Game machine

The gaming machine maintains a continuous special gaming state by transitioning from a normal to an advantageous zone using internal lotteries and control units, addressing the issue of reset payout statuses in conventional machines.

JP2025178488AInactive Publication Date: 2025-12-05ENTERRISE CO LTD
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Patent Information

Application Number
JP2025167022
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-03
Publication Date
2025-12-05
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional gaming machines reset all payout statuses when transitioning from an advantageous zone to a normal zone, preventing the creation of a continuous special gaming state such as ART.

Method used

A gaming machine with multiple reels, start and stop switches, an internal lottery unit, and control units that manage game states and zones, allowing for continuous execution of special gaming states like ART by transitioning from a normal zone to an advantageous zone based on internal lotteries and player interactions.

Benefits of technology

Enables a gaming machine to maintain a special gaming state continuously, enhancing player experience and potential winnings by ensuring the gaming zone remains advantageous and allows for higher probability transitions to advantageous states.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025178488000001_ABST
    Figure 2025178488000001_ABST
Patent Text Reader

Abstract

To provide a game machine that includes an advantageous section as a game section and can continuously execute a special game state.SOLUTION: A game machine includes: a rotating reel; a start switch; a stop switch; an internal lottery part; a game state control part for executing progress of a game in a game state from among game states including a general game state and a special game state; a section control part for executing progress of a game in a game section from among an advantageous section in which processing regarding an instruction function can be performed and a normal section in which processing regarding an instruction function cannot be performed; and a display part for reporting that a game section is an advantageous section after a game section is shifted to an advantageous section. The game state control part shifts a game state from the general game state to the special game state in a game after a game for allowing the section control part to shift the game section from the normal section to the advantageous section on the basis of satisfaction of a predetermined game condition.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to gaming machines, and more particularly to slot machines. [Background technology]

[0002] There is known a gaming machine equipped with an ART (Assist Replay Time) or AT (Assist Time) function, which is a gaming state in which an assist function is exercised to notify the player of the correct push order when the push order role is won by an internal lottery (see, for example, Patent Document 1). In this gaming machine, for example, whether or not the gaming state will transition to the ART is determined by an ART lottery that is executed when a predetermined role is won.

[0003] In recent years, gaming machines have been developed in which gameplay progresses in either a favorable zone, which can exercise an instruction function to determine whether or not to conduct an ART lottery or to perform ART processing, or a normal zone, which cannot exercise an instruction function.

[0004] The advantageous period ends, for example, when the number of continuing games reaches 1,500 games, or when the medal difference, which is the difference between the maximum and minimum values ​​of the cumulative number of medals paid out minus the number of medals bet, reaches 2,400 or more. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2017-086994 Summary of the Invention [Problem to be solved by the invention]

[0006] However, in such conventional gaming machines, when the gaming zone shifts from the advantageous zone to the normal zone, all payout statuses, such as the payout rate (the ratio of the number of medals paid out to the number of medals bet) and the gaming state, are initialized. Therefore, in such conventional gaming machines, it was impossible to create a so-called consecutive win state, which is a continuous special gaming state such as ART.

[0007] An object of the present invention is to provide a gaming machine that has an advantageous zone as a gaming zone and can continuously execute a special gaming state. [Means for solving the problem]

[0008] The first invention is a plurality of reels each displaying a plurality of symbols; a start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of rotating reels and configured to stop the rotating reels during rotation based on the operation of the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of winning combination flags as a winning flag; a game state control unit that executes game progress in one of the game states including a general game state; AT, ART, and pseudo bonus, which are game states in which an assist function is executed to notify the player of the correct operation sequence when the winning flag established by the internal lottery includes a predetermined operation sequence combination that will be won by the player operating the stop switch in the correct operation sequence; and a special game state including at least one of CZ and high probability mode, which are game states in which a state transition lottery to determine whether to transition to one of the AT, ART, and pseudo bonus is performed with a higher probability than in the general game state; a section control unit that executes game progress in one of game sections including an advantageous section in which processing related to the instruction function can be performed and a normal section in which processing related to the instruction function cannot be performed; a display unit that notifies the user that the gaming zone is the advantageous zone after the gaming zone has transitioned to the advantageous zone; Equipped with the game state control unit transitions the game state from the general game state to the special game state in a game subsequent to the game in which the zone control unit transitions the game zone from the normal zone to the advantageous zone based on the flag of a predetermined role being established as the winning flag by the internal lottery; It is an amusement machine.

[0009] The second invention is: a plurality of reels each displaying a plurality of symbols; a start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of rotating reels and configured to stop the rotating reels during rotation based on the operation of the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of winning combination flags as a winning flag; a game state control unit that executes game progress in one of the game states including a general game state; AT, ART, and pseudo bonus, which are game states in which an assist function is executed to notify the player of the correct operation sequence when the winning flag established by the internal lottery includes a predetermined operation sequence combination that will be won by the player operating the stop switch in the correct operation sequence; and a special game state including at least one of CZ and high probability mode, which are game states in which a state transition lottery to determine whether to transition to one of the AT, ART, and pseudo bonus is performed with a higher probability than in the general game state; a section control unit that executes game progress in one of game sections including an advantageous section in which processing related to the instruction function can be performed and a normal section in which processing related to the instruction function cannot be performed; A display unit that notifies the user that the gaming zone is the advantageous zone based on the fact that a specific condition is satisfied after the gaming zone has transitioned to the advantageous zone; Equipped with the game state control unit transitions the game state from the general game state to the special game state in a game subsequent to the game in which the zone control unit transitions the game zone from the normal zone to the advantageous zone based on the flag of a predetermined role being established as the winning flag by the internal lottery; It is an amusement machine.

[0010] The third invention is a plurality of reels each displaying a plurality of symbols; a start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of rotating reels and configured to stop the rotating reels during rotation based on the operation of the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of winning combination flags as a winning flag; a game state control unit that executes game progress in one of game states including a normal game state and a special game state that is a game state more advantageous to the player than the normal game state; a section control unit that executes game progress in one of game sections including an advantageous section in which processing related to the instruction function can be performed and a normal section in which processing related to the instruction function cannot be performed; a display unit that notifies the user that the gaming zone is the advantageous zone after the gaming zone has transitioned to the advantageous zone; Equipped with the game state control unit transitions the game state from the normal game state to the special game state in a game subsequent to a game in which the zone control unit transitions the game zone from the normal zone to the advantageous zone based on the satisfaction of a predetermined game condition; It is an amusement machine.

[0011] The fourth invention is a plurality of reels each displaying a plurality of symbols; a start switch that starts the rotation of the plurality of reels based on the operation of a player; a plurality of stop switches provided corresponding to each of the plurality of rotating reels and configured to stop the rotating reels during rotation based on the operation of the player; An internal lottery unit that performs an internal lottery based on the operation of the start switch by the player and establishes one flag among a plurality of winning combination flags as a winning flag; a game state control unit that executes game progress in one of game states including a normal game state and a special game state that is a game state more advantageous to the player than the normal game state; a section control unit that executes game progress in one of game sections including an advantageous section in which processing related to the instruction function can be performed and a normal section in which processing related to the instruction function cannot be performed; A display unit that notifies the user that the gaming zone is the advantageous zone based on the fact that a specific condition is satisfied after the gaming zone has transitioned to the advantageous zone; Equipped with the game state control unit transitions the game state from the normal game state to the special game state in a game subsequent to a game in which the zone control unit transitions the game zone from the normal zone to the advantageous zone based on the satisfaction of a predetermined game condition; It is an amusement machine.

[0012] In the third and fourth aspects of the present invention, the game condition may be that a flag for a predetermined combination is established as the winning flag by the internal lottery.

[0013] In the first to fourth aspects of the present invention, the gaming state control unit may transition the gaming state from the special gaming state to the normal gaming state when a predetermined second gaming condition is satisfied.

[0014] In the first to fourth aspects of the present invention, the zone control unit may shift the gaming zone from the advantageous zone to the normal zone when a predetermined third gaming condition is satisfied.

[0015] In the first to fourth aspects of the present invention, the zone control unit may shift the gaming zone from the advantageous zone to the normal zone when a predetermined fourth gaming condition is satisfied.

[0016] In the first to fourth inventions, a setting value control unit is further provided, which sets one of a plurality of setting values ​​based on an operation by an operator of the store, and executes game progress using the set setting value; the section control unit, when the setting value control unit changes the setting value, executes the game progress in the normal section; The game state control unit may determine in which game state, the general game state or the special game state, the game will proceed, depending on whether a predetermined fifth game condition is satisfied when the zone control unit transitions the game zone from the normal zone to the advantageous zone for the first time in a game after the setting value control unit changes the setting value. [Effects of the Invention]

[0017] According to the present invention, it is possible to provide a gaming machine that has an advantageous zone as a gaming zone and can continuously execute a special gaming state. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a front view of a slot machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a functional block diagram of the slot machine of the present embodiment. [Figure 3] 1 is a diagram showing the arrangement of symbols on a rotating reel in the slot machine of this embodiment. FIG. [Figure 4] FIG. 10 is a diagram for explaining the transition of the RT state of the slot machine of the present embodiment. [Figure 5] FIG. 10 is a diagram for explaining the flags of the winning combinations that are established for each RT state in the internal lottery table of the slot machine of this embodiment. [Figure 6] This is a diagram to explain the possible winning roles for each push order on the internal lottery table of the slot machine of this embodiment. [Figure 7] 10A and 10B are diagrams for explaining the difference in the number of medals and the difference in the number of medals in the slot machine of the present embodiment. [Figure 8] 10 is a diagram for explaining a section transition lottery table in the slot machine of this embodiment. FIG. [Figure 9] A figure for explaining the mode lottery table when the game area in this embodiment transitions from the normal area to the advantageous area. [Figure 10] FIG. 10 is a diagram for explaining a mode lottery table when mode A is selected in this embodiment. [Figure 11] FIG. 10 is a diagram for explaining a mode lottery table when mode B is selected in this embodiment. [Figure 12] FIG. 10 is a diagram for explaining a mode lottery table when mode C is selected in this embodiment. [Figure 13] 10 is a diagram for explaining an ART lottery table in the slot machine of this embodiment. FIG. [Figure 14] 10 is a diagram for explaining a lottery table for mode lottery in the slot machine of this embodiment. FIG. [Figure 15] 10 is a diagram for explaining the lottery table for the ceiling lottery in the slot machine of this embodiment. FIG. [Figure 16] A diagram for explaining the lottery table for the CZ lottery in the slot machine of this embodiment. [Figure 17] 10A and 10B are diagrams for explaining a lottery table when determining a target number of games in the slot machine of the present embodiment. [Figure 18] 10 is a flowchart showing the special game state transition process in this embodiment. [Figure 19] 10 is a flowchart showing a second special game state transition process in another embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0019] [Embodiment] A slot machine will be described below as an embodiment of a gaming machine of the present invention. Note that the embodiment described below is merely an example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the spirit and scope of the present invention.

