Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2024-06-12
- Publication Date
- 2026-06-01
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player engagement and enjoyment by providing varied and dynamic gaming states and bonuses, particularly in medal-less gaming machines.
The gaming machine incorporates a gaming state control system that manages favorable and less favorable states, a bonus granting mechanism for different bonuses based on conditions, and a notification system for informing players about bonuses, enhancing the overall gaming experience.
This configuration increases player engagement and enjoyment by offering diverse gaming states and bonuses, making the gaming experience more dynamic and rewarding.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a gaming machine is known that is equipped with a variable display device that can variably display multiple identification information, runs a variable display game that involves a variable display on the variable display device, and derives the result of the variable display game by stopping the variable display through a stop operation by the player, and generates a specific gaming state that is advantageous to the player depending on the derived result of the variable display game.
[0003] Among this type of gaming machine, there is known a gaming machine that can execute a notification effect regarding the number of gaming media acquired in a first advantageous state such as during a normal ART, and that restricts the execution of a notification effect regarding the number of gaming media acquired in a third advantageous state such as during a super add-on ART, in which add-on effects appear frequently (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-144127 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0006] In order to solve the above problems, the gaming machine of the present invention comprises a gaming state control means capable of controlling a first gaming state and a second gaming state that is less favorable than the first gaming state, a bonus granting means capable of granting a first bonus related to the first gaming state and a second bonus related to the second gaming state when a predetermined condition is met in the first gaming state, and a notification means capable of notifying bonus information related to the second bonus and then notifying bonus information related to the first bonus when the first bonus and the second bonus are granted in the first gaming state. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine according to a first embodiment. [Figure 2] 1 is a schematic perspective view showing the internal configuration of a medalless gaming machine according to a first embodiment. FIG. [Figure 3] 1 is a block diagram showing the control configuration of a medalless gaming machine in a first embodiment. FIG. [Figure 4] 3 is a flowchart showing a playing method for the medalless gaming machine in the first embodiment. [Figure 5] FIG. 2 is an explanatory diagram showing the transition of the game state in the first embodiment. [Figure 6] 10 is a diagram showing an internal lottery table in the first embodiment. [Figure 7] 10 is a diagram showing a mode shift lottery table in the first embodiment. [Figure 8] 10 is a diagram showing a mode shift lottery table in the first embodiment. [Figure 9] 10 is a diagram showing a ceiling G number lottery table in the first embodiment. [Figure 10] 10 is a diagram showing a small prize pt ceiling lottery table in the first embodiment. [Figure 11] 10 is a diagram showing an initial value addition continuation lottery table in the first embodiment. [Figure 12] 10 is a diagram showing an additional point lottery table in the first embodiment. [Figure 13]10 is a diagram showing a battle level lottery table in the first embodiment. [Figure 14] 10 is a diagram showing a battle level lottery table in the first embodiment. [Figure 15] 10 is a diagram showing a lottery table during a premonition A in the first embodiment. [Figure 16] 10 is a diagram showing a lottery table during the sign B in the first embodiment. [Figure 17] An explanatory diagram showing an example of the presentation when the lottery level increases with premonition B in the first embodiment. [Figure 18] 10 is an explanatory diagram showing a specific example of a lottery trigger for a specific gaming state in the first embodiment. FIG. [Figure 19] FIG. 2 is an explanatory diagram showing an example of the game flow of Battle A in the first embodiment. [Figure 20] 10 is a diagram showing a pseudo-game navigation mode lottery table in the first embodiment. [Figure 21] FIG. 10 is an explanatory diagram showing an example of the presentation when Bell A is won at the start of Battle A in the first embodiment. [Figure 22] FIG. 10 is an explanatory diagram showing an example of a presentation when a replay is won at the start of Battle A in the first embodiment. [Figure 23] An explanatory diagram showing the number of continuation Gs and lottery LV for each battle LV in the first embodiment. [Figure 24] 10 is a diagram showing a privilege level promotion lottery table in the first embodiment. [Figure 25] FIG. 10 is an explanatory diagram showing the benefits for each battle type according to the benefit level in the first embodiment. [Figure 26] FIG. 2 is an explanatory diagram showing an example of a presentation image in a battle in the first embodiment. [Figure 27] FIG. 2 is an explanatory diagram showing an example of a presentation image in a battle in the first embodiment. [Figure 28] 10A is a diagram showing a lottery table for level promotion in the first embodiment, and FIG. 10B is a diagram showing a lottery table for adding the number of battle games. [Figure 29]10 is a diagram showing a bonus type lottery table in the first embodiment. [Figure 30] 10 is a diagram showing an RBLV promotion lottery table in the first embodiment. [Figure 31] FIG. 10 is an explanatory diagram showing the benefits granted according to RBLV in the first embodiment. [Figure 32] 10 is a diagram showing a high probability state transition lottery table in the first embodiment. [Figure 33] 10 is a diagram showing an AT point lottery table in the first embodiment. [Figure 34] 10 is a diagram showing an AT lottery table in the first embodiment. [Figure 35] An explanatory diagram showing an example of a presentation screen in a pseudo-game after the high probability state ends in BB1 or BB2 in the first embodiment. [Figure 36] 10 is a diagram showing a battle stock lottery table in the first embodiment. [Figure 37] 10 is a diagram showing an AT1 game number addition lottery table in the first embodiment. [Figure 38] 10 is a diagram showing a game state lottery table when AT1 is entered in the first embodiment. [Figure 39] 10 is a diagram showing a battle level lottery table in the first embodiment. [Figure 40] 10 is a diagram showing a CZ2 battle LV lottery table in the first embodiment. [Figure 41] 10 is a diagram showing an AT1 promotion lottery table in the first embodiment. [Figure 42] 10 is a diagram showing an AT1G number lottery table in the first embodiment. [Figure 43] 10 is a diagram showing an AT2 transition lottery table in the first embodiment. [Figure 44] 10 is a diagram showing an AT1 transition lottery table in the first embodiment. [Figure 45] 10 is a diagram showing a G number addition lottery table in the first embodiment. [Figure 46]10 is a diagram showing an additional display pattern lottery table in the first embodiment. [Figure 47] FIG. 10 is an explanatory diagram showing an example of a display pattern of the number of additional Gs in the first embodiment. [Figure 48] 10 is a diagram showing a promotion lottery table during CZ2 in the first embodiment. [Figure 49] 10 is a diagram showing a bonus type lottery table in the first embodiment. [Figure 50] An explanatory diagram showing the flow of the game in Specialization 1. [Figure 51] 10 is a diagram showing an additional lottery table in the first embodiment. [Figure 52] 10 is a diagram showing a specialized 1 continuation lottery table in the first embodiment. [Figure 53] FIG. 10 is an explanatory diagram showing a modified example of the game flow in specialization 1 in the first embodiment. [Figure 54] 10 is a diagram showing a pseudo-game navigation mode lottery table in the first embodiment. [Figure 55] FIG. 10 is an explanatory diagram showing an example of a continuation effect in specialization 1 in the first embodiment. [Figure 56] FIG. 10 is an explanatory diagram showing a modified example of the game flow in specialization 2 in the first embodiment. [Figure 57] 10 is a diagram showing a specialized 2 continuation lottery table in the first embodiment. [Figure 58] This is a diagram showing the lottery table for adding extra bonuses when Specialized 2 is continued in the first embodiment. [Figure 59] FIG. 10 is an explanatory diagram showing an example of an ending screen for specialization 1 in the first embodiment. [Figure 60] FIG. 10 is an explanatory diagram showing an example of an ending screen for specialization 2 in the first embodiment. [Figure 61] This is a diagram showing the confirmed CZ2 winning period lottery table in the first embodiment. [Figure 62] 10 is a diagram showing a privilege awarding lottery table in the first embodiment. [Figure 63]10 is a diagram showing a privilege order lottery table in the first embodiment. [Figure 64] 10 is a diagram showing (a) a fixed CZ2 continuation lottery table in the first embodiment, and (b) a fixed CZ2 bonus granting lottery table. [Figure 65] FIG. 10(a) is an explanatory diagram showing the reel arrangement in the second embodiment, and FIG. 10(b) is an explanatory diagram showing the pay lines. [Figure 66] 10 is a diagram showing an internal lottery table in the second embodiment. [Figure 67] FIG. 11 is an explanatory diagram showing information relating to a symbol group in the second embodiment. [Figure 68] FIG. 10 is an explanatory diagram showing the correspondence between hand names and group names in the second embodiment. [Figure 69] FIG. 10 is an explanatory diagram showing the correspondence between hand names and group names in the second embodiment. [Figure 70] FIG. 10 is an explanatory diagram showing a list of symbol combinations in the second embodiment. [Figure 71] FIG. 10 is an explanatory diagram showing a list of symbol combinations in the second embodiment. [Figure 72] FIG. 10 is an explanatory diagram showing a list of symbol combinations in the second embodiment. [Figure 73] An explanatory diagram showing the stop control of the push order bell in the second embodiment. [Figure 74] An explanatory diagram showing an example of the stop control of the push order bell during internal and non-internal periods in the second embodiment. [Figure 75] FIG. 10 is an explanatory diagram showing the number of sliding frames in the emergency brake effect in the second embodiment. [Figure 76] FIG. 10 is an explanatory diagram showing the transition of the game state in the second embodiment. [Figure 77] 10A is a diagram showing a ceiling lottery table in the second embodiment, and FIG. 10B is a diagram showing a monitoring counter addition lottery table. [Figure 78]10A is a diagram showing a normal time bonus lottery table 1, (b) is a diagram showing a normal time bonus lottery table 2, and (c) is a diagram showing a normal time bonus type lottery table in the second embodiment. [Figure 79] (a) A diagram showing the long freeze lottery table in the second embodiment, (b) A diagram showing the long freeze pattern lottery table, (c) A diagram showing the reel lock lottery table, and (d) A diagram showing the BB promotion lottery table. [Figure 80] In the second embodiment, (a) is a diagram showing a CZ bonus lottery table, (b) is a diagram showing a high probability counter lottery table when RB is won, and (c) is a diagram showing a high probability counter addition lottery table during RB. [Figure 81] FIG. 10 is an explanatory diagram of the number of games and the specified