results of the additional lottery in the pending state A is displayed in the erased location.
[0356] Figure 23(c) illustrates a case where, as a result of the additional lottery, 5 games are added (added) to the remaining number of games in the AT state, and therefore an additional game number image 57a containing the information "+5G" is displayed to notify that 5 games will be added. In addition, the image 50a of the number of medals acquired will be updated and displayed based on the winning of the push order bell role.
[0357] Next, FIG. 23(d) shows an effect image on the main display 8 at the time when the second game starts after the first game ends. As shown in Figure 23(d), when the second game starts, the information "+5G" will be displayed below the remaining game number image 50b as the added game number image 50c, which displays the number of games added in the previous game. The added game count image 50c indicates the total number of games that will be added during the added-on specialized zone, and numerical information is added each time the number of games is added in each game, and at the end of the added-on specialized zone, the value of the added game count image 50c is added together to the number of medals won image 50a.
[0358] Furthermore, when the second game starts, the sub-controller 20 performs the process of shifting each pending game to the left based on the control information received from the main controller 10, just as it did when the first game started. Therefore, the pending state images in each scheduled execution area image and in-execution area image that were displayed during the first game execution are each moved one square to the left, and a pending state A image 55a is displayed in the first executed area image 52a, a pending state B image 55b in the in-execution area image 53, a pending state A image 55a in the first scheduled execution area image 54a, a pending state C image 55c in the second scheduled execution area image 54b, and a pending state D image 55d in the third scheduled execution area image 54c are each moved and displayed.
[0359] Also, just as at the start of the first game, the lottery pattern for the game four games from now will be determined as a new game reservation, and the determined reservation state will be displayed in the vacant fourth execution scheduled area image 54d. Figure 23(d) illustrates an example in which the pending state C is determined as the lottery pattern for the additional lottery corresponding to the new game pending, and therefore the pending state C image 55c is displayed in the fourth scheduled execution area image 54d. Although not shown in the figure, if the push order bell role is won in this game, the push order navigation image 56 will be displayed in the same manner as above.
[0360] Also, although not shown in the figure, each time the third or subsequent game is played in the bonus-specialized zone, a process is performed to shift each reserved game to the left, just as when the second game starts, and eventually reserved games are displayed in all reserved area images 58. Furthermore, after pending games are displayed in all pending area images 58, each time a game is executed, a new pending game to be executed is added and each pending game is shifted in the same manner as described above, and the pending executed game displayed in the third executed area image 52c is erased in accordance with the shift.
[0361] As described above, under the control of the main control device 10, during the bonus-specialized zone, the lottery pattern for the bonus lottery to be executed thereafter for a predetermined number of games is determined in advance. In other words, the main control device 10, which serves as a special game state control means, is equipped with a lottery pattern pre-determination means that can pre-determine one of a plurality of lottery patterns for the bonus lottery (additional lottery) for a predetermined number of games during the special game state (additional specialization zone). Therefore, the lottery pattern in the bonus-specialized zone changes in various ways, which changes the player's expectations and makes the game more interesting.
[0362] In addition, the main control unit 10 transmits control information to the sub-control unit 20 to display the pending status of the game pending and to perform control to notify the lottery status for the predetermined number of games determined in advance. That is, the main control device 10 as the special game state control means is provided with a lottery mode notification control means capable of executing control for notifying each lottery mode determined by the lottery mode advance determining means.
[0363] Therefore, since the player can check the lottery pattern in advance for the game that is scheduled to be played, it becomes possible to change the player's expectations in various ways before the game is played, and if a lottery pattern with high expectations is determined in advance, it becomes possible to increase the player's expectations in advance.
[0364] Furthermore, the main control device 10 stores and holds in a predetermined order the lottery patterns determined in advance for the predetermined number of reserved games to be executed, and performs the additional lottery in this stored order. In other words, the main control device 10 as a special game state control means is equipped with a bonus lottery progress control means that can proceed with the bonus lottery (additional lottery) in a predetermined order for each lottery pattern determined by the lottery pattern advance determination means. Therefore, it is possible to reliably execute the additional lottery in a lottery pattern for a predetermined number of games.
[0365] In the first embodiment, the lottery patterns for four games are determined in advance, but the number of games for which the lottery patterns are determined in advance may be other than the above. Similarly, the lottery patterns for three games that have already been executed are stored and held, but the number of games with the lottery patterns that have already been stored and held may be other than the above. In addition, various effect images relating to the additional special zone may be displayed on the sub-display 17, or may be displayed on both the main display 8 and the sub-display 17. As described above, the effect image is displayed during the add-on specialization zone.
[0366] Next, with reference to FIG. 24, a description will be given of the effect image on the main display device 8 at the end of the additional specialization zone. In this first embodiment, the termination condition for the added-on specialized zone is set when the push order bell role is not won, but Figure 24 shows the case where the push order bell role, which is set as the termination condition, is won. First, FIG. 24(a) shows an effect image of the main display device 8 at the start of the game when the bonus-specialized zone ends.
[0367] As shown in Figure 24(a), when a game is started in which the bonus-specialized zone will end, the bonus-specialized zone image 51, the number of medals won image 50a, the number of remaining games image 50b, and the number of bonus games image 50c will continue to be displayed on the screen of the main display 8, as described above.
[0368] Also, in Figure 24, the pending area image 58 shows an example of a case where pending games are stored and held, in order from left to right: pending state B, pending state A, pending state C, pending state D, pending state C, pending state A, pending state A, and pending state B, and pending state D image 55d is displayed as a pending running game in the running area image 53, indicating a case where there is a possibility that the bonus-specialized zone for that game will end. That is, as mentioned above, in this first embodiment, in a game in which the reserved state D is set as the lottery mode corresponding to the game reservation, if the push order bell role is won and the push order bell role is not won, the added-on specialization zone will end, so Figure 24 shows a presentation image during a game in which the added-on specialization zone may end.
[0369] Also, Figure 24(a) shows an example of winning the push order bell role, which has the specific push order of "5b → 5c → 5a," so the information displayed is "?" on the left push order navigation image 56a, "1" on the middle push order navigation image 56b, and "?" on the right push order navigation image 56c. That is, in this first embodiment, in a game in which the pending state D image 55d is displayed as a pending game in progress in the running area image 53, if the push order bell role is won, a push order navigation is executed that notifies only the reel 4 that should stop first, so by displaying numerical information of "1" only in the middle push order navigation image 56b and replacing the other (left and right) images with symbol information of "?", a push order navigation is executed that does not notify the reel 4 that should stop second and third.
[0370] In this state, if the player stops reels 4 in the order of "5b → 5a → 5c", that is, if the player is unable to perform the stopping operation in the specific push order and is unable to win the winning push order bell role, an ending image 57b consisting of the text information "Unfortunate special zone ended" will be displayed in approximately the center of the screen of the main display 8, as shown in Figure 24(b), to notify the player that the add-on special zone for that game has ended. Then, the bonus-specialized zone ends in that game, and the game transitions to the normal AT state from the start of the next game.
[0371] As described above, the main control unit 10 can determine in advance the reserved state D as the lottery mode for the reserved game, and in a game in which the reserved game is in the reserved state D, an additional lottery is held in a lottery mode that includes a lottery as to whether or not the additional specialized zone will end. That is, the main control device 10 as the lottery mode pre-determining means can determine in advance the lottery mode including the lottery for determining whether or not to terminate the special game state (addition specialization zone).