[0020] <Explanation of the slot machine cabinet> 1 is a diagram showing a cabinet 10 of a slot machine 1. A front door 100 is provided on the front of the cabinet 10.

[0021] The front door 100 has a translucent reel window 200 in its center. Through this reel window 200, a player can see multiple symbols displayed on the surface of each reel 20, which will be described later.

[0022] Above the reel window 200, there are provided a liquid crystal screen 3, an illumination unit (not shown), and a speaker (not shown) for performing various effects during a game.

[0023] The liquid crystal screen 3 as a display unit displays various effect moving images (effect screens) during a game.

[0024] Furthermore, when the gaming zone is in a favorable zone, the liquid crystal display 3 receives information from the media management unit 614 (described later) regarding the difference in the number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, and information regarding the medal difference, which is the difference between the maximum and minimum values ​​of the difference in the number of medals. As a result, the liquid crystal display 3 displays the difference in the number of medals and the medal difference.

[0025] Furthermore, the liquid crystal display 3 receives information relating to the number of games to be continued in the advantageous zone from the zone control unit 616 described below, and displays the number of games to be continued in the advantageous zone.

[0026] The illumination unit lights up or goes out in a predetermined pattern when a predetermined condition is met (for example, when a highly anticipated presentation screen is displayed or when a specific winning combination is achieved).

[0027] The speaker outputs predetermined BGM (background music) and SE (sound effects).

[0028] An operation unit 4 is provided below the reel window 200. The operation unit 4 includes a stop switch 40, an insertion slot 41, a bet switch 42, a lever 43, a medium display unit 44, an adjustment switch 45, and the like.

[0029] Each stop switch 40 is provided corresponding to each reel 20, and is used by the player to stop each reel 20 during rotation.

[0030] A medal is inserted into the insertion slot 41. A medal sensor (not shown) is also provided in the insertion slot 41. The medal sensor detects insertion of a medal into the insertion slot 41 by a player, and outputs a detection signal.

[0031] The bet switch 42 is used when a player bets medals.

[0032] The lever 43 functions as a start switch to rotate each of the reels 20 .

[0033] The medium display unit 44 as a display unit displays the number of medal credits, the number of medals paid out, the number of medals bet, etc., based on information from a medium management unit 614 (described later) and the like.

[0034] Furthermore, the medium display unit 44 displays that the gaming zone is an advantageous zone when the gaming zone is an advantageous zone and certain conditions are met. When the certain conditions are met, a predetermined lamp on the medium display unit 44 lights up to notify that the gaming zone is an advantageous zone. By lighting up the lamp in this way, the player can see at a glance that the gaming zone is an advantageous zone, and the player will not make a mistake about when to stop playing.

[0035] The settlement switch 45 is used when the player finishes playing and pays out medals from a payout opening 51, which will be described later.

[0036] Each switch of the operation unit 4 outputs an operation signal based on the operation of the player.

[0037] Furthermore, below the operation unit 4, there are provided a payout outlet 51 for paying out medals and a lower tray 52 for storing medals paid out from the payout outlet 51.

[0038] The slot machine 1 also includes a hopper unit 50 that is controlled by the medium management unit 614 and receives and pays out medals.

[0039] 2, the slot machine 1 also includes a spinning reel unit 2 and a control unit 6. The spinning reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns the main power of the slot machine 1 on and off.

[0040] The spinning reel unit 2 includes three spinning reels 20 with an arrangement of symbols as shown in Figure 3, and three stepping motors 21 that drive the reels, respectively. The spinning reel unit 2 is disposed near the center inside the cabinet 10.

[0041] In this embodiment, the stepping motor 21 stops the rotation of the reel 20 within 190 ms after the stop switch 40 is operated. The stepping motor 21 also rotates once in 504 steps. This causes the reel 20 to rotate at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.

[0042] The rotation and stopping of the rotating reel 20 and the stepping motor 21 are controlled by a rotation start control unit 611 and a rotation stop control unit 612, which will be described later.

[0043] <Explanation of the game flow> First, a player inserts medals into the slot slot 41, or operates the bet switch 42 to use stored medals (credits) to bet medals on the slot machine 1. When a predetermined number of medals are bet on the slot machine 1, the pay line L is activated. After that, the player can operate the lever 43, i.e., start playing.

[0044] As shown in Fig. 1, the active line L in this embodiment is composed of one line sloping downward to the right. In this embodiment, when a MAX BET (3 coins bet) is made, one line (the line sloping downward to the right) is activated and becomes the active line L.

[0045] In the following, a winning combination will not only be defined as a winning combination that pays out medals, such as bells or watermelons, but also as a winning combination when the symbols corresponding to replays and RT transition replays line up on the valid line L.

[0046] One game (one play) in this embodiment refers to a series of operations in which a player operates the bet switch 42, lever 43, and stop switch 40 to obtain the result of the game (including the medal payout process).

[0047] Specifically, when the lever 43 is operated (lever on) in a state where the game can be started, an internal lottery to determine the winning flag is performed, and the rotation of each rotating reel 20 starts. In this state, when any of the stop switches 40 is operated, the rotating reel 20 corresponding to the operated stop switch 40 stops. When all the rotating reels 20 stop, a predetermined number of medals are paid out according to the combination of symbols (symbol stop pattern) aligned (winning) on the effective line L. Thereby, one game ends.

[0048] <Explanation of RT state> As shown in FIG. 4, the slot machine 1 has RT states RT0 to RT2. In RT0 to RT2, as will be described later, there is a replay probability which is the probability that a flag of replay, which is a role that enables the player to play the next game without betting medals, is established as the winning flag, respectively.

[0049] RT0 is an RT state that transitions after the RT transition rep wins when the RT state is RT2 at the time of clearing the RAM provided in the control unit 6. The replay probability of RT0 is / 7.3. In this specification, this replay probability is the combined winning probability of all replay roles including replays and RT transition reps, etc., in addition to replays. When winning a replay role in the previous game, the player can play the next game without betting medals.

[0050] RT1 is an RT state that transitions when the role flag "push order bell 1 to 12" is established and the bell spill eye wins when the RT state is RT0. The replay probability of RT1 is 1 / 7.3.

[0051] RT2 is the RT state that transitions when the flag "RT2 transition repli" of the role is established and the RT2 transition repli wins when the RT state is RT1. The replay probability of RT2 is 1 / 1.4. When the RT state is RT2, if the RT0 transition repli is established by internal lottery and the RT0 transition repli wins, the RT state transitions from RT2 to RT0.

[0052] Note that the RT0 transition repli, bell spill mark, and RT2 transition repli are examples of transition roles that enable the transition of the game state when the flags of the roles including them are established as winning flags and win.

[0053] Also, the switching between RT0 and RT2 is performed by the RT state control unit 617 described later.

[0054] <ART description> In the following description, the general game state refers to a game state that is neither a special game state such as ART (Assist Replay Time) nor CZ (Chance Zone).

[0055] ART is one of the special game states that is more advantageous for the player than the general game state.

[0056] For example, after winning the ART lottery performed when a predetermined role wins by internal lottery, once the game state transitions to ART, until the remaining number of games of ART (the remaining number of games of ART) becomes 0 (zero) and ART ends, an assist for notifying the push order to win the push order role when the push order role flag described later is established is executed. In this assist, the push order for winning a specific push order role among the plurality of push order roles defined for each push order in one push order role flag is notified.

[0057] Also, ART in this embodiment is composed of 50 games per set, and a continuation lottery for whether the next set is continued during the set of the ART is performed.

[0058] In addition, in ART, assistance is provided to ensure that the game progresses in RT2, an RT state in which a replay has a high probability of being won in an internal lottery.

[0059] Specifically, if the RT state is other than RT2, an assist is performed to change the RT state to RT2. For example, even if the RT state falls to RT0 during ART, an assist is performed to win a bell drop, and when the bell drop is won, the RT state transitions to RT1. Furthermore, an assist is performed to win an RT2 transition lip, and when the RT2 transition lip is won, the RT state transitions to RT2.

[0060] On the other hand, if the RT state is RT2, assistance is provided to maintain the RT state at RT2.

[0061] As such, ART is a game state that is mainly executed when the RT state is RT2, but even if the RT state is other than RT2, the game state is ART in the following cases.

[0062] Specifically, even after the game status control unit 618 has decided to transition the game status to ART, and the RT status has not yet become RT2, in other words, in the ART preparation status (for example, when the RT status is RT1 and before the RT2 transition lip is won), the game status is ART.

[0063] Also, if the role flag "RT0 transition replay" is established during ART when the RT state is RT2, and the player presses the stop switch 40 in a different order from the assist announced to win a normal replay, resulting in an RT0 transition replay and the RT state transitioning to RT0 (falling), the game state will still be ART.

[0064] In addition, the game state in the additional specialized zone that is executed to add an additional number of games to continue the ART in game units after one set of ART has ended is also ART.

[0065] As described above, ART is a gaming state that continues from the time an ART transition signal described below is generated until a general gaming state transition signal is generated.

[0066] Also, as mentioned above, ART is mainly executed during RT2, but RT2 can also occur outside of ART. Specifically, for example, if an RT2 transition lip is won during RT1 where the transition to ART has not been determined, the RT state will transition from RT1 to RT2.

[0067] <Explanation of control unit 6> 2, the control unit 6 is mainly composed of a main control unit 61 and a sub-control unit 62. The main control unit 61 and the sub-control unit 62 each include a CPU (Central Processing Unit) used for calculations, and a storage unit (not shown) consisting of RAM (Random Access Memory) and ROM (Read Only Memory) for storing programs or data necessary for game progress, etc.

[0068] <Description of main control unit 61> The main control unit 61 controls the progress of the game, such as the internal lottery and the control of the spinning reel 20. The main control unit 61 controls the stepping motor 21 and starts or stops the spinning of the spinning reel 20 based on the player's operation of the bet switch 42, the lever 43, and the stop switch 40.