number of coins in a round during BB in the second embodiment. [Figure 82] 10 is a flowchart of a bonus transition control process executed by the main control unit 10 in the second embodiment. [Figure 83] 10 is a flowchart of a bonus control process executed by the main control unit 10 in the second embodiment. [Figure 84] 10A is a flowchart of the BC control process (start of game) executed by the main control unit 10 in the second embodiment, and FIG. 10B is a diagram showing a navigation state promotion lottery table. [Figure 85] 10(a) is a flowchart of the BC control process (end of game) executed by the main control unit 10 in the second embodiment. [Figure 86] 10 is a flowchart of a BB control process executed by the main control unit 10 in the second embodiment. [Figure 87] 10A is a flowchart of a bell chain reservation process executed by the main control unit 10 in the second embodiment, and FIG. 10B is a diagram showing a bell chain reservation lottery table. [Figure 88] 10 is a flowchart of a bell chain lottery process executed by the main control unit 10 in the second embodiment. [Figure 89]In the second embodiment, (a) is a diagram showing the bell consecutive lottery table (1st bell on the left), (b) is a diagram showing the bell consecutive lottery table (1st bell on the center right), and (c) is a diagram showing the bell consecutive lottery table (rare role). [Figure 90] 10 is a flowchart of a bell chain effect execution determination process executed by the main control unit 10 in the second embodiment. [Figure 91] In the second embodiment, (a) is a flowchart of the BB success processing executed by the main control unit 10, (b) is a flowchart of the BEB success processing executed by the main control unit 10, and (c) is a flowchart of the RR success processing executed by the main control unit 10. [Figure 92] 10 is a flowchart of an R success process executed by the main control unit 10 in the second embodiment. [Figure 93] 10A is a flowchart of the BB termination executed by the main control unit 10 in the second embodiment, and FIG. 10B is a diagram showing a ceiling lottery table. [Figure 94] FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20 in the second embodiment. [Figure 95] FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20 in the second embodiment. [Figure 96] FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20 in the second embodiment. [Figure 97] FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20 in the second embodiment. [Figure 98] FIG. 10 is an explanatory diagram showing an example of an emergency brake effect executed by the sub-control unit 20 in the second embodiment. [Figure 99] 11 is a diagram showing the arrangement of reel symbols according to the third embodiment. [Figure 100] 13 is a diagram showing a payout table according to the third embodiment. [Figure 101] 13 is a diagram showing an internal lottery table according to the third embodiment. [Figure 102] FIG. 11 is a state transition diagram showing the transition of game states according to the third embodiment. [Figure 103] A state transition diagram showing the transition of the production stage in the third embodiment. [Figure 104] 10 is a diagram showing a periodic high probability lottery table according to the third embodiment. [Figure 105] 13 is a diagram showing an omen lottery table (normal gaming state) according to the third embodiment. [Figure 106] 13 is a diagram showing a pseudo bonus type lottery table (normal gaming state) according to the third embodiment. [Figure 107] 13 is a diagram showing a premonition game number lottery table (normal gaming state) according to the third embodiment. [Figure 108] 13 is a diagram showing a high probability lottery table (normal gaming state) according to the third embodiment. [Figure 109] 13 is a diagram showing a BB game number lottery table according to the third embodiment. [Figure 110] 10 is a diagram showing a CZ level lottery table (RB state) according to the third embodiment. [Figure 111] This is a diagram showing the CZ level promotion lottery table (RB state) related to the third embodiment. [Figure 112] This is a diagram showing the CZ level promotion lottery table (BB state) related to the third embodiment. [Figure 113] This is a diagram showing the CZ level promotion lottery table when the set continues in the third embodiment. [Figure 114] 10 is a diagram showing a ticket conversion table by CZ level according to the third embodiment. [Figure 115] 11 is a diagram showing a new ticket acquisition lottery table according to the third embodiment. [Figure 116] 11 is a diagram showing a ticket promotion lottery table according to the third embodiment. [Figure 117] 13 is a diagram showing an omen lottery table (ST state, strong ST state) according to the third embodiment. [Figure 118] 13 is a diagram showing an indication game number lottery table (ST state) according to the third embodiment. [Figure 119]13 is a diagram showing a pseudo bonus type lottery table (ST state) according to the third embodiment. [Figure 120] 13 is a diagram showing an STB rank lottery table according to the third embodiment. [Figure 121] 13 is a diagram showing an STB point lottery table according to the third embodiment. [Figure 122] 10 is a diagram showing an ST game number conversion lottery table according to the third embodiment. [Figure 123] 10 is a flowchart showing the non-advantageous state control processing according to the third embodiment. [Figure 124] 11 is a flowchart showing a normal gaming state control process according to the third embodiment. [Figure 125] 11 is a flowchart showing processing at the start of a game (normal game state) according to the third embodiment. [Figure 126] 11 is a flowchart showing the process at the end of a game (normal game state) according to the third embodiment. [Figure 127] 11 is a flowchart showing an RB state control process according to the third embodiment. [Figure 128] 10 is a flowchart showing a BB state control process according to the third embodiment. [Figure 129] 11 is a flowchart showing a bonus end control process according to the third embodiment. [Figure 130] 11 is a flowchart showing a CZ state control process according to the third embodiment. [Figure 131] A flowchart showing the processing at the start of play (CZ state) in the third embodiment. [Figure 132] A flowchart showing the processing at the end of the game (CZ state) in the third embodiment. [Figure 133] 10 is a flowchart showing an ST state control process according to the third embodiment. [Figure 134] 11 is a flowchart showing the processing at the start of a game (ST state) according to the third embodiment. [Figure 135] 11 is a flowchart showing the process at the end of a game (ST state) according to the third embodiment. [Figure 136] 11 is a flowchart showing an STB state control process according to the third embodiment. [Figure 137] 11 is a flowchart showing STB state presentation control processing according to the third embodiment. [Figure 138] FIG. 11 is a diagram for explaining an example of a screen in a CZ state according to the third embodiment. [Figure 139] 13A and 13B are diagrams for explaining examples of screens in the ST state and the STB state according to the third embodiment. [Figure 140] FIG. 11 is a diagram for explaining an example of a screen after the STB state according to the third embodiment has ended. [Figure 141] FIG. 11 is a diagram for explaining an example of a screen when irregular button presses are performed according to the third embodiment. [Figure 142] FIG. 10 is a schematic front view showing the appearance of a medalless gaming machine according to a fourth embodiment. [Figure 143] FIG. 13 is a diagram illustrating a flying bet function according to the fourth embodiment. [Figure 144] 13 is a diagram showing a pseudo game role lottery table according to the fourth embodiment. [Figure 145] 13 is a diagram showing an effect pattern lottery table (normal gaming state) according to the fourth embodiment. [Figure 146] 13 is a diagram showing a table of effect contents by effect pattern (normal gaming state) according to the fourth embodiment. [Figure 147] 13 is a diagram showing an effect pattern lottery table (ST state) according to the fourth embodiment. [Figure 148] 13 is a diagram showing a table of effect contents by effect pattern (ST state) according to the fourth embodiment. [Figure 149] FIG. 10 is a diagram for explaining an example of a screen during the normal gaming state (main premonition) according to the fourth embodiment. [Figure 150] FIG. 10 is a diagram for explaining an example of a screen during a normal gaming state (fake precursor) according to the fourth embodiment. [Figure 151] FIG. 10 is a diagram for explaining an example of a screen during a normal gaming state (fake precursor) according to the fourth embodiment. [Figure 152]FIG. 10 is a diagram for explaining an example of a screen during the ST state (prognosis) according to the fourth embodiment. [Figure 153] FIG. 13 is a diagram for explaining an example of a screen in a BB state according to the fourth embodiment. [Fig. 154] FIG. 13 is a diagram for explaining an example of a screen in STB mode according to the fourth embodiment. [Figure 155] FIG. 13 is a diagram for explaining an example of a screen when irregular button presses are performed according to the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] A gaming machine according to this embodiment will be described. In this embodiment, gaming machines according to the first, second, third, and fourth embodiments will be described. First, the first embodiment will be described, and then the second embodiment will be described, and the third and fourth embodiments will be described with respect to the differences from the first embodiment. Modifications and proviso of the first embodiment can also be applied to the second, third, and fourth embodiments.
[0009] Furthermore, it is possible to implement not only each embodiment but also an appropriate combination of at least two of the first, second, third, and fourth embodiments. The gaming machines according to the first, second, third, and fourth embodiments can each enhance the enjoyment of the game. Therefore, by implementing a combination of the embodiments, it is possible to more effectively enhance the enjoyment of the game.
[0010] [First embodiment] A preferred embodiment of the gaming machine according to the first embodiment will be described below with reference to the drawings.
[0011] The gaming machine exemplified in this embodiment is a medal-less gaming machine that allows players to play using medals in the form of data lent as electronic information instead of actual medals. In other words, in a medal-less gaming machine, players can play without touching actual medals. Such gaming machines are generally also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc.
[0012] Below, we will explain an example of applying the invention to a medal-less gaming machine, a No. 6 slot machine with an AT (ART) mode, but it is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play.
[0013] Medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming parlor (management device, dedicated unit) after having been acquired in previous games are called "owned medals."
[0014] (Overall configuration of medal-less gaming machine 1) First, the overall configuration of the medal-less gaming machine 1 will be described with reference to FIGS.
[0015] As shown in Figures 1 and 2, a display window 6 that allows the rear to be seen is formed in the center of the front door 1a, and the symbols displayed on the reels 41 can be seen through this display window 6.
[0016] A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step.
[0017] Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5.
[0018] The upper part of the front door 1a is provided with a display 8 that acts as a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom of the front door 1a (lower add-on panel), and the display 8 is not necessarily provided.