[0372] Therefore, it is possible to give the player a sense of thrill and increase the interest of the game. Furthermore, even if a game is executed in which the game reserve is in the reserved state D, if the player can win the push order bell role by his / her own choice, it is possible to avoid the end of the added-on special zone, and therefore, if the end of the added-on special zone can be avoided, it is possible to give the player an extremely high sense of accomplishment.
[0373] Furthermore, if a pending state D exists in the pending games scheduled to be executed, it is possible to notify the player in advance that there is a possibility that the bonus-specialized zone will end in a few games, thereby giving the player a sense of thrill in advance and making the game more enjoyable.
[0374] In addition, in a game in which the game is in the pending state D, a push order navigation is executed to notify only the reel 4 that should stop first, but it is also possible not to notify the push order at all. In addition, in a game in which the game hold is in hold state D, if a role other than the push order bell role is won, the add-on specialization zone is continued, but the add-on specialization zone may also be ended by winning a role other than the push order bell role. As described above, the effect image at the end of the bonus special zone is displayed.
[0375] Next, referring to FIG. 25, a description will be given of the effect image on the main display 8 during the reserved return process performed in the added-on specialized zone.
[0376] First, the hold return process will be described. In this first embodiment, as described above, the main control unit 10 stores and holds the hold status corresponding to each game hold, and performs an additional lottery for these multiple game holds (hold games scheduled to be executed) in a predetermined order, and also stores and holds game holds for which the additional lottery has been completed (hold games that have already been executed) in the order in which they were executed.
[0377] Then, based on the establishment of specific conditions in the bonus-specialized zone, the main control device 10 performs processing to change the order in which bonus lotteries are conducted for reserved games. Specifically, an additional lottery for reserved games is normally conducted in a predetermined memory order, but if a specific condition is met, a reserved return process is performed in which an additional lottery that has already been conducted before the specified game is repeatedly conducted.
[0378] For example, if an additional draw was made for pending state A two games ago, and an additional draw was made for pending state B one game ago, and a specific condition is met at that point and it is decided to go back to two games ago, the additional draw will be repeated again in the order of pending state A → pending state B. In addition, when the main control unit 10 executes the above-mentioned pending return process, it can be performed by respectively switching (shifting) the memory locations of the pending states stored in the memory area for each pending game, but it can also be performed in other ways.
[0379] In addition, based on the execution of the above-mentioned hold return processing, the main control unit 10 transmits corresponding control information to the sub-control unit 20, and the sub-control unit 20 displays a performance image corresponding to the hold return processing on the main display unit 8. FIG. 25 shows an image produced on the main display 8 during the hold return process executed under the control of the sub-controller 20 based on the reception of control information from the main controller 10. In the first embodiment, the reserved return process is executed with a predetermined probability when a predetermined rare combination is won.
[0380] First, Figure 25(a) shows the presentation image on the main display 8 when a rare role (for example, a strong cherry role) is won when the game reserve is stored and displayed in the reserve area image 58 in the order of left to right: reserved status C, reserved status C, reserved status D, reserved status A, reserved status A, reserved status D, reserved status A, reserved status D. In other words, since the pending state A is displayed in the running area image 53, it indicates that a rare role has been won in a game in which an additional lottery is held in the pending state A.
[0381] As shown in FIG. 25(a), when a rare combination is won, information "!" is displayed on each of the push order navigation images 56 to notify the user that a rare combination has been won. Then, depending on the lottery mode in the pending state A, an additional lottery will be held based on the winning of a rare role. In this first embodiment, details will be described later, but in a game in the add-on specialized zone, if a rare role is won, an add-on lottery will be held that is more advantageous to the player than when a role other than a rare role is won.In addition, a reserve return lottery will be held, and if this reserve return lottery is won, reserve return processing will be carried out and the add-on lottery will proceed by going back a predetermined number of games.
[0382] Next, FIG. 25(b) shows an image produced on the main display 8 after the game in which the rare combination is won ends. As shown in FIG. 25(b), when a rare combination is won and the rare combination is awarded, the acquired medal number image 50a is updated and displayed in accordance with the number of acquired medals. In addition, the number of games to be played is notified by the added number of games image 57a when a rare combination is won. In Fig. 25(b), a case where 10 games are added is illustrated, so that the information "+10G" is displayed on the added number of games image 57a. When the number of games is increased, after the game is finished, the added number of games image 57a is updated and displayed by the amount of the added number of games.
[0383] Furthermore, if the reserved return lottery is won, the return frame number image 57c will be displayed to the right of the added game number image 57a. For example, if it is decided to return to the reserved game from two games ago, the information "return two frames" will be displayed on the return frame number image 57c as shown in the figure, informing the player that the reserved return lottery has been won and the number of games to go back.
[0384] Then, after a predetermined time (for example, 1 second) has elapsed since the added game number image 57a and the return frame number image 57c are displayed, the images are erased and the pending area image 58 is updated and displayed in accordance with the pending return processing. Figure 25 shows a case where the additional lottery is repeated going back two games, so the processing is performed such that each reserved game is shifted to the right while keeping the order the same, so that the second reserved executed game (reserved state C image 55c) displayed in the second executed area image 52b becomes the reserved game for the next game.
[0385] Therefore, as shown in Figure 25(c), based on the second executed game pending displayed in the second executed area image 52b, each game pending shifts to the right, and as shown in Figure 25(d), the second executed game pending is moved and displayed to a position where it becomes the running area image 53. Furthermore, as each reserved game is shifted to the right, the scheduled execution area image 54 is additionally displayed to the right by the number of games going back (two frames), and the corresponding reserved game is moved and displayed in that position. Furthermore, as each reserved game is shifted to the right, a predetermined number (two) of reserved executed games that have already been erased but are stored and held are redisplayed in the executed area image 52.
[0386] Furthermore, when the reserved return process is performed, if there is an executed game reserved in reserved state D within the range where the additional lottery is repeated, the main control unit 10 performs processing to change the lottery mode of the reserved state D to another lottery mode. In other words, since the pending return process is executed as a way to grant a benefit to the player, a correction process is carried out to prevent the pending state D, which could be disadvantageous to the player, from being repeated by executing the pending return process.
[0387] Therefore, as shown in Figure 25(b), if the first executed game pending in the first executed area image 52a within the range where the additional lottery is repeated is pending state D image 55d, as shown in Figure 25(c), it is changed to pending state B image 55b, which is a pending state other than pending state D image 55d, and then the pending return process is performed. The change of the pending state may be any change from pending state D to another pending state, and may be made by a predetermined change lottery.
[0388] Then, when the pending return process is completed, as shown in Figure 25 (d), each pending game is shifted two frames to the right, and the additional lottery for the next game is carried out in the same manner as described above. In other words, in a normal additional lottery, after the additional lottery for the reserved game (reserved game currently being executed) in the running area image 53, the additional lottery proceeds so that an additional lottery for the reserved game (reserved game currently being executed) in the first scheduled execution area image 54a is held, but when a two-frame return pending process is performed, the progress of the additional lottery is changed so that after the additional lottery for the reserved game (reserved game currently being executed) in the running area image 53, an additional lottery for the reserved game (reserved game already executed) in the second executed area image 52b is held again.