[0069] In addition, the main control unit 61 sequentially transmits to the sub-control unit 62 information necessary for presentation, such as an internal lottery result signal, a special gaming state transition signal such as an ART transition signal, and a general gaming state transition signal, which will be described later.

[0070] As shown in Figure 2, the main control unit 61 includes an internal lottery unit 610, a rotation start control unit 611, a rotation stop control unit 612, a game result determination unit 613, a media management unit 614, a setting value control unit 615, an interval control unit 616, an RT state control unit 617, a game state control unit 618, and a bonus granting unit 619.

[0071] <Explanation of the internal lottery unit 610> The internal lottery unit 610 performs an internal lottery based on the random number acquired when the operation signal of the lever 43 is output and the internal lottery table T1 provided in the internal lottery unit 610. Then, in response to the result of the internal lottery, an internal lottery result signal is generated. This internal lottery result signal is transmitted from the internal lottery unit 610 to the sub-control unit 62 provided with the rotation start control unit 611, the rotation stop control unit 612, the game state control unit 618, and the performance control unit 620, etc.

[0072] The operation signal of the bet switch 42 is output when a predetermined number of medals have been stored and when the bet switch 42 is operated (when the bet switch 42 is turned on) during the bet acceptance period.

[0073] Whether or not an operation signal for each switch has been output is determined for each game. In this embodiment, an operation on each switch means an operation that outputs an operation signal for that switch.

[0074] The internal lottery table T1 includes information on possible winning combinations in each RT state as shown in Fig. 5, and information on winning combinations (winning combinations) corresponding to combination flags and push orders as shown in Fig. 6. Although not shown, the internal lottery table T1 also includes multiple areas in which combinations corresponding to random numbers obtained when the lever 43 is operated are stored.

[0075] The internal lottery table T1 will be described in detail below.

[0076] The internal lottery table T1 includes information on possible winning combinations (information on flags of combinations that may be achieved). In the internal lottery table T1, the columns marked with "○" for each RT state are flags of combinations that may be achieved, and the blank columns are flags of combinations that may not be achieved.

[0077] For example, from the "Pure Loss" column in Figure 5, we can see that the "Pure Loss" winning combination flag can be established in RT0 and RT1, but not in RT2. A pure loss is a state in which all winning combinations are non-winning combinations.

[0078] As shown in Figure 6, the role flags stored in the internal lottery table T1 include a push order role flag that wins when the stop switch 40 is operated in a predetermined order, and a push order irrelevant role flag that can win regardless of the push order.

[0079] In this embodiment, the push order role flag is a role flag relating to "RT0 transition lip 1-6", "RT2 transition lip 1-6", and "push order bell 1-12".

[0080] A small win is a combination of symbols that will pay out a certain number of medals if it wins. In addition, replays and RT transition replays are combinations of symbols that will allow you to play again without betting medals if you win.

[0081] 6, the information on the winning combinations stored in the internal lottery table T1 includes information on one or more winning combinations set for each combination flag. For example, the information on the push order combination, which is a winning combination when the stop switches 40 are operated in a predetermined order, includes information on the push order combinations that have been set and information on the order in which the corresponding stop switches 40 are pressed.

[0082] In FIG. 6, the order in which the stop switches 40 are pressed to allow the push order role to be won is indicated by three letters at the top of the table. For example, "left, middle, right" indicates that the stop switches 40 are operated in the order of the left stop switch 40a, the middle stop switch 40b, and the right stop switch 40c. The push order for the push order role is assisted when a predetermined condition is met (for example, when the game state is in ART). Hereinafter, the function of assisting the push order so that the push order role can be won is referred to as the instruction function.

[0083] In this embodiment, all winning combinations set in the combination flags are won at the same time. For example, if the combination flag "RT2 transition lip 1" is established as a result of the internal lottery (the winning flag is "RT2 transition lip 1"), the winning combinations, RT2 transition lip and normal lip, are won at the same time. In this case, the RT2 transition lip will be won only when the player presses the stop switch 40 in the order (left, center, right) required to win the RT2 transition lip.

[0084] The role flag "Push Order Bell 1 to 6" consists of a middle bell that pays out 9 medals when the stop switch 40 is pressed in one order, and a bell spill that pays out 1 medal when the stop switch 40 is pressed in five orders.

[0085] In addition, the role flag "Push Order Bell 7-12" is composed of a middle bell that pays out 9 medals depending on the order in which the stop switch 40 is pressed in 5 different ways, and a bell spill that pays out 1 medal depending on the order in which the stop switch 40 is pressed in 1 different way.

[0086] Cherry and watermelon are winning combinations that may or may not win depending on the timing at which the player presses the stop switch 40.

[0087] In this embodiment, the winning flags are "Push Order Bell 1-12", "Common Bell", "Cherry", and "Watermelon". In addition, the winning flags are the middle bell, the bell spill, the right downward bell, the cherry, and the watermelon.

[0088] <Description of Rotation Start Control Unit 611> The rotation start control unit 611 controls the stepping motor 21 to rotate the spinning reel 20 based on the operation signal of the lever 43. The rotation start control unit 611 controls the stepping motor 21 so that the spinning reel 20 rotates at a speed of, for example, 80 rotations per minute. The rotation start control unit 611 also starts the spinning of the spinning reel 20 based on the operation of the lever 43 by the player when a certain time (4.1 seconds, which is the so-called wait time) has elapsed since the spinning reel 20 started spinning in the previous game.

[0089] <Description of rotation stop control unit 612> The rotation stop control unit 612 includes a rotation reel detection unit 612a, a symbol table T2, a symbol determination unit 612b, and a push order determination unit 612c. The rotation stop control unit 612 controls the stepping motor 21 based on the internal lottery result signal output by the internal lottery unit 610, the operation signal of the stop switch 40 by the player, and the symbol table T2. As a result, the rotation of the corresponding rotation reel 20 stops within 190 ms after the player operates the stop switch 40.

[0090] The rotation stop control unit 612 performs rotation stop control of the rotation reel 20 based on the internal lottery result signal output by the internal lottery unit 610, the rotation reel position detection signal output by the rotation reel detection unit 612a, and the symbol table T2. For example, the rotation stop control unit 612 performs pull-in control of the rotation reel 20 so that symbols corresponding to winning combinations are aligned on the pay line L, and performs kick-out control of the rotation reel 20 so that symbols corresponding to non-winning combinations are not aligned on the pay line L.

[0091] The reel detection unit 612a detects the position of the rotating reel 20 during rotation. Specifically, after the rotation of the reel 20 begins, the reel detection unit 612a detects the passage of a reference point (not shown) on each reel 20. When the passage of the reference point on each reel 20 is detected, the reel detection unit 612a outputs a detection signal indicating that the reference point on each reel 20 has been passed. In the slot machine 1 of this embodiment, the middle line of all reels 20 is the detection position, which is the absolute position of the slot machine 1.

[0092] A detection signal is detected each time the reference point of each reel 20 passes this detection position. Each time the reel detection unit 612a receives a detection signal indicating that the reference point of the reel 20 has passed the middle line (each time the reel 20 makes one rotation), the reel detection unit 612a initializes (clears to zero) the measured value of the steps of each stepping motor 21 and measures the steps again from 0 (zero). In this way, the reel detection unit 612a measures the steps.

[0093] Furthermore, the reel detection unit 612a detects the steps of the reference points of each reel 20 from the detection position, which is an absolute position in the slot machine 1, based on the measured steps. The position of the reel 20 is detected from the detected steps of the reference points. The detected position of the reel 20 is output as a reel position detection signal by the reel detection unit 612a. The output reel position detection signal is transmitted from the reel detection unit 612a to the rotation stop control unit 612, etc.

[0094] Furthermore, the reel detection unit 612a outputs, as a stop signal, information on the position of the reel 20 when the player operates the stop switch 40 and information on the position of the reel 20 when the reel 20 stops. The output stop signal is sent from the reel detection unit 612a to the symbol determination unit 612b and the like.

[0095] The symbol determination unit 612b determines the symbols on the activated line L when all the reels 20 have stopped, based on the stop signal output by the reel detection unit 612a and the symbol table T2. This determines the symbols on the activated line L of each reel 20. The determination result is sent as a symbol determination signal from the symbol determination unit 612b to the game result determination unit 613 and the like.

[0096] The push order determination unit 612c determines which of the three stop switches 40 the player operated and at what timing. The result of this determination is sent as a push order determination signal from the push order determination unit 612c to the game result determination unit 613 and the like.

[0097] In addition, unlike the above, the push order determination signal may be information regarding six possible push orders, or information regarding the corresponding step of the stepping motor 21 when the player operates the stop switch 40.

[0098] The symbol table T2 also includes information on the stop position of the spinning reel 20, which is determined according to the winning flag and the symbol on the pay line L when the operation signal of the stop switch 40 is output. This information includes information on the steps (the number of sliding symbols) from when the stop switch 40 is operated until the spinning reel 20 stops, according to the order in which the stop switch 40 is pressed, the winning combination corresponding to the winning flag, and the position of the spinning reel 20 when the stop switch 40 is operated.

[0099] <Explanation of the Game Result Determination Unit 613> The game result determination unit 613 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbol determination signal output from the symbol determination unit 612b. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0100] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result is sent as a game result determination signal from the game result determination unit 613 to the media management unit 614 and the sub-control unit 62.

[0101] <Explanation of the Media Management Unit 614> The media management unit 614 decreases the number of credits in accordance with the number of medals bet when medals are bet based on the player's operation, and increases the number of credits when medals are credited based on the player's operation.

[0102] In addition, when the acquisition flag is established as a winning flag by the internal lottery and an acquired winning combination is won based on the player's operation, the media management unit 614 increases the number of credits according to the number of medals paid out based on the type of acquired winning combination that has been won.

[0103] In addition, the medium management unit 614 controls the hopper unit 50 based on the game result determination signal output by the game result determination unit 613 or the operation signal output by operating the settlement switch 45 of the operation unit 4.

[0104] That is, if the result of medals being paid out based on the game result determination signal exceeds the upper limit of credits (for example, 50 medals), the medium management unit 614 controls the hopper unit 50, and medals are paid out from the hopper unit 50.

[0105] Furthermore, when the number of credits is 1 or more (when one or more medals are stored) and the settlement switch 45 is operated, the medium management unit 614 controls the hopper unit 50. As a result, the stored medals are paid out from the hopper unit 50.