[0019] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.
[0020] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10.
[0021] The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c (variable display means) arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by the drive of a stepping motor (not shown).
[0022] A power supply unit 15 is provided inside the housing 1b to supply power to each device including the main control unit 10 and sub-control unit 20. The main control unit 10 is configured as a one-chip microcomputer and is equipped with a CPU, ROM, and RAM. The main control unit 10 executes a control program stored in the ROM to perform processing related to the progress of the game. The sub-control unit 20 is configured as a one-chip microcomputer and is equipped with a CPU, ROM, and RAM. The sub-control unit 20 executes a control program stored in the ROM to perform processing related to the execution of presentations.
[0023] Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).
[0024] As shown in Fig. 3, the main control unit 10 is connected to various components, such as the bet button 2a, MAX bet button 2b, settlement button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game medal count display device 7, game medal count clear button 14, probability setting device 16, and power supply device 15. The dashed line portion in Fig. 3 (dedicated unit 19) indicates an external device.
[0025] The main control unit 10 operates as a game control means, functions as a lottery means capable of executing lotteries related to games, detects and controls the operations of the above-mentioned units, transitions game states, and outputs predetermined commands (control information) at predetermined timings to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of an internal lottery process that determines the winning combination of the current game, and a winning determination command indicating the result of the winning determination.
[0026] The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the effect button 2g, the display 8, the speaker 9, the lamp 11, and the like.
[0027] The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10.
[0028] The operation of the main parts will be explained.
[0029] The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game.
[0030] Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game.
[0031] The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means.
[0032] Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7.
[0033] The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b.
[0034] The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible.
[0035] In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.
[0036] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game.
[0037] When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .
[0038] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal.
[0039] The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c).
[0040] The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.
[0041] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired.
[0042] Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable).
[0043] The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the counting button 2c is "shortly pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data that indicates that "1" gaming medal has been counted, i.e., the counting amount "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counting amount "1" from the number of gaming medals stored and displayed in the gaming medal count display device 7.
[0044] When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7.
[0045] For example, if the count button 2c is pressed and held down when the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted.
[0046] In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7.
[0047] As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0."
[0048] Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds).
[0049] In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7.
[0050] In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying each time a long press is detected.
[0051] The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held.
[0052] In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.
[0053] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process.
[0054] Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.
[0055] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7.
[0056] When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0."
[0057] Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.
[0058] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device .
[0059] For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7.
[0060] When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7.
[0061] When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7.
[0062] In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means).
[0063] Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit.
[0064] As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.
[0065] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a or the count button 2c.
[0066] For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) can be performed.
[0067] Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the above-mentioned return operation) before the counting operation. This allows the player to reliably return the bet amount of game medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.
[0068] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game.
[0069] The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3".
[0070] That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f.
[0071] Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.
[0072] The probability setting device 16 can change the probability (winning probability) of transitioning to a specific gaming state (AT state) in multiple stages (for example, six stages), and can change the degree of advantage for the player in multiple stages.
[0073] The main control unit 10 stores one of the set values in the memory unit based on the probability setting operation by the gaming parlor staff on the probability setting device 16, and controls the winning probability in the AT state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.
[0074] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1.
[0075] When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent.
[0076] In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.
[0077] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c.
[0078] When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of possessed medals.
[0079] The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button).
[0080] The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held.
[0081] The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0".
[0082] In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.
[0083] The dedicated unit 19 can be connected to a computer called a hall computer or a management device via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer.
[0084] This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.
[0085] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and AT state occurrence information received from the medalless gaming machine 1 to the call device.
[0086] (Game flow in medal-less gaming machine 1) A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG.
[0087] The game start process is executed (S1). In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19.
[0088] Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data.
[0089] When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of medals to be lent based on the lending data, and stores and displays the number of gaming medals corresponding to the number of medals to be lent in the gaming medal number display device 7.
[0090] When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100).
[0091] In the game start process, next, game medals are inserted in response to an operation by the player.
[0092] Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b.
[0093] For example, when the number of game medals displayed on the game medal count display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f.
[0094] When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.
[0095] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine the winning combination for the current game from among a plurality of winning combinations.
[0096] In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.
[0097] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c, which display a plurality of symbols. The reels 41a to 41c gradually increase their rotation speed from a stopped state, and when they reach a steady rotation speed at which they rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.
[0098] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.
[0099] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and after the third stop operation, it determines that a winning combination has been achieved if the combination of symbols that has stopped on the valid line (winning line) is a predetermined combination of symbols.
[0100] Note that "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for the three reels 41a to 41c are performed once for each reel, a total of three times.
[0101] In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the middle valid line, with only the middle line being considered as the valid line out of a total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like.
[0102] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter simply referred to as paying out medals) is executed.
[0103] For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.
[0104] The game end process is executed (S7). In the game end process, a counting process of game medals is executed.
[0105] Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7.
[0106] More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7.
[0107] When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7.
[0108] If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19.
[0109] The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held.
[0110] In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit.
[0111] The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0." Therefore, the player must operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0."
[0112] The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.
[0113] In addition to the above-mentioned configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configuration. Each of the configuration items may be installed independently or in combination.
[0114] Twenty of each of the reels 41a to 41c are drawn on the outer periphery of each of the reels 41a to 41c in a predetermined order and are different from one another. When the reel 41 is stopped, a predetermined number of consecutive symbols (for example, three) can be seen through the display window 6 on each of the reels 41a to 41c. That is, three symbols are displayed vertically on each reel through the display window 6, and a total of nine symbols (3 x 3) are displayed on the three reels through the display window 6.
[0115] (Valid line) A single line connecting the middle of reel 41a, the middle of reel 41b, and the middle of reel 41c is set as an active line used to determine whether a winning combination has been achieved. Note that the active line is not limited to one, and multiple lines may be used. The active line may also be in different forms.
[0116] The medal-less gaming machine 1 according to this embodiment can execute an AT (assist time) as a gaming state related to the push order bell.
[0117] AT is a state in which, in a game in which the push order bell is won through internal lottery processing, the sub-control unit 20 controls the display 8, etc. to notify the player of the correct push order for the stop buttons 5a to 5c and patterns that serve as a guide for pressing the buttons at the correct time.
[0118] That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stop operation for deriving the combination of symbols in a game in which the push order bell is the result of the internal lottery process.
[0119] Therefore, when the AT occurs, the player can easily acquire game medals, and during the AT, the balls are dispensed faster than during non-AT. The AT state, which will be described later, is a game state in which the AT is continuously executed.
[0120] For example, the order in which to press the stop button 5 is announced by displaying the order consisting of text information "1," "2," and "3" in order from left to right on the display 8, outputting the sounds "left," "center," and "right" from the speaker 9, and lighting up the navigation lamps 12 in the order 12a (left), 12b (center), and 12c (right).
[0121] Note that the navigation of the pressing order (notification or suggestion of the pressing order of the stop buttons 5) by output means or notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also referred to as "press order navigation." In this embodiment, a command capable of identifying the result of the internal lottery is sent from the main control unit 10 to the sub-control unit 20. Then, based on this command, the sub-control unit 20 executes display control of the display 8, lamp 11, navigation lamp 12 and output control of the sound output from the speaker 9, thereby executing the press order navigation. Note that control related to the display of the press order navigation may be executed by lamps controlled by the main control unit 10.
[0122] In non-AT, even if the winning result of the internal lottery process is a push order bell, the order in which to press the stop buttons 5 is not announced. Therefore, unless the order in which the player operates the stop buttons 5 coincides with the order in which the player presses the push order bell that has been won, the player basically cannot stop and display the combination of symbols that corresponds to the winning push order bell.
[0123] Therefore, the playability of the medalless gaming machine 1 is such that the player can increase the number of balls dispensed by playing in a manner that allows the player to be controlled by the AT for a long period of time.
[0124] Based on the combination of symbols as described above, it is determined whether or not a small win or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (game medals are paid out). That is, the main control unit 10 is provided with a game value awarding means for awarding a game value (game medals) according to the stopping mode of the symbols.
[0125] The number of game medals paid out when a combination of symbols corresponding to each winning role is stopped and displayed may be other than the numbers described above. Also, the combination of symbols corresponding to each winning role may be other than the numbers described above, and may be composed of symbols that require a button press operation, or may be composed of symbols that do not require a button press operation. Also, in this embodiment, the number of game medals paid out is assumed to be the same regardless of the number of bets, but the number of game medals paid out may be varied depending on the number of bets.
[0126] In this embodiment, the reel that stops first among the three reels 41a, 41b, and 41c that have started spinning is referred to as the first stopped reel, and the stop of the reel is referred to as the first stop. The operation for stopping the reel is also referred to as the first stop operation.
[0127] Similarly, the reel that stops second is called the second stop reel, and its stop is called the second stop. Also, its stop operation is called the second stop operation.
[0128] The reel that stops third is called the third stop reel, and its stop is called the third stop or the final stop. The stop operation is called the third stop operation.
[0129] Furthermore, the first stop operation that stops reel 41a first is called the left first stop operation (operation of stop button 5a), the first stop operation that stops reel 41b first is called the middle first stop operation (operation of stop button 5b), and the first stop operation that stops reel 41c first is called the right first stop operation (operation of stop button 5c).
[0130] Similarly, the second stop operation that stops reel 41a second is called the left second stop operation (operation of stop button 5a), the second stop operation that stops reel 41b second is called the middle second stop operation (operation of stop button 5b), and the second stop operation that stops reel 41c second is called the right second stop operation (operation of stop button 5c).
[0131] Similarly, the third stop operation that stops reel 41a in third place is called the left third stop operation (operation of stop button 5a), the third stop operation that stops reel 41b in third place is called the middle third stop operation (operation of stop button 5b), and the third stop operation that stops reel 41c in third place is called the right third stop operation (operation of stop button 5c).