[0389] Therefore, the add-on lottery will go back to two games ago and resume from the next game, and as shown in Figure 25(d), the pending state C image 55c executed two games ago will be displayed moving in the running area image 53, and from this state the game in the add-on specialized zone will resume, and the add-on lottery will be held sequentially for each updated pending game. Furthermore, if the lottery pattern for the pending state D exists within the range in which the additional lottery is repeated, the additional lottery in the pending state D will not be repeated, but in the case of other pending states, the additional lottery will be repeated by executing the pending return process.
[0390] When the reserved game return process is performed, the reserved games are not shifted to the left or additional reserved games are not added when the next game starts, as described above. Also, although the reserved game area image 58 is updated and displayed according to the reserved game return process after the game ends, the updated display may also be performed when the next game starts. Furthermore, if the next game is started immediately at the end of a game in which the pending return process is performed, the moving display of each pending game shown in Figure 25(c) to Figure 25(d) will be canceled and the next game will start from the state shown in Figure 25(d).
[0391] As described above, when a specific condition is met in the add-on specialized zone and the pending return process is performed, the main control unit 10 controls the lottery process to change the progress mode in the add-on lottery to a progress mode different from the normal progress mode, so that the lottery mode corresponding to the pending game that has already been executed is repeatedly executed. Furthermore, when the reserved return process is performed, it is possible to repeatedly execute the additional lottery in the lottery mode corresponding to the number of games that have already been executed.
[0392] In other words, the main control unit 10, which serves as a bonus lottery progress control means, is equipped with a progress mode change control means that can change the progress mode of the bonus lottery so that a lottery mode in which a bonus lottery (additional lottery) has already been held is repeated based on the establishment of specific conditions. Furthermore, the main control device 10 as the progress mode change control means can change the progress mode of the bonus lottery so that the lottery mode corresponding to the plurality of games that have already been executed is repeated.
[0393] Therefore, it is possible to carry out the add-on lottery in the add-on specialized zone in a more varied and interesting manner. Furthermore, if there is a lottery pattern with a high degree of advantage in the repeated additional lotteries, it is possible to increase the player's sense of expectation. Furthermore, since the lottery patterns corresponding to multiple games can be repeatedly executed, the variability of the additional lottery can be further increased, and the possibility of repeating a lottery pattern with a high degree of advantage increases, making it possible to further increase the player's sense of expectation.
[0394] In addition, when the reserved game return process is performed, if the reserved game that is the subject of the reserved game return process is set to reserved state D, which may result in the end of the added-on specialized zone, the main control unit 10 can change it to another reserved state. In other words, the main control device 10, which serves as a special game state control means, is equipped with a lottery mode change means for changing the lottery mode when the lottery mode is repeated due to a change in the progress mode of the bonus lottery (additional lottery) by the progress mode change control means (main control device 10). Therefore, it is possible to prevent the end of the added-on specialized zone even though the reserved return process has been performed, and it is possible to further increase the player's sense of anticipation when the reserved return process is performed.
[0395] In addition, the main control unit 10 controls the sub-control unit 20 to notify the user of multiple lottery patterns that have already been executed by sending control information to the sub-control unit 20 to display the pending status of the executed game in the executed area image 52. That is, the main control device 10 as the lottery mode notification control means is provided with executed lottery mode notification control means capable of executing control for notifying a plurality of lottery modes corresponding to a plurality of games that have already been executed.
[0396] Therefore, the player can check later what lottery patterns have been used for the additional lotteries up until now, and if there is a lottery pattern that has been executed that is highly advantageous, the player will expect that lottery pattern will be executed again through the pending return process, which can increase the player's sense of anticipation.
[0397] When the reserved game return process is performed, each reserved game in the reserved area image 58 is shifted, but any method that notifies that the progress of the additional lottery has changed can be used, and each reserved game can be left as it is and the running area image 53 can be moved to the left to notify that the progress of the additional lottery has changed. As described above, a presentation image is displayed when the hold return process for the added-on specialized zone is performed.
[0398] [Control of bonus lottery in bonus special zone] Next, with reference to Figs. 26 to 28, the control of the add-on lottery in the add-on specialized zone will be described in detail.
[0399] First, with reference to FIG. 26, the selection rate of the reserved state for the reserved games scheduled to be executed in the bonus-specialized zone will be described. As mentioned above, when the add-on specialized zone starts, the main control unit 10 predetermines the lottery mode (pending state) for a predetermined number of games (4 games) from the start of the add-on specialized zone and stores and retains it in the order of execution. Then, the lottery patterns for the predetermined number of games are displayed in the scheduled execution area image 54 as the pending states in the pending scheduled execution games at the initial stage of the bonus-specialized zone, as shown in FIG. 23(a).
[0400] In addition, each time a game is executed in the added specialization zone, a lottery pattern (hold state) for a new pending game to be executed is determined, added as the final lottery pattern at that time, and stored and retained. This newly determined lottery pattern is then added to and displayed in the fourth scheduled execution area image 54d as a hold state for the fourth pending game to be executed, as shown in Figure 23(b).
[0401] In addition, when determining the lottery pattern at the beginning of the add-on specialization zone and when a reserved game to be executed is added, the main control unit 10 provides three types of reserve modes, reserve mode A, reserve mode B, and reserve mode C, which change the selection rate of the lottery pattern, and by controlling to one of the reserve modes during one add-on specialization zone, control is performed so that the determination of the lottery pattern changes for each add-on specialization zone.
[0402] FIG. 26(a) shows the selection rate when the main control device 10 determines the lottery mode (reserved state) for the predetermined number (four) of reserved games to be executed at the initial stage of the bonus-specialized zone. In addition, when the main control device 10 determines the reserved status for the predetermined number of reserved games to be executed, the reserved status is determined by lottery based on the sampling of predetermined random numbers.
[0403] In addition, the initial lottery mode (pending state) is determined when it is decided to move to the added-on specialized zone, and the lottery mode (pending state) for each of the multiple (four) games scheduled to be executed is determined one by one so that the probability is as shown in Figure 26(a), thereby determining the pending state for all games scheduled to be executed.
[0404] As shown in Figure 26(a), for example, if reserved mode A is selected, the lottery patterns for the four initially scheduled reserved games are determined so that reserved state A is selected with a 34% probability, reserved state B is selected with a 33% probability, reserved state C is selected with a 33% probability, and reserved state D is selected with a 0% probability. Although not explained further, for the reserved mode B and the reserved mode C, the lottery patterns for the predetermined number (four) of reserved games to be played at the initial time are determined at the probabilities shown in the figures.
[0405] As described above, the lottery pattern (hold state) for the predetermined number (4) of games scheduled to be executed at the beginning of the add-on specialization zone is determined, so at the start of the add-on specialization zone, the lottery pattern for the add-on lottery for multiple games scheduled to be executed is determined in advance. Therefore, it is possible to add variety to the number of games added in each game during the add-on specialized zone, thereby making it possible to increase the interest of the game.
[0406] In addition, since the selection rate of each reserved state changes depending on the reserved mode, by changing the reserved mode, it is possible to add variety to the manner in which the number of games is added for each additional specialized zone, thereby making it possible to increase the interest of the game. Furthermore, as will be described in more detail later, the player's advantage in the lottery mode increases in the order of pending state A → pending state B → pending state C, but the probability that a pending state with a high player advantage will be selected increases in the order of pending mode A → pending mode B → pending mode C. Therefore, the player's expectations can be changed depending on the hold mode, and for example, when hold mode C is selected, the player's expectations can be increased.