[0106] In addition, the media management unit 614 calculates the difference in the number of medals, which is the cumulative value of the number of medals paid out minus the number of medals bet, in the advantageous zone, and the difference in the number of medals, which is the difference between the maximum and minimum values ​​of the difference in the number of medals.

[0107] Figure 7 shows an example of calculation of the difference in number of coins and the difference in number of medals. In the example of Figure 7, a replay is won in the third game, the game zone shifts to the advantageous zone, and the display of the difference in number of medals begins. In addition, the advantageous zone ends in the 800th game.

[0108] As shown in Figure 7, the difference in medal count reaches its minimum value (-9 medals) in the third game. After that, the game state shifts to ART, etc., the number of medals acquired increases, and the difference in medal count reaches its maximum value (+1500 medals) in the 800th game. Based on this, the media management unit 614 calculates the medal difference from the game in which the player shifted to the advantageous zone until the end of the advantageous zone. In this example, the medal difference from the game in which the player shifted to the advantageous zone until the end of the advantageous zone is 1509 medals.

[0109] This information on the difference in number of coins and the difference in number of medals is sent to the liquid crystal display 3 when the gaming zone is in the advantageous zone. As a result, the difference in number of coins and the difference in number of medals during the advantageous zone are displayed on the liquid crystal display 3.

[0110] After the advantageous period ends, the medium management unit 614 initializes the difference in number of sheets and the difference in number of medals to 0 (zero).

[0111] <Explanation of the setting value control unit 615> The set value control unit 615 progresses the game using one of a plurality of set values ​​(for example, 1 to 6) based on the operation of the operator of the store. This set value is set for each slot machine 1. Information on the set value set by the set value control unit 615 is transmitted to the internal lottery unit 610, etc. In this embodiment, the winning probability of a replay, the winning probability of a common bell, etc. differ depending on which set value is used.

[0112] <Explanation of Section Control Unit 616> The section control unit 616 executes the game progress in one of the game sections including the advantageous section and the normal section below.

[0113] The advantageous period is a period that ends when the number of continuing games reaches a predetermined number of games or when the medal difference becomes equal to or exceeds a predetermined value.

[0114] Moreover, the advantageous zone is a zone that is composed of at least a zone in which the gaming state control unit 618 described below transitions the gaming state to a special gaming state such as ART, and a zone in which the gaming state has not transitioned to a special gaming state such as ART and the gaming state control unit 618 can perform a state transition lottery to determine whether or not to transition the gaming state to a special gaming state. In this way, the advantageous zone is a concept that is completely different from the conventional special gaming state such as ART.

[0115] The normal interval is an interval in which the game state control unit 618 cannot transition the game state to the special game state, and only the transition process to the advantageous interval can be executed.

[0116] In addition, when the gaming zone is the normal zone and a predetermined gaming condition is satisfied, the zone control unit 616 shifts the gaming zone from the normal zone to the advantageous zone. In this case, the zone control unit 616 generates a zone shift signal.

[0117] Specifically, the zone control unit 616 determines whether to keep the gaming zone as the normal zone or to shift to the advantageous zone based on the winning flag generated by the internal lottery during the normal zone. More specifically, as shown in FIG. 8, the gaming zone always shifts to the advantageous zone except when a pure loss occurs when the gaming zone is the normal zone. Note that "other combinations" in FIGS. 8 to 12 refer to combinations other than cherries, watermelons, chance combinations, and pure losses. In addition, the winning probability of combinations other than pure losses varies depending on the setting value.

[0118] As mentioned above, this advantageous zone is a gaming zone that includes a zone in which the gaming state control unit 618 can transition the gaming state to a special gaming state, but more specifically, it is a zone in which some processing and lottery related to the instruction function can be performed.

[0119] The processing and lottery related to the instruction function are, for example, processing to exercise the instruction function (to assist), CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, ART lottery processing (including processing related to the continuation of ART), ART processing, and changes in the game state based on predetermined conditions. The predetermined conditions are, for example, when the number of continued games or the medal difference reaches a specified value.

[0120] In addition, as shown in Figure 9, when the game zone shifts from the normal zone to the advantageous zone, the zone control unit 616 performs a mode lottery based on the winning flag. The winning probability of ART during CZ differs depending on this mode.

[0121] If a cherry is won and the game zone shifts from the normal zone to the advantageous zone, the probability that mode A will be selected is 90%, the probability that mode B will be selected is 9%, and the probability that mode C will be selected is 1%. On the other hand, if a watermelon is won, the probability that mode A will be selected is 70%, the probability that mode B will be selected is 25%, and the probability that mode C will be selected is 5%.

[0122] Also, if a chance combination is won, the probability that Mode A will be selected is 0%, the probability that Mode B will be selected is 80%, and the probability that Mode C will be selected is 20%. Also, if any other combination is won, Mode A will always be selected.

[0123] As shown in Figure 10, if Mode A is selected and a cherry is won, the probability of remaining in Mode A is 80%, the probability of transitioning to Mode B is 18%, and the probability of transitioning to Mode C is 2%. Also, if a watermelon is won, the probability of remaining in Mode A is 60%, the probability of transitioning to Mode B is 35%, and the probability of transitioning to Mode C is 5%.

[0124] Also, if a chance combination is won, the probability of remaining in Mode A is 0%, the probability of transitioning to Mode B is 70%, and the probability of transitioning to Mode C is 30%. Also, if any other combination is won, Mode A is always selected.

[0125] As shown in Figure 11, if a cherry is won when Mode B is selected, the probability of transitioning to Mode A is 0%, the probability of remaining in Mode B is 95%, and the probability of transitioning to Mode C is 5%. Also, if a watermelon is won, the probability of transitioning to Mode A is 0%, the probability of remaining in Mode B is 90%, and the probability of transitioning to Mode C is 10%.

[0126] In addition, if a chance combination is won, mode C is always selected. In addition, if any other combination is won, mode B is always selected.

[0127] As shown in FIG. 12, when mode C is selected, mode C is always selected regardless of which winning combination is obtained.

[0128] In addition, the interval control unit 616 counts the number of continuing games in the advantageous interval while the gaming interval is the advantageous interval.

[0129] Furthermore, the zone control unit 616 transmits information regarding the number of games to be continued in the advantageous zone to the liquid crystal display 3. As a result, the number of games to be continued is displayed on the liquid crystal display 3.

[0130] Furthermore, when the gaming zone is an advantageous zone and a specific condition is satisfied, the zone control unit 616 causes the medium display unit 44 to display that the gaming zone is an advantageous zone. For example, the medium display unit 44 indicates that the gaming zone is an advantageous zone by displaying a "." (dot) at the bottom right of the number of credits.

[0131] The zone control unit 616 forcibly transitions the advantageous zone to the normal zone when the number of continuing games in the advantageous zone reaches 1,500 games, or when the difference in the number of medals exceeds a predetermined value (for example, 2,400 medals).

[0132] In addition, the zone control unit 616 shifts the gaming zone from the advantageous zone to the normal zone when a predetermined third gaming condition is satisfied.

[0133] The predetermined third gaming conditions include when the number of continuing games in the advantageous zone mentioned above reaches 1500 games, or when the medal difference exceeds a predetermined value, as well as the following: For example, when a player consumes 1000 medals in an advantageous zone in a normal gaming state, when the number of times a predetermined combination (for example, a rare combination such as cherry) is won exceeds a predetermined number, when the end of the advantageous zone is determined by a lottery to determine the end of the advantageous zone, when the end of the advantageous zone is determined by a lottery based on the combination achieved, when the end of the advantageous zone is determined by a lottery during a CZ to end the advantageous zone, when a lottery to shorten the maximum number of continuing games is held, etc.

[0134] In addition, the zone control unit 616 can also transition the gaming zone from the advantageous zone to the normal zone when a predetermined fourth gaming condition is met. In this embodiment, the fourth gaming condition is that the gaming state control unit 618 transitions the gaming state from ART to the normal gaming state.

[0135] As described above, the section control unit 616 of the slot machine 1 in this embodiment performs control to change the destination of the game section after the special game state ends depending on whether the special game state is CZ or ART.

[0136] In addition to the forced transition as described above, the section control unit 616 can shift the advantageous section to the normal section at an arbitrary timing. For example, in a gaming machine equipped with a so-called bonus (e.g., a continuous operation device for a special object of the first type), if a bonus hits during the advantageous section, or if at least one assist for winning the push order combination that gives the maximum number of medals paid out among all push order combinations is performed during the advantageous section, this can be set as a condition for ending the advantageous section. In addition, when all the ART game numbers have been consumed, or when the ART continuous lottery is not won, the section control unit 616 can also end the advantageous section.

[0137] Also, when the setting value control unit 615 changes the setting value based on the operation of the store operator, all the payout statuses such as the payout rate, which is the ratio of the number of medals paid out to the number of medals bet, and the gaming state are initialized. In this case, furthermore, the section control unit 616 shifts the gaming section to the normal section and initializes the number of continuous games.

[0138] <Explanation of the RT state control unit 617> The RT state control unit 617 conducts the game progress using one of the multiple RT states. For each of the multiple RT states, as described above, the probability (replay probability) that the replay flag is established as a winning flag is determined in advance.

[0139] Also, the RT state control unit 617 transitions the RT state according to the status of the game progress, such as the winning combination. The trigger for transitioning from each RT state to another RT state is determined in advance as shown in FIG.

[0140] Also, when winning the ART lottery, the notification unit 621 described later, for example, assists the push order (left, middle, right) so that the RT2 transition replay wins when the combination flag "RT2 transition repl 1" wins. Then, when the RT2 transition replay wins, the RT state control unit 617 transitions to RT2, which has a higher replay probability than RT1.

[0141] In addition, the RT state control unit 617 transmits information indicating the current RT state to the internal lottery unit 610, as well as to the performance control unit 620, the notification unit 621, etc. As a result, the current RT state may be displayed on the liquid crystal screen 3.

[0142] <Explanation of the gaming status control unit 618> The gaming state control unit 618 switches the gaming state between a normal gaming state and a special gaming state (ART or CZ).

[0143] When a predetermined condition is met while the game state is CZ (for example, when a rare role is won), the game state control unit 618 performs an ART lottery to determine whether or not to transition the game state from CZ to ART, depending on the mode selected in the current game.

[0144] As shown in Figure 13, when Mode A is selected, the probability that the game state will not transition from CZ to ART (hereinafter referred to as the "ART non-winning probability") is 40%, and the probability that it will transition from CZ to ART (hereinafter referred to as the "ART winning probability") is 60%. When Mode B is selected, the ART non-winning probability is 20%, and the ART winning probability is 80%. When Mode C is selected, the ART winning probability is 100%.