[0132] (Recommended order of pressing) The medal-less gaming machine 1 in this embodiment recommends a "first left press" order in which the stop button 5a is the first stop operation. Therefore, if the player performs a press order other than the left 1ST press, such as pressing the middle 1ST with the stop button 5b as the first stop operation, or pressing the right 1ST with the stop button 5c as the first stop operation (hereinafter these will be collectively referred to as irregular presses), specific information can be output.
[0133] "Output of specific information" refers to, for example, a display such as "Push left recommended" on the display 8, output of a prohibition sound from the speaker 9, or a change in the lighting state of the lamp 11.
[0134] Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular sequence, the frequency of accidentally winning the winning combination corresponding to the irregular button presses will increase, and eight gaming medals will be paid out, which will affect the gaming performance such as the payout rate expected by the medal-less gaming machine 1.
[0135] Therefore, in the medal-less gaming machine 1 of this embodiment, in the case of a game in which the push order navigation is not being performed, a warning such as "pushing left is recommended" is displayed on the display 8, thereby preventing active irregular pressing and preventing the unexpected payout of 15 gaming medals.
[0136] Furthermore, when irregular button presses are made, a penalty is imposed, such as not executing the bonus lottery or not awarding game points for the game. In addition, if irregular button presses are performed during the AT state, no penalty may be imposed.
[0137] (Winning probability of each role) Next, the winning probability of each winning combination will be explained with reference to FIG.
[0138] As shown in Fig. 5, the main control unit 10 executes the lottery for each of the above-mentioned roles by executing an internal lottery based on the extraction of a predetermined random number when a game is executed in each game state. In this embodiment, the number of judgment values that result in a winning of each role is assigned to 65,536 random number values from 0 to 65,535 for each set value.
[0139] The number of judgment values assigned to a combination is different between the internal bonus state (RT1) and the non-internal bonus state (RT0), and the number of judgment values assigned to a combination is also different depending on the set value. Note that Figure 6 shows the internal lottery table used in the internal lottery during the internal bonus state. The internal lottery table used during the non-internal bonus state (RT0) and the internal lottery table used during the bonus state (RT2) to which a transition occurs due to winning a bonus are not shown in the figure.
[0140] In this embodiment, winning combinations that can be won in the internal lottery are broadly divided into replays, small combinations, and bonuses (not shown). Replays are made up of Replay A and Replay B. Small combinations are made up of Bell, Watermelon, Cherry, Chance Eye, and 1-piece combinations. Cherries are made up of Cherry A and Cherry B. Bells are made up of Common Bell and Push Order Bell. Push Order Bell is made up of Bell A and Bell B.
[0141] Bell A is composed of LCR Bell A, LRC Bell A, CLR Bell A, CRL Bell A, RLC Bell A, and RCL Bell A. Bell B is composed of LCR Bell B, LRC Bell B, CLR Bell B, CRL Bell B, RLC Bell B, and RCL Bell B. L indicates the operation of stop button 5a, C indicates the operation of stop button 5b, and R indicates the operation of stop button 5c. The arrangement of L, C, and R indicates the correct press order. For example, LCR Bell A indicates that the correct press order is the first stop operation on the left, the second stop operation on the middle, and the third stop operation on the right. As such, Bell A and Bell B are winning roles in which the stop buttons 5 are operated in the correct press order, so Bell A and Bell B are sometimes collectively referred to as press order bells.
[0142] In addition, watermelon, common bell, cherry A, B, chance eye, and one-piece role are sometimes collectively referred to as rare roles because they have a low probability of winning compared to other winning roles.
[0143] The "Benefit" column in the figure shows the benefit that is awarded when a winning combination is achieved. In other words, if a replay is achieved, a replay is awarded. Also, if the push order bell is achieved in the correct order, 10 game medals are awarded, and if the push order is incorrect, 1 game medal or none is awarded. If a watermelon is achieved, 6 game medals are awarded, if a common bell is achieved, 3 game medals are awarded, and if a cherry A, B, chance eye, or 1-coin combination is achieved, 1 game medal is awarded.
[0144] In the column for the advantageous zone in the diagram, "1" indicates a role that transitions to the advantageous zone. Therefore, all roles except Replay 2 are advantageous zone transition roles.
[0145] The relationship between the types of roles and the allocation rates of each role may be other than that shown in FIG. 6. For example, the higher the setting of some rare roles, the higher the winning probability may be set, or the lower the setting, the higher the winning probability of rare roles. Also, for winning roles other than rare roles, the higher the setting, the higher the winning probability may be set, or the lower the winning probability may be set. Also, for example, the winning probability may be common to all setting values.
[0146] In this embodiment, the winning probability of each role in a 3-bet game (betting 3 game medals) is assumed, but the winning probability of each role in cases other than a 3-bet game may also be used. Also, although no losing role is provided for the winning role, a losing role may be provided.
[0147] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described.
[0148] When Replay 1 or Replay 2 is won, the corresponding symbol combination will stop on the active line regardless of the order (called the push order) or timing of operation of the stop button 5. When Replay 1 or Replay 2 is won, the player can play again without inserting a game medal in the next play.
[0149] When either Bell A or Bell B is won, if the stop buttons 5a to 5c are pressed in one of six different sequences (correct sequence), the corresponding symbol combination will stop on the active line. On the other hand, if the stop buttons 5 are pressed in one of the other five different sequences (incorrect sequence), the symbol combination corresponding to the bell drop sign, which indicates that the bell has been dropped, will stop on the active line.
[0150] Specifically, LCR Bell A and LCR Bell B are left 1st bells, with the left 1st stop operation being part of the correct press order. Of the left 1st bells, the correct press order for LCR Bell A and LCR Bell B is set to "5a → 5b → 5c" (left → center → right: left 1st press). Also, of the left 1st bells, the correct press order for LRC Bell A and LRC Bell B is set to "5a → 5c → 5b" (left → right → center: left 1st press).
[0151] Additionally, CLR Bell A, CRL Bell A, CLR Bell B, and CRL Bell B are middle 1st bells in which the middle 1st stop operation is part of the correct press order. Of the middle 1st bells, the correct press order for CLR Bell A and CLR Bell B is set to "5b → 5a → 5c" (middle → left → right: middle 1st press). Also, of the middle 1st bells, the correct press order for CRL Bell A and CRL Bell B is set to "5b → 5c → 5a" (middle → right → left: middle 1st press).
[0152] Additionally, RLC Bell A, RLC Bell B, RCL Bell A, and RCL Bell B are right 1st bells, with the right 1st stop operation being part of the correct press order. Of the right 1st bells, the correct press order for RLC Bell A and RLC Bell B is set to "5c → 5a → 5b" (right → left → center: right 1st press). Also, of the right 1st bells, the correct press order for RCL Bell A and RCL Bell B is set to "5c → 5b → 5a" (right → center → left: right 1st press).
[0153] If the correct button press stops the combination of symbols corresponding to the push order bell, 10 game medals will be awarded. Also, if the incorrect button press stops the combination of symbols corresponding to the bell spill, sometimes 1 game medal will be awarded and sometimes no game medal will be awarded.
[0154] In the rare combination, if the operation timing of the stop button 5 is a specific timing, the corresponding combination of symbols will stop on the active line regardless of the order in which the stop button 5 is pressed.
[0155] If a symbol combination corresponding to a watermelon appears, six medals will be awarded. If a symbol combination corresponding to a common bell appears, three medals will be awarded. If a symbol combination corresponding to cherries A, B, chance eyes, or one-coin combination appears, one medal will be awarded.
[0156] When a bonus combination is won, if the operation timing of the stop button 5 is a specific timing, the corresponding combination of symbols will stop on the active line regardless of the order in which the stop button 5 is pressed.
[0157] The right to win the bonus can be carried over as long as the symbol combination corresponding to the bonus does not stop in the game in which the bonus was won or in subsequent games. In other words, the right to win the bonus is carried over (hereinafter, this state may be referred to as "bonus winning state," "internal state," or "bonus carryover state") until the bonus is won (RT1).
[0158] On the other hand, if a bonus is won and the symbol combination corresponding to the bonus is displayed, the game transitions to the bonus state (RT2). After the bonus state ends, the game transitions to a non-carryover state (hereinafter, this state may be referred to as the "non-bonus winning state" or "non-internal state") in which the right to win the bonus is not carried over (RT0).
[0159] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a zone control means that can control the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell is not executed, and it starts when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the initial state (when reset) of the main control unit 10, control is performed in the normal section.
[0160] In this embodiment, the condition for transitioning to the advantageous zone is met when a role that transitions to the advantageous zone is won in the internal lottery process.
[0161] In addition, the conditions for transitioning to the advantageous zone may be met when a predetermined winning role is won, or the transition may be caused by, for example, the stopped display of a combination of symbols corresponding to the predetermined winning role or the stopped display of a combination of symbols not corresponding to the predetermined winning role (for example, a losing number or a push order bell being dropped). In addition, the player may be transitioned to an advantageous zone on the condition that the player has transitioned to a gaming state (for example, an AT state) that is advantageous to the player as the number of gaming medals increases, and the advantageous zone may be continued if the advantageous gaming state continues.
[0162] The advantageous zone is a game zone in which push order navigation related to the push order bell can be executed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when the advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for ending the advantageous zone may be, for example, when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In addition, if a predetermined number of games are played in the normal game state, the advantageous zone may end and the game may transition to the normal zone.
[0163] In addition, a favorable zone lamp may be provided that can light up to indicate that the vehicle is in a favorable zone, and the main control unit 10 may control the lighting. Furthermore, if a favorable zone lamp is provided, it may be set to light up during the favorable zone and during a game state in which the number of game medals increases (for example, an AT state).
[0164] In addition, the medal-less gaming machine 1 is provided with a limiter function (hereinafter also referred to as the advantageous zone limiter) for limiting the number of gaming medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the advantageous zone limiter is activated. For example, the advantageous zone limiter satisfies the condition that "the number of coins won during one advantageous zone (the difference in the number of coins (number of game medals inserted - number of game medals paid out)) reaches the upper limit (for example, +2400 coins)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. The condition for the upper limit number of coins may be that "the number of coins acquired during one advantageous period (net increase in number of coins (so-called MY)) reaches the upper limit number of coins (for example, 2,400 coins)."