[0407] Furthermore, for the predetermined number (four) of games scheduled to be executed at the beginning of the bonus-specialized zone, the reserved state D, i.e., the reserved state that may result in the end of the bonus-specialized zone, is not selected. Therefore, it is possible to prevent the bonus-specialized zone from ending immediately after it has started, and to maintain the player's sense of anticipation for a certain period of time.
[0408] The selection rate for each pending state may be any value other than those mentioned above as long as it shows the above-mentioned tendency. Furthermore, four or more types of hold modes may be provided, or a hold mode in which hold state A is not selected may be provided. As described above, the lottery pattern for the predetermined number of reserved games scheduled to be executed at the initial stage of the bonus-specialized zone is determined.
[0409] Next, Figure 26(b) shows the selection rate when the main control device 10 determines the lottery pattern (reserved state) for the reserved scheduled game to be added when the reserved scheduled game is added in the added special zone. In addition, when the main control device 10 determines the hold status for the additional scheduled game to be held, it extracts a predetermined random number at the start of the game in the bonus specialization zone to determine the hold status.
[0410] As shown in Figure 26(b), for example, if hold mode A is selected, the lottery pattern for the additional hold game to be executed will be determined so that hold state A is selected with a 30% probability, hold state B is selected with a 25% probability, hold state C is selected with a 15% probability, and hold state D is selected with a 30% probability. Although the explanation is omitted, the lottery mode for the reserved game to be added at each probability shown in the figure is also determined for the reserved mode B and the reserved mode C.
[0411] As described above, when a scheduled game is added to the hold state, the selection rate of the hold state changes depending on the hold mode. Therefore, even when a game to be played is added to the reserved list, the manner in which the number of games is added can be varied depending on the reserved mode, thereby making it possible to increase the interest of the game.
[0412] Furthermore, when a pending game to be played is added, the probability that a pending state with a high advantage (such as pending state C) will be selected becomes lower than in the initial state. Therefore, even if the bonus-specialized zone continues for a long period of time, it is possible to prevent the player's profit from becoming extremely high.
[0413] In addition, when adding a pending game to be executed, it is also possible to select pending state D, which may indicate the end of the bonus-specialized zone. Therefore, it is possible to prevent the bonus-specialized zone from continuing for a long period of time, and to play a highly entertaining game that gives the player a sense of thrill.
[0414] Furthermore, the probability that the reserved state D will be selected for adding a reserved game to be executed decreases in the order of reserved mode A → reserved mode B → reserved mode C. Therefore, the duration of the added special zone can be changed depending on the hold mode, which makes it possible to increase the interest of the game, and for example, when hold mode C is selected, it is possible to increase the player's sense of anticipation.
[0415] The selection rate for each pending state may be any value other than those mentioned above as long as it shows the above-mentioned tendency. As described above, in the additional special zone, the lottery mode for the reserved game to be added is determined.
[0416] Next, with reference to FIG. 27, the selection rate of each number of added games, which is determined in the main control device 10 at the time of the added lottery in each game in the added-specialized zone, will be described.
[0417] As mentioned above, in the main control unit 10, in games in the add-on specialized zone, an add-on lottery will be conducted that is more advantageous to the player than in the normal AT state, and this add-on lottery in the add-on specialized zone will be carried out based on the pending state of the corresponding game and the lottery results for the role in that game. In addition, the main control device 10 draws a predetermined random number at the start of a game in the bonus specialization zone to perform a bonus lottery.
[0418] First, Figure 27(a) shows the selection rate for each number of additional games when pending state A is set as the lottery mode for the additional lottery. As shown in Figure 27(a), if the lottery result is anything other than a rare winning combination, the number of additional games will be selected as follows: 0 games (no additional games) with a 50% probability, 5 games with a 40% probability, 10 games with a 10% probability, 20 games with a 0% probability, and 50 games with a 0% probability. Also, although the explanation is omitted, if a weak rare role or a strong rare role is won, an additional lottery is held to select the number of additional games at each selection rate shown in the figure.
[0419] Next, FIG. 27(b) shows the selection rate of each number of additional games when the pending state B is set as the lottery mode for the additional lottery. As shown in Figure 27(b), if the lottery result is anything other than a rare role, the number of additional games will be selected as follows: 0 games (no additional games) with a 30% probability, 5 games with a 40% probability, 10 games with a 30% probability, 20 games with a 0% probability, and 50 games with a 0% probability. Also, although the explanation is omitted, if a weak rare role or a strong rare role is won, an additional lottery is held to select the number of additional games at each selection rate shown in the figure.
[0420] Next, Figure 27(c) shows the selection rate for each number of additional games when the pending state C is set as the lottery mode for the additional lottery. As shown in Figure 27(c), if the lottery result is anything other than a rare role, the number of additional games will be selected as follows: 0 games (no additional games) with a 0% probability, 5 games with a 40% probability, 10 games with a 60% probability, 20 games with a 0% probability, and 50 games with a 0% probability. Also, although the explanation is omitted, if a weak rare role or a strong rare role is won, an additional lottery is held to select the number of additional games at each selection rate shown in the figure.
[0421] Next, Figure 27(d) shows the selection rate for each number of additional games when the pending state D is set as the lottery mode for the additional lottery. As shown in Figure 27(d), if the lottery result is anything other than a rare role, and if the push order bell role is won but the push order bell role cannot be won (if the push order is incorrect), the number of additional games will be selected as 0 games (no additional games) with a 100% probability, and the end of the additional special zone will be determined, and an additional lottery will be held so that 5 games will be selected with a 0% probability, 10 games will be selected with a 0% probability, 20 games will be selected with a 0% probability, and 50 games will be selected with a 0% probability.
[0422] In addition, if the lottery result is something other than a rare role, and if the push order bell role is won and the push order bell role is won (if the push order is correct), the number of additional games will be selected as 0 games (no additional games) with a 100% probability, and the continuation of the additional game specialized zone will be decided, and an additional lottery will be held so that 5 games will be selected with a 0% probability, 10 games will be selected with a 0% probability, 20 games will be selected with a 0% probability, and 50 games will be selected with a 0% probability.
[0423] In addition, if the lottery result is other than a rare role win and other than a push order bell role win, it will be decided that the bonus special zone will continue, but the number of games will not be added. Also, although we will not go into detail, if you win a weak rare role or a strong rare role, an additional lottery is held to select the number of additional games at each selection rate shown in the figure, and it is determined that the additional specialized zone will continue.
[0424] As described above, the number of games to be added is selected based on the pending state and the results of the lottery for the winning combination. Therefore, the probability of the number of games being added and the probability of the number of games being added increasing in the pending state order of pending state A → pending state B → pending state C. In addition, the probability of the number of games being added and the probability of the number of games being added increasing in the order of non-rare roles → weak rare roles → strong rare roles.
[0425] In particular, if the pending state C is selected, a predetermined number of games will be added regardless of the result of the lottery. Similarly, if you win a rare role, a certain number of games will always be added, and there is also the possibility that 20 or 50 games will be selected, which would not be selected in lottery results other than rare roles. In addition, if a rare role is won, even if the pending state D is set, the end of the additional special zone can be prevented.
[0426] Therefore, the probability of the number of games being added and the number of games being added will change depending on the pending status and the winning role, making it possible to increase the entertainment value of the game. In particular, when the reserved state C is set, it is possible to further increase the interest of the game. Furthermore, if a rare role is won, the bonus-specialized zone will not end, and a highly anticipated bonus lottery will be held, which will increase the player's expectations. However, if a rare role is won while the reserved state C is selected, it will be possible to increase the player's expectations even more.