[0145] When the game state control unit 618 decides to transition the game state from the general game state to the ART during the advantageous period, it generates an ART transition signal that indicates that the game state in that game will be transitioned to the ART, and the number of games to be awarded during the ART.

[0146] As mentioned above, even when the ART is ready or falls, the game state is ART, and the game state transitions to ART (ART is started) from the time the ART transition signal is generated.

[0147] Also, as mentioned above, if there is a transition to the added special zone described below during ART, it is still ART, and a corresponding special game state transition signal is generated.

[0148] When the game state control unit 618 receives an internal lottery result signal indicating that a specific role has been won during the bonus-addition specialized zone in the ART, the game state control unit 618 performs a bonus-addition lottery to determine whether or not to increase the number of continuing games in the ART. The result of this lottery is transmitted from the game state control unit 618 to the performance control unit 620 and the notification unit 621 as an ART bonus-addition lottery result signal.

[0149] In addition, the gaming state control unit 618 transitions the gaming state from the CZ to the normal gaming state, for example, when 10 games of the CZ have been played.

[0150] In addition, when the gaming state control unit 618 determines that the gaming state should be transitioned from the normal gaming state to the CZ when the gaming zone transitions from the normal zone to the advantageous zone, it generates a CZ transition signal that indicates that the gaming state will be transitioned to the CZ in that game, and the number of games awarded during the CZ. Then, the gaming state is the CZ from the game for which the CZ transition signal is generated.

[0151] In addition, when the zone control unit 616 transitions the game zone from the normal zone to the advantageous zone for the first time in a game after the setting value control unit 615 changes the setting value based on the operation of the store operator, the game state control unit 618 determines in which game state, the general game state or the special game state, the game will proceed, depending on whether a predetermined fifth game condition is met.

[0152] In this embodiment, the predetermined fifth gaming condition is, for example, that the RT state when the gaming zone shifts for the first time from the normal zone to the advantageous zone in the game after the setting value is changed is RT1 or RT2. When the fifth gaming condition is met, the gaming state shifts from the normal gaming state to the special gaming state.

[0153] On the other hand, if the RT state is RT0 when the game zone shifts from the normal zone to the advantageous zone for the first time in the game after the setting change, the gaming state remains in the normal gaming state because the fifth gaming condition is not met. Also, even if the RT state shifts from RT0 to RT1 during the advantageous zone thereafter, the gaming state does not shift to the CZ.

[0154] However, in this case, the game state control unit 618 performs special processing such as drawing lots for transition to CZ, drawing lots for transition to high probability mode, drawing lots for transition to special game states such as ART, and relaxing the conditions for ending the advantageous zone (the advantageous zone ends after 1000 games, whereas the maximum number of games that the advantageous zone ends after is 1500).

[0155] In addition, the gaming state control unit 618 generates a general gaming state transition signal when the ART or CZ ends.

[0156] In addition, the gaming state control unit 618 generates a state transition signal such as a CZ transition signal, an ART transition signal, a normal gaming state transition signal, etc. to transition the gaming state from the current gaming state to another gaming state. In this way, the gaming state control unit 618 switches the gaming state between the normal gaming state, the ART, and the CZ.

[0157] <Explanation of the Benefit Granting Department 619> In addition, when the gaming zone is a favorable zone, the bonus awarding unit 619 counts the number of results, which is the number of times a specified gaming result is obtained during a specified period, and awards a bonus to the player when the number of results reaches a specified value.

[0158] Specifically, when the game zone transitions to a favorable zone, the bonus awarding unit 619 counts the number of continuing games in the favorable zone, and when the number of continuing games reaches the number of games determined by lottery, it causes the game status control unit 618 to transition the game status to ART.

[0159] 14 is a diagram illustrating a lottery table used in the mode lottery performed by the benefit granting unit 619 when the gaming zone shifts to the advantageous zone. As can be seen from the figure, the lottery value for which mode to shift to differs depending on the setting value set by the setting value control unit 615. For example, when the setting value is 1, the probability that mode a will be selected is 50%, the probability that mode b will be selected is 25%, the probability that mode c will be selected is 10%, and the probability that mode d will be selected is 15%.

[0160] 15 is a diagram for explaining a lottery table used in the ceiling lottery performed by the benefit awarding unit 619 when the gaming zone shifts to the advantageous zone. Note that this ceiling means that when the number of continued games reaches a predetermined value (ceiling game number), a ball payout benefit is guaranteed.

[0161] In this example, when the number of continuing games reaches the ceiling number of games, the bonus granting unit 619 causes the gaming state control unit 618 to transition the gaming state to ART. In other words, the bonus when the number of games reaches the ceiling number of games is to perform processing to increase the payout rate, which is the ratio of the total number of medals paid out to the number of medals bet.

[0162] As can be seen from Figure 15, the probability of winning the ceiling number of games varies depending on the selected mode. For example, if mode c is selected in the mode lottery in Figure 14, the probability that the ceiling number of games will be 100 games is 25%, the probability that the ceiling number of games will be 200 games is 25%, and the probability that the ceiling number of games will be 300 games is 50%. Also, if mode d is selected, there is a 100% probability that the ceiling number of games will be 100 games. Note that there is no difference in this ceiling number of games depending on the setting value.

[0163] 16 is a diagram illustrating a lottery table used for the CZ lottery that the bonus awarding unit 619 causes the gaming state control unit 618 to perform when the number of continued games reaches a specific number of games. As can be seen from the figure, when mode a is selected, the probability of winning the CZ lottery differs for each specific number of games, such as a 50% probability of winning the CZ when the number of games reaches 100, and a 10% probability of winning the CZ when the number of games reaches 200. This CZ lottery is performed when the gaming state is the normal gaming state and the gaming zone is an advantageous zone.

[0164] In the ceiling lottery shown in Figure 15, for example, if 300 games is selected as the ceiling number of games in mode a, and the number of continued games reaches 100 or 200, the CZ lottery will be held with the winning probability shown in Figure 16, but once 300 games are reached, the game will always transition to ART. Hereinafter, the number of games less than the number selected as the ceiling number of games will be referred to as the number of lottery games. In other words, in the example mentioned above, 300 games is the ceiling number of games, and the 100 and 200 games less than 300 games are the number of lottery games.

[0165] Also, in Figure 16, 900 games in mode a, 900 games in mode b, 300 games and beyond in mode c, and 100 games and beyond in mode d are marked with "-", because when these numbers of games are reached, it means that the ceiling number of games has been reached and the transition to ART is confirmed.

[0166] As described above, when the number of continuing games reaches the number of lottery games, the bonus is not a process to increase the payout rate, but rather a lottery to determine whether or not to increase the payout rate.

[0167] The bonus awarding unit 619 also performs the following other process. That is, when the gaming zone is an advantageous zone, the bonus awarding unit 619 counts the number of results, which is the number of times a predetermined gaming result is obtained during a predetermined period. Then, when the number of games required to reach the predetermined number of results satisfies a predetermined condition, the bonus awarding unit 619 awards a bonus to the player.

[0168] Specifically, when the playing zone is a favorable zone, the bonus awarding unit 619 counts the number of CZ passes during a specified period and awards a bonus to the player based on the number of games required until the number of CZ passes reaches 10.

[0169] Here, the number of CZ passes refers to the number of times the game state transitioned to the CZ and the ART lottery was performed during that CZ but the ART was not won. In other words, 10 CZ passes means that the game state transitioned to the CZ 10 times, but the ART lottery was not won in all 10 CZs.

[0170] Hereinafter, the number of games that the number of games required until the number of results reaches a predetermined number is referred to as the target number of games. In this embodiment, the target number of games until the number of CZ throughs reaches 10 is preset to 300 games.

[0171] In this embodiment, the predetermined period refers to, for example, the period from when the game zone becomes a favorable zone until the number of games being played reaches the target number of games, or until the favorable zone ends. Note that the number of games being played is counted each time a new target number of games is set.

[0172] In this example, if the number of games required to reach 10 CZ through times is less than 300 games, which is a preset target number of games, the predetermined condition is met, and the bonus granting unit 619 causes the game state control unit 618 to transition the game state to ART, which is one of the special game states. In other words, the bonus when the predetermined game result is the number of CZ through times is to perform processing to increase the payout rate.

[0173] On the other hand, if the number of CZ throughs does not reach 10 by the time the target number of games (300 games) is reached, the bonus awarding unit 619 resets the next target number of games to 300 and initializes the number of CZ throughs and the number of games currently being played.The bonus awarding unit 619 then determines whether the number of CZ throughs will reach 10 by the time the new target number of games is reached.

[0174] In addition, the bonus awarding unit 619 awards a bonus to a player based on the number of games required for the number of winning combinations that constitute a specific winning flag to reach 20 when the playing zone is a favorable zone, separately from the number of CZ passes.

[0175] For example, the bonus awarding unit 619 determines whether or not the middle bell, which is a winning combination that constitutes the combination flag "Push Order Bell 1-12," and the right-downward bell, which is a winning combination that constitutes the combination flag "Common Bell," have been awarded 20 times during the target number of games of 100. These 100 games are determined, for example, using the lottery table of FIG. 17 when the advantageous zone transitions.

[0176] In the example of Figure 17, the setting value of slot machine 1 is 1, and the lottery table used is a table for setting value 1. In addition, multiple modes are provided for each setting value, and the lottery value for the target number of games differs for each mode.

[0177] For example, in the same figure, if the current mode is mode A, the target number of games is determined by lottery from 100, 300, 500, 700, or 900. If the target number of games is 900, as written in italics, the game will transition to ART when 900 games are reached, even if the number of times either the middle bell or the downward-right bell has been won has not reached 20 by the time 900 games are reached.

[0178] In this example, if either the middle bell or the right downward bell wins 20 times during the target number of games of 100, the bonus awarding unit 619 causes the game state control unit 618 to perform a CZ lottery.

[0179] On the other hand, if either the middle bell or the downward-right bell for the winning role has not been won 20 times before the number of games being played reaches the target number of games, the bonus awarding unit 619 will initialize the number of times a specific winning role has been won, the number of games being played, the target number of games, etc., and will determine these by re-drawing the lottery.

[0180] As mentioned above, if the game result is a specific winning combination, the game state will not transition to CZ unless the game result is a win in the CZ lottery, unlike the number of CZ passes. In other words, the bonus in this case is not a process to increase the payout rate, but a lottery to determine whether or not to increase the payout rate.