[0165] In addition, the conditions for ending the advantageous zone are not limited to the above, and may include, for example, "at least one push order bell has been announced" or "a combination of symbols corresponding to a bonus role has stopped and been displayed," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and transition to the normal zone may occur.
[0166] When the advantageous period ends, the right to win a bonus among the information related to the game is carried over, but other information is initialized. For example, the values of each counter described below and various information managed during each game state are initialized when the advantageous period ends. However, without being limited to this, some or all of the information that is initialized at the end of the advantageous period may not be initialized.
[0167] In addition, the medal-less gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of gaming medals (net increase in number) that the player actually acquires from the time the medal-less gaming machine 1 is turned on until it is turned off, as a function for limiting the number of gaming medals that the player acquires. Specifically, when the net increase in the number of coins (MY) from when the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 coins), the machine enters a state where the game cannot be played, and the machine enters a game stop state where the game cannot be played thereafter. Therefore, the number of game medals that a player can acquire while the game parlor is open is limited. Furthermore, even if the difference in the number of coins during one advantageous zone during operation of the amusement facility is an extremely small value and the player is able to win an extremely large number of game medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, so that even if the difference in the number of coins is an extremely small value, it is possible to prevent the amusement facility from suffering an extremely large disadvantage.
[0168] (Game-related counters) During the advantageous period, the main control unit 10 operates as a counting means, and stores the counting results of the counter shown below in the memory unit. Counter for the number of games played during the advantageous period (hereinafter referred to as Counter A) - Counts the number of games played during the advantageous period Advantageous Zone Difference Counter (hereinafter referred to as Counter B)...Counter value of the number of winnings (difference) during the advantageous zone
[0169] Counter B is a counter related to the advantageous zone limiter. When the game transitions from the normal zone to the advantageous zone, the main control unit 10 starts counting the number of games played during the advantageous zone (counter A) and the number of game medals won during the advantageous zone (counter B), and when the value indicated by counter B reaches a specific value (+2400 medals), the advantageous zone is forcibly ended. The values of counter A and counter B are initialized (cleared to zero) when the advantageous period ends.
[0170] Counter B is a counter that allows the main control unit 10 to monitor the difference between the number of game medals consumed (entered as the number of bets) by the player in one advantageous period and the number of game medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of game medals consumed and the number of game medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of game medals consumed in playing the game becomes greater than the total number of game medals paid out as a result of the game.
[0171] This makes it possible to count the number of game medals consumed (the number of game medals lost by the player) even if the player has not actually won any game medals during the advantageous zone and has only consumed game medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values (game medals) consumed in the advantageous zone is greater than the number of game values (game medals) awarded in the advantageous zone.
[0172] In addition to the configuration described above, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game features based on these gaming states.
[0173] (Freeze effects and simulated games) Next, the pseudo game executed by the main control unit 10 in this embodiment will be described. The main control unit 10 can execute delay control to delay the progress of the game. During the execution period of the delay control, a freeze effect can be executed. For example, the freeze effect can be executed by delaying the start of reel rotation triggered by operation of the start lever 3, or by starting reel rotation triggered by operation of the start lever 3 but delaying the activation of the operation of the stop button 5. During the execution period of the freeze effect, the operation of the stop button 5 is not activated. Therefore, even if the stop button 5 is operated during the execution period of the freeze effect, the operation will not be accepted.
[0174] Also, during the execution period of the delay control, the main control unit 10 can execute a pseudo game in addition to the above freeze effect. The pseudo game is a game that temporarily stops the symbol combination without performing a winning determination, and is a game different from this game. That is, the pseudo game is a game that does not involve the payout of game medals. In the pseudo game, during the execution period of the delay control, the reels are rotated and the operation of the stop button 5 can be effectively received, and when the operation of the stop button 5 is received, the symbols are temporarily stopped. When the pseudo game ends, the normal game starts again by operating the start lever 3 again or after a predetermined time has elapsed. That is, in the present embodiment, during the execution period of the delay control, it is possible to execute a freeze effect that does not receive a stop operation and a pseudo game that can receive a stop operation. In addition, the stop of the symbols in this game completely stops without fine movement at the stop position of the symbols, but the temporary stop of the symbols in the pseudo game is a state where the symbols finely move (swing, move up and down, etc.) at the stop position of the symbols.
[0175] (Game state) Next, referring to FIG. 6, each game state of the medal-less gaming machine 1 according to the present embodiment will be described.
[0176] Note that the main control unit 10 can independently perform the lottery state (RT state) of the internal lottery process, the transition control between the normal section and the advantageous section, and the transition control between game states.
[0177] Hereinafter, unless otherwise specified, the transition timing from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the end of the payout of game medals). Note that the present invention is not limited to this, and the transition may be made from the next game after the transition condition is satisfied.
[0178] Hereinafter, in the present embodiment, "G" is an abbreviation for game, "LV" is an abbreviation for level, and "Pt" is an abbreviation for point. The abbreviations will be used as appropriate for the description.
[0179] <Control of AT> First, we will explain the control of the AT in the gaming state in this embodiment.
[0180] 6, the game of the medal-less gaming machine 1 according to this embodiment is executed in a plurality of game states such as a normal state, a bonus state, an AT (assist time) 1 state, an AT2 state, a CZ (chance zone) 1 state, a CZ2 state, a fixed CZ1 state, a fixed CZ2 state, a specialized 1 state, a specialized 2 state, a predetermined state, an ED (ending) state, etc. These game states include further subdivided game states.
[0181] Specifically, the normal state includes non-advantageous sections, signs A, B, normal gameplay state, battle A, and battle B. The bonus state includes RB and BB1-3. AT1 includes AT1-1, AT1-2, AT1-3, and AT1 battle. AT2 includes AT2 and AT2 battle. Specialized 1 state includes Specialized 1-1 and Specialized 1-2. Specialized 2 state includes Specialized 2. CZ1 state includes CZ1. CZ2 state includes CZ2 and CZ2 battle. Fixed CZ1 state includes fixed CZ1. Fixed CZ2 state includes fixed CZ2. ED state includes ED.
[0182] Bonus state, AT1 state, AT2 state, Specialized 1 state, Specialized 2 state, CZ1 state, CZ2 state, Confirmed CZ2 state, and ED state are AT states in which push order navigation is performed. Note that the bonus state is a pseudo-bonus that uses AT to simulate a bonus state, and is a different state from the bonus state that is entered by winning the internal lottery.
[0183] The game states marked with "◎" are game states controlled by a higher-level AT that executes all navigation when Bell A and Bell B are won.
[0184] The full navigation is a push order navigation that announces all the correct push orders that will result in the push order bell winning ("123", "132", "213", "231", "312", "321"). The numbers in parentheses are 1, which indicates the operation of stop button 5a, 2, which indicates the operation of stop button 5b, and 3, which indicates the operation of stop button 5c. The order in which they are arranged indicates the push order.
[0185] The game states marked with "○" are game states in which the game is controlled by a normal AT that executes all navigation when Bell A is won and executes some navigation when Bell B is won, or in which the game is controlled by a higher-level AT.
[0186] Partial navigation is push order navigation (for example, "- 1 -", "- - 1", etc.) that notifies only the push order of the first stop operation other than the left first stop operation among the correct push orders that will result in the push order bell winning. In this embodiment, the left first stop operation is the recommended push order, and it is assumed that the player will play using the left first stop operation, so partial navigation for the left first stop operation is not executed.
[0187] In this embodiment, when the right to a higher AT is acquired or after BB3 ends, the higher AT is used for control until the AT ends.
[0188] The game states marked with "★" are states that are normally controlled by the AT, but are not controlled by a higher-level AT.
[0189] The game state marked with "▲" is a game state that is controlled in the same way as a normal AT only at the start of Battle A (the actual first game), and is a non-AT game state from the second game onwards.
[0190] The "unbranded" game state is a non-AT state that is not controlled by the AT.
[0191] In a normal AT, some navigation is executed when Bell B is won, and all navigation is executed when Bell A is won, so even if you win Bell B, there is a possibility that Bell B will not be awarded and you will miss out on Bell B. On the other hand, in a higher-level AT, all navigation is executed when Bell B is won, so you can play more advantageously than with an AT.
[0192] Furthermore, in both the normal AT and the higher-ranked AT, when a 1-coin role is won, navigation similar to the above partial navigation is executed at a rate of 1 / 2, so even when a 1-coin role is won, there is a sense of anticipation for a bell win. In other words, when a 1-coin role is won, a push order navigation is executed that notifies the first middle stop operation or the first right stop operation. And in the normal AT, when Bell B is won, there is an execution of a push order navigation that notifies the first middle stop operation or the first right stop operation. Therefore, when the partial navigation is executed, there is a sense of anticipation for a bell win. Note that the execution of the push order navigation for a 1-coin role may be executed only in either the normal AT or the higher-ranked AT.
[0193] The higher AT confirmation state may be applied to some or all of the "○". The normal AT does not have to be in the above navigation mode if it awards fewer game values per game (expected winning value) than the higher AT. For example, it can be implemented in the following ways: (1) full navigation when Bell B is won, and partial navigation when Bell A is won, (2) partial navigation when Bell A is won, or (3) no navigation at all when some of Bell A or Bell B are won.
[0194] Note that for Bell A and Bell B, some or all of the symbols may be treated as roles that require a precise press. Also, some Bells A and B may be treated the same as common Bells. The number of game values awarded is an example, and may be a different value. For example, by setting the number of 1-coin roles to 8, it is possible to increase the variety of the number of wins when some navigation (navigation executed when Bell B or 1-coin roles are won) is executed during normal AT. (10 or 8 or 1 or 0.)
[0195] <Game state transition> Next, the transitions between each game state will be explained. The alphabets in parentheses correspond to the alphabets in the diagram.