[0427] Also, in the case of pending state D, if the push order bell role is won and the push order bell role is won, the added special zone will continue, but if the push order bell role is not won, the added special zone will end. Therefore, it is possible to reliably realize a lottery mode that includes a lottery to determine whether or not to end the added-on specialized zone, and it is possible to reliably execute a highly entertaining game.
[0428] The probability of selecting each number of additional games may be other than the above as long as the above-mentioned tendency can be formed. Also, the number of additional games set as an option may be other than the above. As described above, the number of added games in the add-on lottery for the add-on specialized zone is selected.
[0429] Next, with reference to FIG. 28, the control of the hold return process executed by the main control device 10 will be described.
[0430] As mentioned above, in a game in the add-on specialized zone, the main control unit 10 will execute a pending return process that changes the progress of the add-on lottery based on the establishment of certain conditions, and the lottery on whether to execute this pending return process will be carried out based on the results of the lottery for the role in the game. In addition, at the start of a game in the bonus-specialized zone, the main control device 10 draws a predetermined random number to determine whether or not to execute the reserved return process.
[0431] First, Figure 28(a) shows the selection rate of whether to execute the reserved return process and the number of games to go back (number of return frames) when the lottery pattern for the additional lottery is set to a reserved state (A to C) other than reserved state D in the running area image 53. As shown in FIG. 28(a), if the lottery result is anything other than a rare winning combination, the lottery will be executed so that there is a 100% probability that the reserved return process will not be performed.
[0432] In addition, if a weak rare role is won, the lottery will be performed so that there is a 60% chance that the pending return process will not be performed, a 35% chance that the pending return process will go back two games (go back two frames), and a 5% chance that the pending return process will go back three games (go back three frames). In addition, if a strong rare role is won, the lottery will be held so that there is a 10% chance that the pending return process will not be performed, a 70% chance that the pending return process will go back two games (go back two frames), and a 20% chance that the pending return process will go back three games (go back three frames).
[0433] Next, Figure 28(b) shows the selection rate of whether or not to execute the pending return process and the number of games to go back (number of return frames) when pending state D is set as the lottery mode for the additional lottery in the running area image 53. As shown in FIG. 28(b), if the lottery result is anything other than a rare winning combination, the lottery will be executed so that there is a 100% probability that the reserved return process will not be performed.
[0434] In addition, if a weak rare role is won, the lottery will be executed so that there is a 0% chance that the pending return process will not be performed, a 90% chance that the pending return process will go back two games (go back two frames), and a 10% chance that the pending return process will go back three games (go back three frames). In addition, if a strong rare role is won, the lottery will be performed so that there is a 0% chance that the reserved return process will not be performed, a 70% chance that the reserved return process will go back two games (go back two frames), and a 30% chance that the reserved return process will go back three games (go back three frames).
[0435] As described above, whether or not to execute the pending return process and the number of games to go back are determined, so the probability that the pending return process will be executed and the probability that the number of games to go back will be greater are higher if you win a rare role rather than a non-rare role, and if you win a strong rare role when you win a rare role. Therefore, if a player wins a rare role during the bonus-specialized zone, it is possible to increase the player's sense of expectation, and in particular, if a player wins a strong rare role, it is possible to greatly increase the player's sense of expectation.
[0436] Furthermore, when the pending state D is set, the probability that the number of games to be played back in the pending return process when a rare role is won is higher than when a state other than pending state D is set. In other words, when the pending state D is set, there is a possibility that the added-on specialized zone will end, but if a rare role is won in the game, a lottery will be held regarding a more advantageous pending return process. Therefore, when the reserved state D is set, there is a risk that the added-on specialized zone will end, but at the same time, there is an increased possibility that a more advantageous reserved return process will be performed, making it possible to play a more entertaining game.
[0437] The probability of whether or not to execute the reserved return process and the probability of selecting each number of games to go back may be other than those described above as long as the above-mentioned tendency can be formed. Also, the number of games to go back (number of frames to go back) set as an option may be other than those described above. As described above, a lottery is held regarding the pending return processing in the added-on specialized zone.
[0438] [Modification 1 of the First Embodiment] Next, a first modification of the first embodiment will be described with reference to FIG.
[0439] In this first embodiment, the main control unit 10 will conduct an add-on lottery to determine whether or not to add on the number of games for each game in the add-on specialized zone, and what the number of games to be added will be. However, in this variant example 1, the selection rate for each option during the add-on lottery is different from that of the first embodiment described above, and further, the selection rate for each option is changed based on the establishment of specified conditions. Therefore, other than the setting and changing of the selection rate for each of the above options, the present embodiment is the same as the first embodiment.
[0440] FIG. 29 shows a chart illustrating the selection rate of the number of added games in each pending state in variant example 1 of the first embodiment, for example, the selection rate when pending state A is set. First, Figure 29(a) shows the selection rate for each number of added games in a normal state where the reserved return process is not being performed.
[0441] As shown in Figure 29(a), for example, if the lottery result is a strong rare role, the number of additional games will be selected as follows: 0 games (no additional games) with a 0% probability, 5 games with a 25% probability, 10 games with a 25% probability, 20 games with a 25% probability, and 50 games with a 25% probability. Also, although the explanation will be omitted, if a non-rare role or a weak rare role is won, an additional lottery is held to select the number of additional games at each selection rate shown in the figure.
[0442] As described above, in variant 1 of the first embodiment, the number of additional games is selected during the additional lottery under normal circumstances, so that, for example, if a strong rare role is won, the number of additional games will be selected evenly between 5 and 50 games. Therefore, if a strong rare role is won, there is a possibility that all the game numbers will be added, which can increase the player's sense of expectation. Although not shown in the figure, even in a pending state other than pending state A, if a strong rare role is won as described above, the number of additional games will be selected equally from 5 to 50 games.
[0443] Next, Figure 29(b) shows the selection rate for each number of additional games when the reserved game return process is performed as a result of the above-mentioned predetermined condition being met, and a re-draw is performed for the reserved games that have already been executed. In other words, this shows the selection rate when there is a pending executed game in pending state A, and as a result of the pending return process being performed, an additional lottery is repeatedly executed for the pending executed game in pending state A.
[0444] As shown in Figure 29(b), for example, if the lottery result is a strong rare role, the number of additional games will be selected as follows: 0 games (no additional games) with a 0% probability, 5 games with a 0% probability, 10 games with a 34% probability, 20 games with a 33% probability, and 50 games with a 33% probability. Also, although the explanation will be omitted, if a non-rare role or a weak rare role is won, an additional lottery is held to select the number of additional games at each selection rate shown in the figure.
[0445] As described above, in the case of a re-draw when the pending return process is executed, the number of additional games at the time of the additional draw is selected, so for example, if a strong rare role is won, the number of additional games will be selected almost evenly between 10 and 50 games, excluding the smallest number of additional games, which is 5 games. In other words, under normal circumstances, the number of additional games selected is equal between 5 and 50, but in the case of a re-draw, the range of options is narrowed and the additional lottery is conducted so that the number of additional games selected is approximately equal between 10 and 50.