[0181] <Explanation of the sub-control unit 62> 2, the sub-controller 62 includes a performance control unit 620 and an alarm unit 621. The sub-controller 62 determines the performance content based on a signal transmitted from the main controller 61. Specifically, the sub-controller 62 controls the performance control unit 620, the alarm unit 621, the illumination unit, and the speaker, as well as controls the output of the determined performance content.

[0182] <Explanation of the production control unit 620> The effect control unit 620 selects an effect pattern for each game in response to, for example, an internal lottery result signal, a CZ transition signal, an ART transition signal, and a general gaming state transition signal.

[0183] The selection of the effect pattern is performed based on a table (effect table T3) that stores the contents of effects corresponding to the winning flag, the game status, etc. The effect control unit 620 controls the notification unit 621, the illumination unit, and the speaker based on the selected effect pattern, and displays the effect on the liquid crystal screen 3.

[0184] Furthermore, the effect table T3 includes an indication effect table that may be selected, for example, when a flag for a predetermined role is established or when a state transition lottery is won. The indication effect table is one of the areas stored in the effect table T3 that is selected only during a predetermined game period (indication effect period) in which an indication effect is performed. The indication effect is one of the effects that indicates the likelihood of the game state transitioning to a special game state.

[0185] <Explanation of the notification unit 621> For example, when a push order role flag is established as a winning flag during ART after winning the ART lottery, the notification unit 621 assists in the push order to win a specific push order role among the multiple push order roles included in that push order role, according to a signal sent from the main control unit 61.

[0186] <Explanation of special game state transition process> The special game state transition process of the present invention will be described with reference to FIG.

[0187] First, the set value control unit 615 determines whether or not the set value has been changed based on an operation by an operator in the store (step S101).

[0188] If the set value has been changed (S101: YES), the interval control unit 616 sets the gaming interval to the normal interval (step S102).

[0189] Next, the internal lottery unit 610 determines whether or not the flag that has been won by the internal lottery is other than a pure loss (step S103).

[0190] If the winning flag indicates a pure loss (S103: NO), the process repeats step S103.

[0191] If the winning flag indicates anything other than a pure loss (S103: YES), the zone control unit 616 shifts the gaming zone from the normal zone to the advantageous zone (step S104).

[0192] Next, the RT state control unit 617 determines whether the RT state is RT0 or not (step S105).

[0193] If the RT state is RT0 (S105: YES), the special game state transition process of the present invention is terminated after the above-mentioned special process is performed.

[0194] On the other hand, if the RT state is not RT0 (S105: NO), the gaming state control unit 618 transitions the gaming state from the normal gaming state to the CZ (step S106).

[0195] After that, the gaming status control unit 618 determines whether or not the CZ has ended (step S107). In this embodiment, it is determined whether or not 10 games of the CZ have been played.

[0196] If the CZ has not ended (S107: NO), the game status control unit 618 determines whether or not the ART lottery held during the CZ has been won (step S108).

[0197] If the ART lottery has not been won (S108: NO), the process returns to step S107.

[0198] If the ART lottery is won (S108: YES), the gaming state control unit 618 transitions the gaming state from CZ to ART (step S109).

[0199] After that, the game status control unit 618 determines whether or not the ART has ended (step S110).

[0200] If ART has not ended (S110: NO), the process repeats step S110.

[0201] On the other hand, if the ART has ended (S110: YES), the gaming state control unit 618 transitions the gaming state from the ART to the normal gaming state (step S111).

[0202] In addition, the zone control unit 616 shifts the gaming zone from the advantageous zone to the normal zone (step S112). After that, the special gaming state shifting process of the present invention ends.

[0203] Returning to step S101, if the setting value has not been changed (S101: NO), the zone control unit 616 determines whether or not the gaming zone is an advantageous zone (step S113).

[0204] If the gaming zone is an advantageous zone (S113: YES), the gaming state control unit 618 determines whether the gaming state is a CZ or not (step S114).

[0205] If the gaming state is CZ (S114: YES), the process proceeds to step S107.

[0206] On the other hand, if the gaming state is not CZ (S114: NO), the gaming state control unit 618 determines whether the gaming state is ART or not (step S115).

[0207] If the gaming state is ART (S115: YES), the process proceeds to step S110.

[0208] On the other hand, if the gaming state is not ART (the gaming state is the normal gaming state) (S115: NO), the process proceeds to step S119 described later.

[0209] Returning to step S113, if the gaming zone is not an advantageous zone (S113: NO), the internal lottery unit 610 determines whether the flag drawn by the internal lottery is other than a pure loss (step S116).

[0210] If the winning flag indicates a pure loss (S116: NO), the process repeats step S116.

[0211] On the other hand, if the winning flag is other than a pure loss (S116: YES), the zone control unit 616 shifts the gaming zone from the normal zone to the advantageous zone (step S117). After that, the process proceeds to step S106.

[0212] Returning to step S107, if the CZ has ended (S107: YES), the gaming state control unit 618 transitions the gaming state from the CZ to the normal gaming state (step S118).

[0213] Next, the section control unit 616 determines whether or not a predetermined third game condition is satisfied (step S119).

[0214] If the predetermined third gaming condition is not satisfied (S119: NO), the gaming status control unit 618 determines whether or not the CZ lottery has been won (step S120).

[0215] If the CZ lottery has not been won (S120: NO), the process returns to step S119.

[0216] On the other hand, if the CZ lottery is won (S120: YES), the process proceeds to step S106.

[0217] If the predetermined third game condition is satisfied (S119: YES), the zone control unit 616 shifts the game zone from the advantageous zone to the normal zone (step S121). After that, the special game state shift process of the present invention ends. The special game state transition process is executed by the above steps.

[0218] In summary, the slot machine 1 according to the embodiment of the present invention has the following features: a plurality of reels 20 on which a plurality of symbols are respectively displayed; a lever 43 that starts the rotation of the plurality of reels 20 based on the operation of a player; a plurality of stop switches 40 provided corresponding to each of the plurality of rotating reels 20 and configured to stop the rotating reels 20 during rotation based on the operation of the player; An internal lottery unit 610 that performs an internal lottery based on the operation of the lever 43 by the player and establishes one flag among a plurality of winning combination flags as a winning flag; a game state control unit 618 that executes game progress in one of game states including a normal game state and a special game state that is a game state that is more advantageous to the player than the normal game state; a zone control unit 616 that executes game progress in one of the game zones, which ends when the number of continuing games reaches a predetermined number of games or when a predetermined termination condition (for example, when the medal difference, which is the difference between the maximum and minimum medal difference, which is the cumulative value of the number of medals paid out minus the number of medals bet, reaches 2,400 or more) is met, and which includes at least a zone in which the game state control unit 618 transitions the game state to CZ, a zone in which the game state control unit 618 has not transitioned to CZ and can perform a state transition lottery to determine whether or not to transition the game state to CZ, and a normal zone in which the game state control unit 618 cannot transition the game state to CZ and can only execute transition processing to the advantageous zone; Equipped with The game state control unit 618 transitions the game state from the general game state to the CZ in games following the game in which the zone control unit 616 transitions the game zone from the normal zone to the advantageous zone based on the fulfillment of a predetermined game condition (a flag other than a pure miss being established).

[0219] <Action and effect> According to the present invention, it is possible to provide a gaming machine that has an advantageous zone as a gaming zone and can continuously execute a special gaming state.

[0220] In other words, according to the present invention, when a winning combination other than a pure loss is won in the normal game zone, the game zone transitions to the advantageous zone, and the game state transitions from the normal game state to the special game state, CZ. Therefore, if the player wins the ART in the ART lottery held in the CZ, the player can easily receive the benefit of winning balls.

[0221] Also, even if the ART ends with a single win, if a role other than a pure miss is won again during the normal period, a new CZ can be started, so by winning the ART during the CZ, players can enjoy the so-called consecutive win state.

[0222] [Other embodiments] In the above embodiment, an example is described in which when a flag other than a pure miss is established by an internal lottery while the gaming area is a normal area, the gaming area transitions from the normal area to a favorable area and also transitions from a general gaming state to a CZ, which is a special gaming state; however, the present invention is not limited to this, and a second special gaming state transition process described below may be executed.

[0223] For example, in the second special game state transition process, when a combination other than a pure loss is won when the game zone is a normal zone, the type of game state to transition to may differ depending on the winning combination.

[0224] Specifically, if a role other than a so-called rare role is won, the game zone will shift from the normal zone to the advantageous zone and the game state will shift from the general game state to the ART, and if a rare role is won, the game zone will shift from the normal zone to the advantageous zone and the game state will shift from the general game state to the added-on specialized zone during the ART.

[0225] More specifically, two additional specialization zones can be set up: additional specialization zone 1, which is entered when a weak rare role (cherry, watermelon) is won during the normal period, and additional specialization zone 2, which is entered when a strong rare role (chance eye) is won.

[0226] This bonus-specialized zone is part of the ART, and while the bonus-specialized zone continues, the number of remaining games in the ART is not subtracted. Then, in this second special game state transition process, the game state enters the bonus-specialized zone before the subtraction of the remaining number of games in the ART begins, and the number of remaining games in the ART is added based on the game results.

[0227] As mentioned above, the bonus zone 1 is entered when a weak rare combination such as a cherry or watermelon is won during the normal zone. In this bonus zone 1, for example, when a rare combination is won, there is a 10% chance that no bonus games will be awarded, an 80% chance that 10 games will be awarded, a 7% chance that 20 games will be awarded, and a 3% chance that 30 games or more will be awarded.

[0228] On the other hand, the bonus special zone 2 is entered when a strong rare role, a chance eye, is won during the normal zone as mentioned above. In this bonus special zone 2, for example, when a rare role is won, the probability that no bonus games will be awarded is 5%, the probability that 10 games will be awarded is 50%, the probability that 20 games will be awarded is 30%, and the probability that 30 games or more will be awarded is 15%.

[0229] The second special game state transition process, which is another embodiment of the present invention, will be described below with reference to Figure 19. The order of the processes described below can be changed as appropriate without changing the scope of the present invention.

[0230] First, the interval control unit 616 determines whether or not the gaming interval is a normal interval (step S201).

[0231] If the gaming zone is a normal zone (S201: YES), the internal lottery unit 610 determines whether or not the flag drawn by the internal lottery is other than a pure loss (step S202).

[0232] If the winning flag indicates a pure loss (S202: NO), the process repeats step S202.