[0196] If you win a role that transitions to a favorable zone in a non-favorable zone while in a non-interior zone, you will transition to the normal game state.
[0197] In normal play mode, the ceiling number of Gs is determined according to the play mode. Also, in normal play mode, small role points are awarded according to the small role that was won. When the number of Gs in normal play mode reaches the ceiling number of Gs according to the play mode, if the small role points have not reached the small role point ceiling, the game will transition to Battle A via Premonition A. When the number of Gs in normal play mode reaches the ceiling number of Gs according to the play mode, if the small role points have reached the small role point ceiling, the game will transition to Battle B via Premonition B. Also, when a rare role is won in normal play mode, if the lottery held when the rare role is won is won, and the small role points have not reached the small role point ceiling, the game will transition directly to Battle A without Premonition A. When a rare role is won in normal play mode, if the small role points have reached the small role point ceiling, the game will transition directly to Battle B without Premonition B. The small role point ceiling in normal play mode is determined by a small role point ceiling lottery (either 32 points, 64 points, 128 points, or 256 points).
[0198] In addition, the small role point ceiling may be set uniformly (for example, 100 points). In this case, if the small role point ceiling is 100 points or more, it will move to premonition B, and if the small role point ceiling is less than 100 points, it will move to premonition A.
[0199] As will be explained in more detail later, the bonus level in battle determines whether or not a bonus is granted and the type of bonus. Bonus level 0 grants no bonus, while bonus levels 1 to 4 grant bonuses according to the level.
[0200] If the bonus level in Battle A becomes 1, the game will move from Battle A to RB, BB1, or BB2 (a). If the bonus level in Battle A becomes 2, the game will move from Battle A to BB1 (a). If the bonus level in Battle A becomes 3, the game will move from Battle A to BB2 (a). If the bonus level in Battle A becomes 4, the game will move from Battle A to BB2 and then to AT1 state (a, c). If the bonus level in Battle A becomes 0, the game will return to normal gameplay state.
[0201] If the bonus level in Battle B becomes 1, the game will move from Battle B to RB, BB1, or BB2 (a, c). If the bonus level in Battle B becomes 2, the game will move from Battle B to BB1 (a, c). If the bonus level in Battle B becomes 3, the game will move from Battle B to BB2 (a, c). If the bonus level in Battle B becomes 4, the game will move from Battle B to BB3 (a, c). If the bonus level in Battle B becomes 0, the game will return to normal play.
[0202] When the number of Gs consumed in the normal game mode reaches the ceiling G number (1000 G) specified separately from the ceiling G number specified for each game mode, the game will transition from the normal game mode to AT1 (b).
[0203] When moving from Battle A or Battle B to RB, you may move from RB to AT1 or AT2 depending on the RBLV described below (c, d). Also, when moving from Battle A or Battle B to BB1 or BB2, you may move from BB1 or BB2 to AT1 depending on the results of a lottery based on ATpt described below (c). Also, when moving from Battle A or Battle B to BB1 or BB2, you may move from BB1 or BB2 to Specialized 1-1 via AT1 depending on the results of a lottery based on ATpt described below (c, f). Also, when moving from Battle B to BB3, you will move from BB3 to the higher AT, AT1 (c).
[0204] When Battle A or Battle B transitions to RB, BB1, or BB2, if RB, BB1, or BB2 does not transition to AT1 or AT2, the game will transition to normal game mode (e). In this case, BB1 or BB2 transitions to normal game mode, but RB transitions to Premonition A or Premonition B.
[0205] When it shifts to AT1, it shifts to either AT1-1 (small role pt ceiling = 40pt), AT1-2 (small role pt ceiling = 30pt), or AT1-3 (small role pt ceiling = 20pt). If it is AT1-1, it may shift to AT1-2 or AT1-3 depending on the result of the lottery that is executed when a specific role is won. Also, if it is AT1-2, it may shift to AT1-3 depending on the result of the lottery that is executed when a specific role is won.
[0206] Furthermore, in any of AT1-1, AT1-2, and AT1-3, a transition to CZ1 may occur depending on the results of a lottery that is held when a specific role is won (w).
[0207] In addition, in any of AT1-1, AT1-2, and AT1-3, if you win a special role, you may transition to AT1 battle depending on the results of the lottery that is executed. Also, in any of AT1-1, AT1-2, and AT1-3, you will transition to AT1 battle when the small role point reaches the small role point ceiling.
[0208] If the perk level reaches 2 in the AT1 battle, move to Specialized 1-1 (f). If the perk level reaches 3 in the AT1 battle, move to Specialized 1-2 (f). If the perk level reaches 4 in the AT1 battle, move to Specialized 1-2 (f).
[0209] Specialized 1-1 or Specialized 1-2 is 1 set of 5G, and the set continues until the continuation lottery is held. If you do not win the continuation lottery, you will move from Specialized 1-1 or Specialized 1-2 to AT1 (k).
[0210] In addition, if a predetermined transition condition is met in AT1, it is possible to transition from AT1 to confirmed CZ1 (g).
[0211] If the ceiling G number (128G or 256G) is reached in AT1, the game will move from AT1 to CZ2 (h).
[0212] If the game does not transition to CZ1 or CZ2 before the specified number of Gs (initial number of Gs + additional number of Gs) is consumed in AT1, the game will transition from AT1 to normal game mode (i).
[0213] In AT2, if you win a special role, the game will move from AT2 to AT2 battle depending on the result of the lottery that is held. Also, when the small role points reach the small role point ceiling (= 5 points), the game will move to AT2 battle. In AT2 battle, the number of Gs of AT1 or AT2 can be added.
[0214] When the ceiling G number (128G or 256G) is reached in AT2, it transitions from AT2 to CZ2 (m).
[0215] If AT2 does not transition to CZ2 before the specified number of Gs (initial number of Gs + additional number of Gs) has been consumed, it will transition from AT2 to AT1 (l).
[0216] In CZ2, after 7G is consumed, the game will move to CZ2 battle. In the case where the bonus level becomes 0 in the CZ2 battle and the game does not move to bonus state or specialization 2, if there are remaining Gs in AT2, the game will move from CZ2 to AT2 (n). In the case where the bonus level becomes 0 in the CZ2 battle and the game does not move to bonus state or specialization 2, if there are no remaining Gs in AT2, the game will move from CZ2 to AT1 (o).
[0217] On the other hand, if the perk level reaches 4 in a CZ2 battle, it will move from CZ2 via Specialized 2 to BB3 (p,r). If the perk level reaches 3 in a CZ2 battle, it will move from CZ2 via Specialized 2 to BB2 (p,r). If the perk level reaches 2 in a CZ2 battle, it will move directly from CZ2 to BB2 (q). If the perk level reaches 1 in a CZ2 battle, it will move directly from CZ2 to either RB1, BB1, or BB2 (q).
[0218] Specialized 2 is 3G per set, and the set continues each time you win the continuation lottery. If you do not win the continuation lottery, you will move from Specialized 2 to BB2 or BB3 depending on the bonus level in the CZ2 battle as described above (r).
[0219] When transitioning from CZ2 or Specialized 2 to the bonus state, if there are any Gs remaining in AT2 after the bonus state ends, the bonus state will transition to AT2, and if there are no Gs remaining in AT2, the bonus state will transition to AT1 (c, d). Even if there are no Gs remaining in AT2, if it is decided to transition to AT2 in RB, the bonus state will transition from RB to AT2. Also, if transitioning to RB, depending on the RBLV, it may transition from RB to Specialized 1-1 or Specialized 1-2 via AT1 (c, f). Also, if transitioning to BB3 in either AT1 or AT2, it will become a higher AT after returning.
[0220] If you win a favorable zone transition role in a non-favorable zone during the internal zone, you will move from the non-favorable zone to confirmed CZ1 (s). Depending on the result of the lottery performed in confirmed CZ1, you will move from confirmed CZ1 to confirmed CZ2 (t) or from confirmed CZ1 to CZ1 (u). If 32G is consumed without moving to confirmed CZ2 or CZ1, you will move from confirmed CZ1 to AT1 (v).
[0221] In CZ1, if you win the lottery to move to AT2 before the maximum of 4G is consumed, you will move from CZ1 to AT2 (x). If you do not move from CZ1 to AT2, you will move from CZ1 to AT1 (y).
[0222] A bonus is awarded in the fixed CZ2. When the fixed CZ2 ends, the game transitions to the bonus state (z). Depending on the bonus acquired in the fixed CZ2, the game may transition to either AT1, AT2, or fixed CZ1 after the bonus state ends. In this case, if the game transitions to either AT1 or AT2, the game transitions to the bonus state and then to AT1 or AT2 (c, d). On the other hand, if the game transitions to fixed CZ1, the game transitions to the bonus state and then to AT1, and then to fixed CZ1 after AT1 ends (c, g).
[0223] When the difference in the number of coins in the advantageous zone reaches a predetermined state of 2000 coins, the game transitions to ED (A). Note that the predetermined state can be transitioned from any game state except for the non-advantageous zone.
[0224] In ED, when the difference in number of coins in the advantageous zone reaches the limit of 2,400 coins, it will move to the non-advantageous zone (B).
[0225] Each game state will be explained in detail below.
[0226] (Non-advantageous section) First, we will explain the non-advantageous zone. The non-advantageous zone is non-AT. The non-advantageous zone is a state in which you remain until you move to the advantageous zone. Since any role other than Replay 2 is a role that moves you to the advantageous zone, the non-advantageous zone ends immediately. If you are not in the internal zone when you move to the advantageous zone, you will move to the normal game state. If you are in the internal zone when you move to the advantageous zone, you will move to the confirmed CZ1 state. The appearance of the presentation screen differs between internal and non-internal zones, so it is possible to distinguish between internal and non-internal zones.