[0446] Therefore, if a strong rare role is won during the re-draw after the pending return process is executed, the range of options will be narrowed to include a greater number of games, and there is also the possibility that all the numbers of games within that range will be added, which can further increase the player's expectations. Although not shown in the figure, even in pending states other than pending state A, if a strong rare role is won during the re-draw as described above, the number of additional games, between 10 and 50, will be selected almost equally. In other words, even if the pending state is the same, if the pending return process is performed, the lottery mode will be changed.
[0447] In other words, the main control device 10, which serves as a special game state control means, is equipped with a lottery mode change means for changing the lottery mode when the lottery mode is repeated due to a change in the progress mode of the bonus lottery (additional lottery) by the progress mode change control means (main control device 10) (execution of pending return processing). Therefore, it is possible to further increase the player's sense of anticipation when the reserved return process is performed.
[0448] In addition, if a strong rare combination is won during the re-draw, the range of options is narrowed, but the number of options may be the same and each option may be changed to a number of games that is advantageous to the player. For example, in the normal state, the number of added games may be set to four options: 5 games, 10 games, 20 games, and 30 games, with each of the four numbers of added games being selected with a 25% probability, and during the reserved return process, the number of added games may be set to four options: 10 games, 20 games, 30 games, and 50 games, with each of the four numbers of added games being selected with a 25% probability, thereby changing the allocation of the number of added games. As described above, the first modification of the first embodiment is realized.
[0449] [Modification 2 of the First Embodiment] Next, a second modification of the first embodiment will be described with reference to FIG.
[0450] In the first embodiment described above, the main control unit 10 determines a new lottery pattern based on the execution of a game in the add-on specialized zone, and additionally stores this determined lottery pattern in correspondence with the last add-on lottery scheduled to be executed, and also transmits control information to the sub-control unit 20, causing the sub-control unit 20 to display the new pending game scheduled to be executed in the fourth scheduled execution area image 54d, thereby controlling the addition of a new pending game scheduled to be executed and its pending status to be notified.
[0451] In the first embodiment described above, when determining the lottery pattern for a new reserved game to be executed, one of the reserved states A to D is determined, but in this modified example 2, when determining the lottery pattern for a new reserved game to be executed, it is possible to determine a reserved state E other than reserved states A to D as a specific lottery pattern, in which the reserved return process will be performed in an advantageous manner for the player. Therefore, in this modified example 2, the reserved state E can be selected as a specific selection mode when determining the selection mode for a new reserved game to be executed, and is the same as the first embodiment described above.
[0452] In addition, when determining the lottery pattern for a new pending game to be executed, the selection of pending state E may be made with a predetermined probability for each game, or may be made with a predetermined probability according to the lottery result of the role at that time. Furthermore, in the additional lottery using the reserved state E as a specific lottery mode, any method is acceptable as long as the reserved return processing is performed to the player's advantage. For example, the reserved return processing may be performed with a probability of 100% when a rare role is won, 50% when a push order bell role is won, and 80% when a replay role is won. Alternatively, in the additional lottery using the reserved state E, the reserved return processing may always be performed regardless of the result of the role lottery.
[0453] FIG. 30 shows an image produced on the main display 8 when the main control device 10 determines a specific lottery pattern as the lottery pattern for a new game to be held for execution based on the execution of a game in the bonus-specialized zone. As for the effect images other than the reserved area image 58, they are the same as those described above, and therefore will not be explained here.
[0454] As shown in Figure 30, when the sub-control unit 20 determines the lottery pattern for a new pending game to be executed based on the control information received from the main control unit 10, if a specific lottery pattern is determined, the sub-control unit 20 displays a pending state E image 55e indicating the specific lottery pattern as the fourth pending game to be executed in the fourth scheduled execution area image 54d. It is preferable that the pending state image E 55e includes the character information "return" as shown in the figure in order to clearly notify that it is a specific lottery mode.
[0455] As described above, in variant example 2 of the first embodiment, the main control unit 10 is capable of determining in advance a hold state E as a specific lottery mode in which the hold return process, which changes the progress of the add-on lottery in the add-on specialized zone, is executed with a higher probability than in the normal hold state.
[0456] In other words, the main control unit 10, as a lottery pattern advance determination means, can determine in advance a specific lottery pattern that allows the progress pattern change control means (main control unit 10) to determine with a higher probability than usual that the progress pattern of the bonus lottery (additional lottery) will be changed. Therefore, when a specific lottery pattern is determined in advance, the player will be notified in advance that there is a high probability that the reserved return process will be executed, thereby increasing the player's sense of anticipation. Furthermore, when an additional lottery is conducted in a specific lottery mode, the reserved return process is executed to the player's advantage, thereby reliably increasing the player's sense of expectation.
[0457] Furthermore, if the pending state D is determined for a game pending after the pending state E has been determined in advance, the possibility of the pending return process being carried out before the pending state D is executed increases, which can alleviate the player's disappointment.
[0458] In this modified example, the pending status E is determined when a new lottery pattern is determined, i.e., when a pending game scheduled to be executed is added, but the pending status of a predetermined pending game scheduled to be executed that has already been determined or a predetermined pending game that has already been executed may also be changed to pending status E. At this time, the pending scheduled game before the pending status D is determined may be changed to the pending status E with a high probability. As described above, the second modification of the first embodiment is realized.
[0459] [Modification 3 of the First Embodiment] Next, a third modification of the first embodiment will be described with reference to FIG.
[0460] In the first embodiment described above, the main control unit 10 updates the lottery pattern stored for each game based on the execution of the game in the add-on specialized zone, making it possible to sequentially store and retain the lottery pattern for which the add-on lottery was executed, and by sending control information to the sub-control unit 20, it displays each pending executed game in the executed area image 52, thereby controlling to notify that a newly added pending executed game has been added and its pending status. In other words, the pending game in progress in the running area image 53 shifts to the left as the game is executed and moves to the first executed area image 52a, thereby notifying the user that a new pending executed game in a specified pending state has been added.
[0461] In the third modification of the first embodiment, the main control device 10 can change the lottery mode for this newly added pending executed game. Therefore, the present modified example 2 is the same as the above-described first embodiment except that it is possible to change the lottery mode for the newly added reserved executed game.
[0462] FIG. 31 shows an effect image on the main display 8 when the lottery mode (hold state) of a newly added held game is changed. 31 illustrates an example in which the pending state is changed in a state in which the pending game in progress area image 53 is displayed as pending state A. Furthermore, the effect images other than the reserved area image 58 are the same as those described above, so the explanation will be omitted here.
[0463] First, as shown in FIG. 31(a), when the pending game in pending state A is displayed in the running area image 53, an additional lottery is performed in the lottery mode for pending state A. Then, when the game ends and the next game starts, each reserved game in the reserved area image 58 is updated and shifted to the left, and the main control unit 10 performs a lottery to change the lottery mode of the currently running reserved game at the start of the next game.
[0464] The change lottery is conducted with a predetermined probability to change the status to a pending status with a higher expectation than before. For example, if the status is pending A, a lottery is held to change the status to either pending B or pending C. The probability of winning the change lottery and the probability of changing to each pending state may be set arbitrarily. Furthermore, in the case of the pending status D, a change lottery is not conducted. However, even in the case of the pending status D, a lottery for changing to one of the pending statuses A to C may be conducted.