[0233] On the other hand, if the winning flag is other than a pure loss (S202: YES), the zone control unit 616 shifts the gaming zone from the normal zone to the advantageous zone (step S203).

[0234] Next, the internal lottery unit 610 determines whether or not the winning flag indicates a strong rare combination (chance combination) (step S204).

[0235] If the winning flag does not represent a strong rare combination (S204: NO), the internal lottery unit 610 determines whether the winning flag represents a weak rare combination (cherry, watermelon) (step S205).

[0236] If the winning flag does not indicate a weak rare combination (S205: NO), the gaming state control unit 618 transitions the gaming state from the normal gaming state to the ART (step S206).

[0237] Next, the gaming state control unit 618 determines whether or not the ART has ended (step S207).

[0238] If ART has not ended (S207: NO), the process repeats step S207.

[0239] On the other hand, if the ART has ended (S207: YES), the gaming state control unit 618 transitions the gaming state from the ART to the normal gaming state (step S208).

[0240] Next, the zone control unit 616 determines whether or not to shift the gaming zone from the advantageous zone to the normal zone (step S209).

[0241] If it is determined that the game zone is to be shifted from the advantageous zone to the normal zone (S209: YES), the zone control unit 616 shifts the game zone to the normal zone (step S210). After that, the second special game state shift process, which is another embodiment of the present invention, ends.

[0242] On the other hand, if it is determined that the gaming zone should not be shifted from the advantageous zone to the normal zone (S209: NO), the process proceeds to step S211 described later.

[0243] Returning to step S201, if the gaming zone is not a normal zone (it is an advantageous zone) (step S201: NO), the gaming state control unit 618 determines whether the gaming state is ART or not (step S211).

[0244] If the gaming state is ART (S211: YES), the process proceeds to step S207.

[0245] On the other hand, if the gaming state is not ART (S211: NO), the gaming state control unit 618 determines whether or not the ART lottery has been won (step S212).

[0246] If the ART lottery is won (S212: YES), the process proceeds to step S206.

[0247] On the other hand, if the ART lottery is not won (S212: NO), the zone control unit 616 determines whether or not to shift the gaming zone to the normal zone (step S213).

[0248] If it is determined that the gaming area should be shifted to the normal area (S213: YES), the process proceeds to step S210.

[0249] On the other hand, if it is determined that the gaming area should not be shifted to the normal area (S213: NO), the process returns to step S211.

[0250] Returning to step S205, if the winning flag is a weak rare role (S205: YES), the game status control unit 618 transitions the game status to the add-on specialized zone 1 during ART and executes the add-on process (step S214).

[0251] Next, the game state control unit 618 starts subtracting the remaining number of games of ART upon the end of the additional specialization zone 1 (step S215). Then, the process proceeds to step S207. The subsequent process is as described above.

[0252] Returning to step S204, if the winning flag is a strong rare role (S204: YES), the game status control unit 618 transitions the game status to the add-on specialized zone 2 during ART and executes the add-on process (step S216).

[0253] Next, the game state control unit 618 starts subtracting the remaining number of games of ART upon the end of the additional specialization zone 2 (S217). Then, the process proceeds to step S207. The subsequent process is as described above. By the above procedure, the second special game state transition process, which is another embodiment of the present invention, is executed.

[0254] In the other embodiments described above, examples are described in which the weak rare combination is a cherry or a watermelon, and the strong rare combination is a chance combination, but the present invention is not limited to this. For example, the winning combination may include a weak cherry, a weak watermelon, and a weak chance combination, which are weak rare combinations, and the winning combination may include a strong cherry, a strong watermelon, and a strong chance combination, which are strong rare combinations.

[0255] Further, other different embodiments will be described below. In the above embodiment, examples of the special game state are given as CZ and ART, but in addition to these, the special game state may be AT (assist time), a so-called pseudo bonus, a high probability mode, or the like.

[0256] In addition, in the above embodiment, an example is described in which the game state to which the game zone transitions when the game zone transitions from the normal zone to the advantageous zone is CZ, but the present invention is not limited to this. In other words, the game state to which the game zone transitions when the game zone transitions from the normal zone to the advantageous zone may be ART, AT, pseudo bonus, etc.

[0257] In addition, when the special game state is AT, the game progress may be executed within the Type 1 BB or Type 2 BB. In addition, in the following, when referring to the BB, it refers to either the Type 1 BB or Type 2 BB bonus.

[0258] In an AT machine, when the setting value is changed, the game starts in a state that is not in the BB state (not in the BB state). Then, when the BB is won for the first time after the setting value is changed (in the BB state), the game zone shifts from the normal zone to the advantageous zone, but the game state control unit does not shift the game state to the special game state. Instead, the game state control unit can execute the special processing described above.

[0259] In addition, in the above embodiment, an example is described in which the gaming state transitions from the normal gaming state to the special gaming state (a special gaming state transition signal is generated) in the game in which the gaming zone transitions from the normal zone to the advantageous zone, but the present invention is not limited to this. For example, in another embodiment, the gaming state may transition from the normal gaming state to the special gaming state, for example, three games or five games after the gaming zone transitions from the normal zone to the advantageous zone.

[0260] Also, unlike the above embodiment, ART may start when the RT state transitions to RT2 due to the winning of an RT2 transition lip.

[0261] In addition, in the above embodiment, an example is described in which the ART lottery is performed only during the CZ, but the present invention is not limited to this. If the gaming zone is an advantageous zone, the gaming state control unit can perform the ART lottery even when, for example, a rare role is won.

[0262] In addition, if the slot machine is equipped with bonuses such as RB (Type 1 special feature), Type 1 BB (feature continuous operation device for Type 1 special feature), CT (Type 2 special feature), Type 2 BB (feature continuous operation device for Type 2 special feature) (the slot machine in the above embodiment is not equipped with any of RB, Type 1 BB, or Type 2 BB), and these bonuses are won, the notification unit does not have to notify the correct push order even if the push order feature flag is established.

[0263] Also, unlike the above embodiment, if the slot machine is equipped with, for example, a Type 1 BB (or may be a Type 2 BB), the zone control unit will perform a zone transition lottery even if the Type 1 BB is won during the normal zone. However, in this case, even if the zone control unit decides to transition the gaming zone from the normal zone to the advantageous zone, within the Type 1 BB, the gaming zone will transition to the standby zone without transitioning to the advantageous zone.

[0264] During this waiting period, the period control unit does not count the number of continuing games in the advantageous period, and the medium display unit does not notify that the gaming period is an advantageous period. Also, no processing related to the instruction function is performed inside the Type 1 BB. Then, when the Type 1 BB is won and the gaming state shifts to the Type 1 BB, the gaming period shifts from the waiting period to the advantageous period.

[0265] Furthermore, for example, when the correct push-button sequence is controlled to be announced when a push-button role is won, and when the payout rate when the role excluding the bonus wins with the maximum payout number is 100% or more (when the specific conditions are met), it may be displayed on any display unit such as a media display unit that the gaming zone is an advantageous zone.

[0266] Furthermore, even if the specific conditions are not met, when the gaming zone becomes a favorable zone, any display unit such as a medium display unit may notify that the zone is in a favorable zone.

[0267] Unlike the above embodiment, in the special game state, the correct button press sequence may be announced only if the winning flag includes a promotion lip for transitioning to the RT state, in which the player wins by operating the stop switch in the correct button press sequence.

[0268] In addition, the winning probability of the state transition lottery can be varied depending on whether the number of continuing games in the normal zone is odd or even. For example, if the game zone transitions to the advantageous zone when the number of continuing games in the normal zone is even, the ART winning probability during the CZ can be made higher than if the game zone transitions to the advantageous zone when the number of continuing games in the normal zone is odd.

[0269] In addition, in the above embodiment, an example is described in which the gaming zone shifts from the normal zone to the advantageous zone when the winning flag is other than "pure loss," but the present invention is not limited to this. For example, the gaming zone may shift from the normal zone to the advantageous zone only when the winning flag is "replay" or "common bell."

[0270] Furthermore, the longer the number of continuous games in the normal section, the higher the probability of winning the state transition lottery. For example, the probability of winning the ART may increase by 1% each time a pure miss occurs during the normal section.

[0271] In addition, the specified game results include the number of games played during the advantageous zone described in the above embodiment, the number of CZ passes, and the number of times a specific winning role is won, as well as the number of medals paid out and the difference in the number of medals (including negative difference in the number of medals).

[0272] In addition, in the first benefit awarding process in the above embodiment, an example is described in which a mode lottery, a ceiling lottery, etc. are conducted in a game in which the gaming state has shifted to an advantageous zone, but the present invention is not limited to this. For example, a mode lottery, a ceiling lottery, etc. may be conducted 10 games after entering the advantageous zone, after the end of a Type 1 BB that was won after the shift to the advantageous zone.

[0273] In addition, in the above embodiment, an example is described in which if the number of games required until the number of CZ passes during the advantageous period reaches a predetermined number meets predetermined conditions, the game state will always transition to ART, and if the number of games required until the number of times a specific winning flag is established reaches a predetermined number meets predetermined conditions, a CZ lottery is held.

[0274] However, the present invention is not limited to this. For example, if the number of games required until the number of CZ through times reaches a predetermined number during the predetermined period meets a predetermined condition, an ART lottery may be performed. Also, if the number of games required until the number of times a specific winning flag is established meets a predetermined condition, the game state may always transition to ART.

[0275] In addition, in the above embodiment, an example was described in which a transition to ART or a CZ lottery was performed as a bonus, but the present invention is not limited to this. For example, a transition to a so-called pseudo bonus using ART or AT, a transition to AT, or a setting suggestion may be given as a bonus. Then, the game result may be selected from these game results by lottery by the bonus awarding unit.

[0276] In addition, the bonus awarding unit may determine a predetermined game result, a predetermined number of times that the number of results must meet, and a target number of games, thereby managing the high and low probability of a lottery related to ball-winning benefits such as ART lotteries during normal times.

[0277] In addition, the specified period during the advantageous zone, the game results, the number of results, and the specified number of times may be determined by lottery at a specified timing based on the winning combination that triggered the transition to the advantageous zone, the setting value, the mode currently in use, the RT status, etc.

[0278] For example, if the ART lottery is not won during a CZ in the advantageous zone, the number of results until the next CZ may be determined by lottery, and the content of the game results may be determined by lottery for each specified number of games in the advantageous zone.