[0227] If the game moves to a favorable zone while not in the internal game zone, a lottery is conducted using the lottery tables shown below (1) to (4) to determine the information necessary to move to the normal game state. (1) Game mode (determined by lottery using the mode lottery table shown in FIG. 7 or FIG. 8) (2) The ceiling G number of the game mode determined in (1) (determined by lottery using the ceiling G number table shown in Figure 9) (3) Small win point ceiling in normal game state (determined by lottery using the small win point ceiling lottery table shown in Figure 10) (4) Initial small role point (determined by lottery using the initial value addition continuation rate lottery table shown in Figure 11)
[0228] When the ceiling G number determined in (2) is reached, the game will transition to Battle A or Battle B via Premonition A or Premonition B. However, if the game does not transition to the bonus state from Battle A or Battle B, which has been transitioned to via Premonition A or Premonition B (if the game transitions to the normal game state after the end of Battle A or Battle B), or when AT1 ends and the game transitions to the normal game state, the lottery table referred to in (1) to (2) will be referenced again.
[0229] Also, if the small win points have reached the small win point ceiling determined in (3) when the ceiling G number corresponding to the game mode is reached, the game will move to Battle B. However, if the game does not move from Battle B to the bonus state but moves back to the normal game state, the lottery table referred to in (3) will be referenced again.
[0230] Also, when AT1 ends and the game transitions to normal play, the value of the small prize pt x 2 at the end of AT1 is inherited, so the lottery table referenced in (3) at the end of AT is not referenced. Note that the same value of the small prize pt at the end of AT may be inherited, or the lottery table referenced in (3) may be referenced again.
[0231] In addition, small role points may be carried over when transitioning from the normal state to AT1. Small role points may also be added in sign A or sign B. In this case, it is preferable to vary whether or not small role points are carried over depending on the state to which the transition is made, for example, by carrying over small role points from the normal game state in sign A and not carrying over small role points from the normal game state in sign B. In addition, a high probability state in which small role points are likely to be added in the normal game state may be provided.
[0232] <Mode transition lottery> The main control unit 10 executes a mode transition lottery when a winning combination that transitions to a favorable zone is won in a non-favorable zone during a non-internal zone. In this embodiment, the game modes include "first mode," "A mode," "B mode," "heaven mode," and "pullback mode." The mode transition lottery is executed according to the type of the previous game mode or game state before the transition to the current game mode.
[0233] FIG. 7 shows a mode transition lottery table used in the mode transition lottery when the gaming state before the transition is other than the "heaven mode" or the "pullback mode."
[0234] When the mode before the transition is other than "Heaven Mode" or "Pullback Mode", the mode transition lottery is carried out based on a random number value (with a range of 256 types) extracted when the game is executed and the game mode or game state before the transition.
[0235] As shown in Figure 7, for example, if the zone is non-advantageous before the transition, the "first mode" is selected with a probability of 256 / 256, the "A mode" is selected with a probability of 0 / 256, the "B mode" is selected with a probability of 0 / 256, the "heaven mode" is selected with a probability of 0 / 256, and the "pullback mode" is selected with a probability of 0 / 256.
[0236] Note that explanations will be omitted for the cases where the game is in normal game mode ("first mode"), normal game mode ("A mode"), normal game mode ("B mode"), and AT before the transition, but the lottery is controlled so that it is drawn with the probabilities shown.
[0237] The mode transition lottery table shown in Figure 8(a) is used when the game mode before the transition is "Heaven Mode." The mode transition lottery table shown in Figure 8(b) is used when the game mode before the transition is "Pullback Mode."
[0238] The mode transition lottery for when the mode is "Heaven Mode" before the transition and when the mode is "Return Mode" before the transition is performed is carried out based on a random number value (with a 256-type extraction range) extracted when the game is executed and a set value.
[0239] As shown in Figure 8(a), if the game mode before the transition is "Heaven Mode", for example, if it is setting 1, the "First Mode" is selected with a probability of 0 / 256, the "A Mode" is selected with a probability of 112 / 256, the "B Mode" is selected with a probability of 96 / 256, the "Heaven Mode" is selected with a probability of 48 / 256, and the "Pullback Mode" is selected with a probability of 0 / 256.
[0240] As shown in Figure 8(b), if the game mode before the transition is "pullback mode," for example, if it is setting 1, the "first mode" is selected with a probability of 0 / 256, the "A mode" is selected with a probability of 128 / 256, the "B mode" is selected with a probability of 96 / 256, the "heaven mode" is selected with a probability of 16 / 256, and the "pullback mode" is selected with a probability of 16 / 256.
[0241] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0242] <Ceiling G Lottery> The main control unit 10 executes a ceiling G number lottery when a winning combination for transitioning to an advantageous zone is won in a non-advantageous zone during a non-internal zone.
[0243] FIG. 9 shows a ceiling G number lottery table used in the ceiling G number lottery.
[0244] The ceiling G number lottery is executed based on a random number value (with a range of 256 types of random number value) sampled when the game is executed and the game mode.
[0245] As shown in Figure 9, for example, in "first mode," the number "32" is selected with a probability of 0 / 256, "96" with a probability of 96 / 256, "128" with a probability of 96 / 256, "256" with a probability of 64 / 256, and "384" with a probability of 0 / 256.
[0246] Although explanations for "A mode," "B mode," "heaven mode," and "pullback mode" will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0247] <Small win point ceiling lottery> When a beneficial zone transition role is won in a non-beneficial zone during a non-internal period, the main control unit 10 executes a small role pt lottery to determine the small role pt ceiling in a normal gaming state.
[0248] FIG. 10 shows a small winning pt lottery table used in the small winning pt lottery.
[0249] The small winning point lottery is performed based on a random number value (with a range of 256 types of random number value) extracted when the game is executed and a set value.
[0250] As shown in FIG. 10, for example, in the case of setting 1, the value "32" is selected with a probability of 32 / 256, the value "64" is selected with a probability of 64 / 256, the value "128" is selected with a probability of 80 / 256, and the value "256" is selected with a probability of 80 / 256.
[0251] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0252] <Initial Value Addition Continuation Rate Lottery> The main control unit 10 executes an initial value addition continuation rate lottery when a beneficial zone transition role is won in a non-beneficial zone during a non-internal zone. The initial value addition continuation rate lottery selects one of the following loop rates: "50%," "60%, "80%, or "90%." The main control unit 10 then repeats the initial value addition lottery until it loses at the selected loop rate (winning probability). Each time the initial value addition lottery is won, 1 point is added as the initial value of the small role points. Therefore, if the first initial value addition lottery is a loss, the initial value becomes 0 points. Note that the initial value addition lottery also ends if the initial value addition lottery continues to be won and the upper limit of the small role points (small role point ceiling) is reached.
[0253] Note that the loop rate may not be calculated by lottery, but may be determined from a predetermined initial value. The initial value may also always be set to 0 (initial value addition lottery is not executed). Even after the upper limit is reached, the initial value addition lottery may be continued until a loss occurs, allowing an initial value exceeding the upper limit to be acquired, and a bonus may be awarded depending on the initial value exceeding the upper limit (for example, over 20 points = LV3 battle awarded, over 50 = AT1 awarded, over 100 = guaranteed CZ2 awarded, etc.).
[0254] FIG. 11 shows an initial value addition continuation rate lottery table used in the initial value addition continuation rate lottery.
[0255] The initial value addition continuation rate lottery is executed based on a random number value (with a sampling range of 256 types) sampled when the game is executed, and a set value.
[0256] As shown in FIG. 11, for example, in the case of setting 1, the probability of selecting "50%" is 208 / 256, the probability of selecting "60%" is 16 / 256, the probability of selecting "80%" is 16 / 256, and the probability of selecting "90%" is 16 / 256.
[0257] Although explanations for the cases of settings 2 to 6 before the transition will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0258] (Normal gameplay state) Next, we will explain the normal gaming state. The normal gaming state is a non-AT gaming state in which the aim is to reach the bonus state. If a player wins a role that transitions to a favorable zone in a non-advantageous zone while in a non-interior zone, the game will transition to the normal gaming state. In the normal gaming state, the same presentation screen as in the non-advantageous zone while in a non-interior zone is displayed. In the normal gaming state, the ceiling number of Gs, which is managed separately from the gaming mode, is 1000G. If the player stays in the normal gaming state for 1000G without transitioning to the bonus state, the transition to AT1 is confirmed. Note that the game may transition to the bonus state when the ceiling number of Gs is reached.
[0259] In normal game mode, small role points are added when a bell is hit or when a rare role is won (see the added point lottery table shown in Figure 12). If the small role points have not reached the ceiling points when the ceiling number of Gs specified for each game mode is reached, the game will move to Battle A via Premonition A, and if the small role points have reached the ceiling points when the ceiling number of Gs specified for each game mode is reached, the game will move to Battle B via Premonition B.
[0260] Even if the ceiling Pt has not been reached, the transition to Premonition B may occur at a predetermined probability (1%, for example).
[0261] Also, if a rare role is won, a lottery for transition to a battle is conducted by referring to the "Battle LV Lottery Table shown in Figure 13." If the small role points have not reached the ceiling points when the lottery is won, the game will transition to Battle A without going through Premonition A, but if the small role points have reached the ceiling points when the lottery is won, the game will transition to Battle B without going through Premonition B. Note that even if the lottery is switched to Battle A or Battle B, the ceiling G number corresponding to the game mode is not reset, allowing the player to play advantageously. Note that the ceiling G number of the game mode may also be reset when switching to a battle due to the win of a rare role.
[0262] In either case, when the trigger is reaching the ceiling number of Gs specified for each game mode or when the trigger is winning a rare combination, the lottery table is referenced to determine the battle level that determines the initial number of games in the battle, and the battle is executed according to the determined battle level. Note that when the trigger is winning a rare combination, the battle may not develop into a battle.
[0263] In addition, it is not necessary to go through premonition A or premonition B when the ceiling G number is reached, and premonition A or premonition B may be used when a rare role is won.