[0465] If the change lottery at the start of the game is won, the pending game in progress image 55a in the pending area image 53 that was displayed before the game started will be displayed as a first executed game pending in the first executed area image 52a after the game starts, which has been changed to another pending state, as shown in Figure 31(b). FIG. 31(b) shows a case where the pending state A is changed to the pending state C, so the first executed game pending of the pending state C image 55c is displayed in the first executed area image 52a.
[0466] Then, a change lottery similar to the above will be held each time a game is played. Therefore, there is a possibility that the pending state of each pending executed game in the executed area image 52 has been changed, and the probability that all pending executed games will be in a pending state with a higher expectation is higher than when they were in the scheduled execution area image 54.
[0467] As described above, in the third modification of the first embodiment, the main control device 10 can change the lottery mode for the pending execution of a completed game to a lottery mode different from that for the pending execution of a game. As a result, when the pending return process is performed, there is a possibility that an additional lottery will be conducted using the changed lottery mode.
[0468] That is, the main control device 10 as the special game state control means is provided with executed lottery mode change means that can change the lottery mode of a predetermined game among a plurality of games that have already been executed. Therefore, by changing the lottery mode, it is possible to play a highly entertaining game.
[0469] Furthermore, when the lottery mode is changed, it is changed to a lottery mode with a high expectation, so when the reserved return process is performed, it is possible to increase the player's sense of expectation. In addition, if the lottery mode is changed, the user will be notified in advance as a pending state in the executed area image 52, so if the pending state is changed to one with a high expectation, it is possible to increase the expectation for the execution of the pending return process.
[0470] Although the pending status of a pending game is changed when it moves from the running area image 53 to the first executed area image 52a, the pending executed game to be changed and the time of change may be other than those described above, as long as the pending status of the executed game pending in the executed area image 52 is changed. As described above, the third modification of the first embodiment is realized.
[0471] As described above, in the slot machine 1 of the first embodiment, an additional specialized zone is generated as a special game state during the AT state, and a reserved return process is executed based on the establishment of specific conditions, but a reserved advance process may also be executed to advance the reserved game a predetermined number of frames based on the establishment of a predetermined condition (the opposite pattern to the reserved return process). In this case, it is preferable to perform the reservation advance process before the reservation state D and to invalidate the judgment at the reservation state D by skipping the frame at the reservation state D.
[0472] In addition, a period may be set up during which there is a high probability of winning the pending return lottery, which determines whether or not to execute the pending return process. For example, the predetermined period before the hold state D may be set to the high probability, so that the hold return process before the hold state D is executed with a high probability.
[0473] In addition, if the cumulative number of added games exceeds a predetermined number (for example, 300), the reserved return lottery may not be held. In addition, after the reserved return process has been performed, the reserved return lottery may be prohibited for a predetermined number of games. In addition, the probability of winning the reserved return lottery may be changed according to the probability setting value in the probability setting device 14. In addition, the probability of selecting the hold mode may be varied depending on the probability setting value.
[0474] In addition, if a large number of added games (for example, 50 games) is selected, a pseudo game may be generated a predetermined number of times, and the number of added games may be distributed and announced according to the number of times this pseudo game is executed. For example, when it is decided to add 50 games, the pseudo game is executed twice for that game, and an announcement of an addition of 10 games is made in the first pseudo game, an announcement of an addition of 10 games is made in the second pseudo game, and an announcement of an addition of the remaining 30 games is made in the actual game after the pseudo game. When this pseudo game is executed, the reserved game may be returned two frames in advance so that the reserved game return process can be completed during the execution of one game in which the pseudo game is executed.
[0475] In addition, in the pending return process, instead of returning the number of frames of the pending game, the progress of the pending game at that time may be suspended for a predetermined number of games. For example, when the game is in a state other than the pending state D, a lottery for stopping the pending game may be held, and if the lottery is won, the game may be continued for a predetermined number of games while the pending state is maintained, and an additional lottery may be held.
[0476] Also, the range of the executed area image 52 may be made changeable, and the upper limit of the number of return frames may be notified in advance by changing this range. For example, if the executed area image 52 is three frames, the upper limit of the number of frames that can be returned is three frames, but based on the establishment of a predetermined condition, the executed area image 52 may be expanded to five frames, and a reserved return lottery may be held during that time so that the upper limit of the number of frames that can be returned is five frames. In this way, the executed area image 52 not only notifies the player of the suspended state of the executed game, but also changes the player's sense of expectation regarding the number of return frames.
[0477] In addition, a means may be provided for determining (changing) the timing for executing the pending return process, and even when it is decided to execute the pending return process due to a rare winning combination, the pending return process may not be executed immediately, but the pending status in the scheduled execution area image 54 and the executed area image 52 may be judged to determine the timing for executing the pending return process in a way that is advantageous to the player. For example, if the pending return process is selected when a highly anticipated pending state C exists in the fourth scheduled execution area image 54d, the pending return process may be delayed until the pending state C moves to the first executed area image 52a, thereby causing the pending state C to be executed twice. Also, if a pending status D exists in the executed area image 52, the pending return process may be delayed until the pending status D is outside the range of the pending return process. In this way, it becomes unnecessary to convert the pending status shown in FIG. 23(c).
[0478] In addition, in games in the additional special zone, a specified bonus is awarded by adding (adding) a specified number of games to the number of remaining games in the AT state, but the specified bonus can be anything that is advantageous to the player.For example, if the AT state is set to a set number management type, it can be something that grants the right (stock) to continue into the next AT state, or something that grants the right to increase the probability of continuing into the next AT state. In addition, the above-mentioned specified benefits may include the right to increase the probability of transitioning to the next added-on specialized zone, the right to increase the probability of transitioning to the CZ state after the AT state ends, or the right to increase the probability of transitioning to the pseudo-bonus state during the CZ state after the AT state ends. Also, when the AT state is set to the difference number management type, the above-mentioned predetermined benefit may be awarded by adding (topping off) a predetermined difference number to the remaining difference number. The slot machine 1 of the first embodiment is realized as described above.
[0479] Second Embodiment Next, a second embodiment of the gaming machine according to the present invention will be described with reference to FIGS.
[0480] In the gaming machine of the second embodiment, only a part of the transition control of the gaming state is different from that of the gaming machine of the first embodiment described above, and the rest is the same as that of the first embodiment. Therefore, in the second embodiment, only the differences from the first embodiment will be described.
[0481] [Game flow in the gaming machine of the second embodiment] First, the flow of the game in the slot machine 1 in the second embodiment will be described with reference to FIG. In the slot machine 1 of this second embodiment, as in the first embodiment described above, the main control unit 10 controls the transition of each game state, but the control by the main control unit 10 as a special game state generation control means when transitioning directly from a normal game state to an AT state as a special game state differs from that in the first embodiment.
[0482] In the first embodiment, control is performed to transition to the AT state with a predetermined probability when a predetermined rare role is won during normal game mode, but in the second embodiment, multiple game modes related to the transition to the AT state are provided during normal game mode, and the transition control to the AT state is changed depending on these multiple game modes.
[0483] In addition, in the slot machine 1 of the second embodiment, in addition to the control when directly transitioning from the normal gaming state to the AT state, the types of winning combinations drawn by the main control device 10 are different from those in the first embodiment. Specifically, only the type of replay role that is the subject of the role lottery differs from the first embodiment, and in addition to the normal replay role, there are special replay roles 1 that can result in a winning symbol combination of "replay-replay-bell" (special symbol combination 1), special replay roles 2 that can result in a winning symbol combination of "replay-replay-watermelon" (special symbol combination 2), and special replay roles 3 that can result in a winning symbol combination of "replay-replay-cherry" (special symbol combination 3).