[0279] Furthermore, when the game result, the number of results, the predetermined number of times, etc. are determined by lottery, these lottery values ​​may be set to have differences depending on the set values.

[0280] In addition, if the game state transitions to ART during the advantageous zone and the number of medals paid out during that ART is less than a predetermined value, the bonus awarding unit can count the number of results while maintaining the advantageous zone. In this case, the bonus awarding unit may award a CZ according to the number of results, or may conduct a transition lottery to determine whether to transition to AT, CZ, etc.

[0281] Furthermore, when determining the number of times of the game result, the lottery value may be changed by referring to the current RT state, the set value, the current mode, or the like.

[0282] Also, when the target number of games is determined using a lottery table, the bonus awarding unit may award a more advantageous bonus to the player, the more stringent the conditions for the player. In other words, when the target number of games until the number of CZ throughs reaches 10 is 100 games or 200 games, the bonus awarding unit can award a more advantageous bonus when 100 games is set as the target number of games.

[0283] For example, when the target number of games is 200 and the number of CZ passes reaches 10 within the target number of games, and the bonus awarding unit awards the number of sets at the time of transition to ART as one of 1 to 3, if the target number of games is 100, the bonus may be awarded as follows: When the target number of games is 100 and the number of CZ passes reaches 10 within the target number of games, for example, the bonus awarding unit can always set the number of ART sets to 3, or add 30 games as the number of additional games.

[0284] Also, for example, if the number of results reaches a predetermined number when the number of games is a multiple of 100, an additional bonus may be awarded. For example, as in the above embodiment, if the number of CZ passes reaches 10 times on the 200th game, the bonus awarding unit may award two sets of ART.

[0285] In addition, in the above embodiment, an example is described in which, when the setting value is 1 in the lottery table of Figure 17 and 900 games are won as the target number of games in the lottery, the player transitions to ART regardless of the resulting number of CZ passes.However, for example, if a number of games other than 900 games is won in mode a, a lottery may be held to transition to a different mode.

[0286] In addition, in this lottery table, the larger the set value, the more advantageous the player can be set to the target number of games. For example, if the set value is 6, it can be determined that the transition to ART will occur after 300 games in mode b and 100 games in mode c.

[0287] In addition, if a Type 2 BB is won during the advantageous zone and a role requiring a push during the Type 2 BB is won, a bonus may be awarded according to the number of times the player successfully pushes the button. Note that this push refers to the alignment of specific symbols on an effective line when the player presses the stop switch in the correct order or at the correct timing.

[0288] Also, for example, if the target number of games is 300, the number of games being played is 295, and the gaming state transitions to a CZ that lasts for 7 games, the bonus awarding unit can also execute the following process. For example, the bonus awarding unit may not initialize the number of CZ passes until the CZ to which the transition was made at the 295th game ends, and when the number of CZ passes in that CZ reaches 10, the gaming state control unit may transition the gaming state to ART.

[0289] In the above embodiment, an example is described in which it is determined whether a predetermined number of results is achieved within a target number of games, but the present invention is not limited to this. For example, the bonus awarding unit may change the content of subsequent lotteries depending on how many times a predetermined game result is achieved within a predetermined target number of games.

[0290] For example, the bonus awarding unit can increase the probability of winning the ART the more medals are paid out during the 40 games in the advantageous zone.

[0291] In addition, the bonus awarding unit may conduct a CZ lottery if 120 or more medals are paid out during 40 games in the advantageous zone, and may conduct an ART lottery if 140 or more medals are paid out.

[0292] In the above embodiment, the game status control unit and the bonus awarding unit are described as separate units, but the game status control unit may also have the function of the bonus awarding unit. In this case, the game status control unit awards a bonus to the player.

[0293] In the above embodiment, an example is described in which the number of games to be played in the advantageous zone and the medal difference are displayed on the LCD screen, but the present invention is not limited to this. For example, the number of games to be played in the advantageous zone and the medal difference may be displayed on the medium display unit. In this case, the number of games to be played can be displayed next to the number of credits or the number of medals paid out displayed on the medium display unit.

[0294] The number of games to be played and the medal difference may also be displayed on a seven-segment display connected to the main control unit, or on a mechanism known as a gimmick (useful item) that operates at a predetermined timing.

[0295] In addition, the number of games to be continued and the medal difference in the advantageous zone may be displayed not on the LCD screen or medium display unit of the slot machine but on a data counter as an external display unit that is electrically and physically connected directly or indirectly to the outside of the slot machine. In this case, the zone control unit may transmit information regarding the number of games to be continued to the data counter.

[0296] In the above embodiment, the number of games to be continued and the medal difference in the advantageous zone are always displayed on the LCD screen when the gaming zone is in the advantageous zone, but the present invention is not limited to this. For example, the number of games to be continued and the medal difference may be displayed on the LCD screen when a predetermined combination (such as a bell or a replay) is won three times in a row, or when the number of games to be continued reaches 500.

[0297] Also, for example, if a player presses and holds the third stop switch when a rare combination is won, the number of games to be played and the medal difference may be displayed on the liquid crystal screen.

[0298] Alternatively, a lottery may be held to determine the operation to be performed by the player, and the number of games to be continued and the medal difference may be displayed on the LCD screen only when the player performs the operation that has been selected. For example, the operation may be selected by lottery from among the operation that the player performs by pressing the bet switch, operating the lever, or pressing and holding the third stop, and the number of games to be continued may be displayed when the player performs the operation that has been selected.

[0299] Furthermore, the number of games continued and the medal difference may be displayed on the liquid crystal screen in a specific RT state (for example, RT1) or a specific mode (for example, mode C).

[0300] In addition, the type of winning combination that triggers the transition of the gaming zone to the advantageous zone may determine whether or not the number of continuing games and the medal difference are displayed, or whether or not they are likely to be displayed.

[0301] In addition, the setting may be suggested by the rate at which the number of games to be continued and the medal difference are displayed. For example, the higher the setting value, the more likely it is that the number of games to be continued will be displayed in the advantageous zone.

[0302] Furthermore, the colors indicating the number of games to be played and the medal difference can be changed based on the progress of the game, specifically, the number of balls won. For example, a slot machine may have a ceiling function related to the game results during a favorable zone, and the color indicating the number of games to be played may change gradually from white to blue, yellow, green, red, purple, and rainbow colors as the number of games remaining until the ceiling function is activated decreases. In this case, the player can enjoy the game with a sense of anticipation that the time when the ceiling function will be activated is approaching.

[0303] Furthermore, unlike the above embodiment, even in the same advantageous zone, different effects may be exerted, such as a higher probability of winning the ART or the possibility of winning with a direct hit on the ART.

[0304] In addition to the above, the number of games to be continued in the advantageous zone may be displayed only when the advantageous zone is in a favorable zone and a predetermined condition is met. For example, the number of games to be continued in the advantageous zone may be displayed only in the advantageous zone during ART.

[0305] In the above embodiment, an example is described in which the probability of the game zone switching from the normal zone to the advantageous zone is set to a different value depending on the setting value, but it is not necessary for a difference to be set to a different value depending on the setting value.

[0306] In addition, in the above embodiment, an example is described in which the section transition lottery is conducted when a rare role is won, but the present invention is not limited to this. For example, the section transition lottery may be conducted based on the winning of a specific role other than a pure loss.

[0307] In addition, if a specific role is won by the internal lottery, the game zone may always transition to the advantageous zone without the zone transition lottery being executed.

[0308] In addition, the advantageous zone may be a zone with restrictions such as the transition probability being below a predetermined value (for example, 1 / 17,500 or less), and zone transition lottery not being conducted for replays that appear only in specific RT states.

[0309] In addition, a winning combination other than a winning combination that has a different winning probability during a bonus period and a winning probability that is not during a bonus period may be used as the winning combination when the gaming zone shifts to the advantageous zone.

[0310] In addition, in the above embodiment, an example is described in which the advantageous zone is forcibly ended when the number of continuing games reaches 1,500 games or when the difference in the number of medals reaches a predetermined number (2,400 medals), but the present invention is not limited to this.

[0311] Although no particular restrictions are set in the above embodiment, a restriction may be set such that, for example, when 17,500 games are played, the advantageous zone must not be played in more than 70% of the playing zone of those 17,500 games.

[0312] The present invention may also be applied to a gaming machine in which the number of medals paid out when processing related to a bonus such as a type 1 BB and an instruction function is executed is less than 70% of the total number of medals paid out.

[0313] In addition, while there is no difference in the set value for the winning probability of a small role, there may be a difference in the set value for the transition probability to the advantageous zone even for the same small role. The same applies to the mode lottery, the additional lottery, and the continuation lottery of AT or ART.

[0314] In the above embodiment, examples of processing and lottery related to the instruction function are described, but these are only examples, and any mode of processing and lottery related to the instruction function can be included. For example, a direct hit on the AT or ART may be made depending on the game results during a predetermined period in the advantageous zone. [Explanation of symbols]

[0315] 1. Slot Machine 10. Cabinet 100 Front door 2-spin reel unit 20 (20a, 20b, 20c) spinning reels 200 Reel Window 3 LCD screen 4 Control section 40(40a, 40b, 40c) Stop switch 41 Inlet 42 Bet Switch 43 Lever (start switch) 44 Media display section (display section) 45 Settlement Switch 50 Hopper Unit 51 Payment outlet 52 Lower Plate 6 Control Unit 61 Main control unit 610 Internal Lottery 611 Rotation start control section 612 Rotation stop control unit 612a Rotating reel detector 612b Pattern determination section 612c Button order determination section 613 Game result determination unit 614 Media Management Department 615 Setting value control section 616 Section Control Unit 617 RT state control section 618 Game status control unit 619 Benefits Granting Department 62 Sub-controller 620 Production Control Unit 621 Information Department T1 Internal lottery table T2 Design Table T3 Performance Table

Claims

[Claim 1] a game state control unit capable of controlling transitions between game states including a normal game state and a special game state that is a game state more advantageous to the player than the normal game state; A zone control unit capable of controlling the transition of a game zone including an advantageous zone and a normal zone; Equipped with the zone control unit executes a transition process to the advantageous zone when a predetermined gaming condition is satisfied when the gaming zone is the normal zone and the gaming state is the general gaming state; The game state control unit executes a state transition process to transition the game state to the special game state when the zone control unit executes the transition process to the advantageous zone, When the special game state ends, the game zone may be maintained in the advantageous zone, or the game zone may transition to the normal zone. Gaming machine.

Citation Information

Patent Citations

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