[0484] In addition, a specific press order is set for the special replay roles 1 and 2, just like the push order bell role, and only when the stop button 5 is operated in a specific press order will the same symbol combination as the normal replay role, which is "replay replay replay," stop, and in any other press order (5 ways), the stop control of reel 4 is performed so that the corresponding special symbol combination stops.
[0485] In addition, there is no specific press order set for the special replay role 3, and the specific pattern combination 3 will stop regardless of the press order. The probability of winning any of the special replay roles 1 to 3 is acceptable, but it is preferable that the probability of winning is lower than that of the normal replay role, and that the relationship of special replay role 1>special replay role 2>special replay role 3 is formed. Furthermore, the symbols that will result in the winning of each special replay role may be other than those mentioned above, but it is preferable that they be symbols that can be stopped without any eye-pressing operation by the pull-in stop control of the reel 4.
[0486] FIG. 32 shows the flow of a game when the slot machine 1 of the second embodiment shifts from the normal game state to the AT state. As shown in Figure 32, during normal game play, the main control device 10 can be controlled to one of three game modes: game mode A as a specific game mode, game mode B as a normal game mode (first normal game mode), and game mode C as a normal game mode (second normal game mode).
[0487] First, game mode A as a specific game mode is a game mode that is entered when entering a favorable zone, when the pseudo-bonus state ends, when the CZ state ends, and when the AT state ends, and is a game mode that can enter the AT state. When in game mode A, the main control device 10 controls the transition to game mode B if the special replay role 1 is won and the special pattern combination 1 is won (arrow a2), and controls the transition to game mode C if the special replay role 2 is won and the special pattern combination 2 is won (arrow c2).
[0488] In addition, when the main control device 10 is in game mode A, if the special replay role 3 is won, it conducts a lottery to transition to the AT state with a predetermined probability, and if the transition to the AT state is won, it performs control to transition the game state to the AT state (arrow e2). That is, the main control device 10 makes it possible to generate an AT state based on the winning of the special replay role 3 as a result of the establishment of a specific condition in the specific game mode (game mode A).
[0489] Next, the game mode B as the first normal game mode is a game mode that can be shifted to only from the game mode A, and is a game mode that cannot be shifted to an AT state (a so-called stuck game mode). When the player is in game mode B, the main control device 10 does not change the game mode based on winning (winning) a predetermined role, but maintains game mode B until the number of games played while the player is in game mode B reaches a preset upper limit value B (e.g., 128 times), and when the upper limit value B (e.g., 128 times) is reached, the main control device 10 controls the game mode to change to game mode A (arrow b2).
[0490] Next, the game mode C as the second normal game mode is a game mode that can be shifted to only from the game mode A, and is a game mode that cannot be shifted to an AT state (a so-called stuck game mode). When the player is in game mode C, the main control device 10 does not transition to a game mode based on the drawing (winning) of a predetermined role, as in game mode B, but maintains game mode C until the number of games played while the player is in game mode C reaches an upper limit C (e.g., 36 times) that is lower than the upper limit B of game mode B, and when the upper limit C (e.g., 36 times) is reached, controls the game to transition to game mode A (arrow d2). As will be described in more detail later, in game modes B and C, a lottery is held to determine the shortened number of games played if certain conditions are met.
[0491] As described above, the transition from the normal game state to the AT state is controlled, so that transition to the AT state is possible when game mode A is in effect, but transition to the AT state is not possible when game modes B and C are in effect.
[0492] In other words, the main control device 10, which serves as a special game state generation control means, is equipped with a game mode control means that can control the game modes related to the occurrence of an AT state (special game state) in a normal game state to a normal game mode (game mode B, game mode C) that makes it impossible for an AT state to occur, and a specific game mode (game mode A) that makes it possible for a special game state to occur. Therefore, the probability of the AT state occurring changes in various ways depending on the transition of the game mode, making it possible to play a highly entertaining game that changes the player's sense of expectation.
[0493] Also, while in game mode A, if you win special replay role 1 and win special pattern combination 1, you will transition to game mode B, and if you win special replay role 2 and win special pattern combination 2, you will transition to game mode C.
[0494] In other words, the main control device 10 as a game mode control means enables a transition to the first normal game mode (game mode B) based on winning the special pattern combination 1 as the first condition being met in the specific game mode (game mode A), and enables a transition to the second normal game mode (game mode C) based on winning the special pattern combination 2 as the second condition being met. Therefore, even when the game mode has shifted to a specific game mode, a certain sense of tension can be given to the player, making it possible to increase the interest of the game.
[0495] Furthermore, game mode A is a game mode that is more advantageous to the player than game modes B and C, and game modes B and C are so-called stuck game modes that cannot transition to an AT state, but game mode B is maintained until the number of games played while staying in game mode B reaches a preset upper limit value B (for example, 128 times), and game mode C is maintained until the number of games played while staying in game mode C reaches an upper limit value C (for example, 36 times) that is lower than the upper limit value B of game mode B.
[0496] In other words, when the main control device 10, as a game mode control means, transitions to the first normal game mode (game mode B), it continues the first normal game mode until a predetermined first period (128 games) has elapsed, and when it transitions to the second normal game mode (game mode C), it continues the second normal game mode until a second period (36 games) that is shorter than the first period has elapsed. Therefore, it is possible to reliably maintain a situation that is unfavorable to the player, and to adjust the balance of profits between the player and the gaming establishment.
[0497] In this second embodiment, the sub-control device 20 does not notify the player of the number of games played during the normal game mode or the number of games remaining until the upper limit is reached, so that the player cannot be sure that he or she is in the normal game mode, thereby preventing the player from quitting play during the normal game mode. However, the number of games played and the number of games remaining may also be displayed on the main display 8, etc.
[0498] Also, when staying in game mode A, if special replay role 3 is won, there is a predetermined probability (for example, 10%) of transitioning to the AT state, but it is also possible to always transition to the AT state if special replay role 3 is won. In addition, when the advantageous zone is entered, when the pseudo bonus state ends, when the CZ state ends, and when the AT state ends, the game mode A is entered, but it is also possible to enter game mode B or C, or to select the game mode to enter with a predetermined probability. Furthermore, although the transition trigger role for the game mode is a special replay role, the transition trigger role may be other roles, or may be a rare role such as a watermelon role or a cherry role. The game mode is controlled as describe...
Claims
[Claim 1] A winning combination determining means for determining a winning combination from among a plurality of winning combinations including a special combination as a replay combination for replaying a game, and the special combination; a special game state control means capable of controlling the game state to a special game state advantageous to a player; a bonus awarding means for awarding a predetermined bonus in the special game state; A reservation information determination means for determining one of a plurality of reservation information including first reservation information that can grant the predetermined benefit to the player for a game to be executed in the special game state and second reservation information that can end the special game state; Equipped with The benefit granting means In a game corresponding to the first reservation information, if the special role is won, the predetermined benefit can be granted; In a game corresponding to the first reservation information, if the special role is won, the predetermined benefit can be granted; The special game state control means In a game corresponding to the second pending information, when the special role is determined by the winning role determination means, the special game state can be continued. A gaming machine characterized by:
Citation Information
Patent Citations
Slot machine
JP2018061578A
Game machine
JP2021112374A
Slot machine
JP2016073454A