[0264] <Additional points lottery> The main control unit 10 executes an addition point lottery to determine the small winning points to be added in the normal game state. In the addition point lottery, one of points "1", "2", "3", "5", and "10" is selected.
[0265] FIG. 12 shows an additional point lottery table used in the additional point lottery.
[0266] The lottery for additional points is based on a random number value (with a range of 256) extracted during game execution and the results of the internal lottery or the winning result. Note that "Bell winning" in the figure refers to the winning of the push order bell.
[0267] As shown in Figure 12, for example, when a bell is won, the number "1" is selected with a probability of 256 / 256, the number "2" is selected with a probability of 0 / 256, the number "5" is selected with a probability of 0 / 256, and the number "10" is selected with a probability of 0 / 256.
[0268] Although we will not explain what happens if the common bell, watermelon, cherry A, B, or chance symbol is won through the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0269] <Battle Level Lottery> The main control unit 10 executes a battle level lottery based on the fact that a rare combination is won in the normal game state.
[0270] In the Battle Level lottery based on winning a rare role, one of the levels "0", "1", "2", or "3" is selected. If the Battle Level is 0, it is a loss and the battle does not proceed. If the Battle Level is 1 to 3, the battle proceeds, but the number of Gs for the battle will differ. If the Battle Level is 1 to 2, the bonus level (described below) starts from 0, so it is uncertain whether a bonus will be awarded. If the Battle Level is 3, the bonus level starts from 1, so it is a battle in which the bonus will be awarded.
[0271] FIG. 13 shows a battle level lottery table used in the battle level lottery executed when a transition to a battle is decided based on winning a rare combination.
[0272] The battle level lottery is performed based on a random number value (with a range of 256 types of random number value) sampled when the game is executed and the result of an internal lottery.
[0273] As shown in Figure 13, for example, if you win a watermelon, the number "0" will be selected with a probability of 240 / 256, the number "1" with a probability of 0 / 256, the number "2" with a probability of 8 / 256, and the number "3" with a probability of 8 / 256.
[0274] Although we will not explain what happens when Cherry A, B, or a chance number is won by the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0275] Furthermore, the main control unit 10 executes a battle LV lottery when the number of Gs in each game mode reaches the ceiling number of Gs (see FIG. 9) defined for each game mode.
[0276] In the battle level lottery based on reaching the ceiling G number, one of the levels "1", "2", or "3" is selected. Therefore, unlike the battle level lottery based on winning a rare role, it will always develop into a battle.
[0277] FIG. 14 shows a battle LV lottery table used in the battle LV lottery executed based on the reaching of the ceiling G number for each game mode.
[0278] The battle level lottery is performed based on a random number value (with a range of 256 types of random number value) sampled when the game is executed, and a set value.
[0279] As shown in FIG. 14, for example, in the case of setting 1, control is performed so that "1" is selected with a probability of 192 / 256, "2" is selected with a probability of 48 / 256, and "3" is selected with a probability of 16 / 256.
[0280] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0281] (Omen A) Next, we will explain Premonition A. Premonition A is entered when the ceiling number of Gs for each game mode (see Figure 9) is reached in the normal game state and the small winning points have not yet reached the ceiling (see Figure 10). Premonition A is a non-AT. Premonition A is a game state that assumes progression to Battle A. Premonition A lasts for 15 G. In Premonition A, a lottery is held during Premonition A to determine whether the Battle LV will be upgraded or the number of Battle Gs will be added in the subsequent battle, with reference to the lottery table during Premonition A shown in Figure 15. Battle LV will be described in detail in the "Information Regarding Battles" section below.
[0282] <Lottery during Omen A> The main control unit 10 executes a lottery during Premonition A. During the lottery during Premonition A, one of "Miss", "+1G", or "+1LV (+2G)" is selected. "+1G" indicates an increase of one game in the number of Gs in the battle, and "+1LV" indicates an increase of one level in the battle LV. If "+1LV" is won when the battle LV is 3 (the upper limit), the number of Gs in the battle will be "+2". The number of Gs added before the battle LV was increased will be added to the number of Gs at the battle LV after the increase.
[0283] FIG. 15 shows a lottery table for use in the lottery during the sign A.
[0284] The lottery during Premonition A is based on a random number value (with a range of 256) extracted during game execution and the result of the internal lottery or the winning result. Note that "Bell winning" in the figure refers to the winning of the push order bell.
[0285] As shown in Figure 15, for example, in the case of a bell win, the probability of "miss" being selected is 255 / 256, the probability of "+1G" being selected is 1 / 256, and the probability of "+1LV (+2G)" being selected is 0 / 256.
[0286] Although we will not explain what happens if the common bell, watermelon, cherry A, B, or chance symbol is won through the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0287] The level may be increased by "+2G" or more and / or "+2LV" or more. A lottery for promoting the bonus level (promotion of +1 or more), which will be described later, may also be held. Furthermore, a lottery for promoting the lottery level may also be held, similar to Omen B, which will be described later.
[0288] (Omen B) Next, we will explain Premonition B. Premonition B is entered when the ceiling number of Gs for each game mode (see Figure 9) is reached in the normal game state and the small win points have reached the ceiling (see Figure 10). Premonition B is a non-AT. Premonition B is a game state that assumes progression to Battle B. Premonition B lasts for 15 G. In Premonition B, a lottery is held during Premonition B to determine whether to upgrade the lottery level, which determines the likelihood of receiving a bonus in the subsequent battle, or to add to the number of battle Gs, by referring to the lottery table during Premonition B shown in Figure 16. Note that, as with Premonition A, a lottery to upgrade the battle level may also be held. The lottery level will be described in detail in the "Information Regarding Battles" section below.
[0289] <Lottery during Omen B> The main control unit 10 executes a lottery during Premonition B. In the lottery during Premonition B, one of "Miss", "+1G", "+2G", or "+Lottery LV1 (+3G)" is selected. "+1G" indicates an increase of one game in the number of Gs of the battle, and "Lottery LV+1" indicates an increase of one level in the lottery LV. Note that if "Lottery LV+1" is won when the lottery LV is 4 (the upper limit), the number of Gs of the battle will be "+3". When the lottery LV is 4 (the upper limit), this means that the lottery LV for all games in the battle is the upper limit.
[0290] FIG. 16 shows a lottery table for use in the lottery during the sign B.
[0291] The lottery during Premonition B is based on a random number value (with a range of 256) extracted during game execution and the result of the internal lottery or the winning result. Note that "Bell winning" in the figure refers to the winning of the push order bell.
[0292] As shown in Figure 16, for example, in the case of a bell win, the probability of "miss" being selected is 255 / 256, the probability of "+1G" being selected is 1 / 256, the probability of "+2G" being selected is 0 / 256, and the probability of "+Lottery LV1 (+3G)" being selected is 0 / 256.
[0293] Although we will not explain what happens if the common bell, watermelon, cherry A, B, or chance symbol is won through the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0294] <An example of the presentation screen when the lottery level increases> FIG. 17 shows an example of an effect screen when the lottery level is increased by referring to the premonition B lottery table of FIG.
[0295] As shown in Figure 17(a), at sign B, the display device 8 displays a presentation screen 230 corresponding to sign B. Then, an LV display 231 indicating the lottery LV is displayed on the presentation screen 230. The example in the figure shows an example where the lottery LV is 0. As shown in Figure 17(b), when the lottery rises during sign B, a message 232 indicating this is displayed, and an LV display 231 corresponding to the raised LV is displayed. The example in the figure shows an example where the lottery LV is 1. Note that the LV display 231 is not limited to this example, and may be in a form different from this example, such as a meter display.
[0296] (Regarding specific gaming conditions) In this embodiment, the main control unit 10 can execute common controls in battles (battle A, battle B, AT1 battle, CZ2 battle), CZ1, specialization 1 (specialization 1-1, specialization 1-2), specialization 2, and fixed CZ2. Therefore, these game states are collectively defined as specific game states, and before describing each individual game state, common controls executed in each game state defined as a specific game state will be described.
[0297] <Bonus lottery> In the specific game state, a bonus lottery is executed to determine whether or not a bonus will be awarded. The control when executing the bonus lottery in the specific game state will be explained using Figure 18. The number of Gs shown in Figure 18 is not the number of Gs in the actual game executed by the main control unit 10, but the number of Gs in the presentation that the player recognizes based on the presentation executed by the sub-control unit 20 on the display 8, etc.
[0298] As shown in FIG. 18, in the specific gaming state, the first game in the presentation is defined as the "start" game. Then, in the first game in the presentation, a start presentation indicating the start of the specific gaming state is executed, or the start of the specific gaming state is notified by the stopping of a pattern indicating the start of the specific gaming state. Note that in Specialization 2, a game can be executed in multiple sets, with multiple Gs as one set. Therefore, in the example shown in FIG. 18, only Specialization 2 is "started" at the start of each set.
[0299] The first game in the presentation is the "start" game, and it is necessary to execute the start presentation of a specific game state. Therefore, the result of the bonus lottery cannot be announced in the first game in the presentation. For this reason, the bonus lottery must not be executed in the first game in the presentation, but must be executed in the second or subsequent games in the presentation. For this reason, if the actual first game of the game were to be the first game in the presentation, when a combination that triggers the bonus lottery execution (a winning combination other than a replay or a single-coin combination) is won in the actual first game, and it becomes necessary to execute the bonus lottery, the execution of the bonus lottery must be canceled. In other words, a no-draw state occurs. Under such circumstances, the player may feel a sense of loss and lose interest in the game.
[0300] Therefore, in this embodiment, if a winning combination that triggers the execution of the bonus lottery is won in the actual first game, the main control unit 10 executes a pseudo game before the start of the actual first game, and the pseudo game executed in the actual first game is regarded as the first game (start) in the presentation. In addition, the actual first game of the game following the pseudo game is regarded as the second game in the presentation. In this way, the actual first game appears as the second game in the presentation.
[0301] Then, the sub-controller 20 executes the start effect in the first game of the effect, while announcing the result of the bonus lottery in the second game of the effect. This makes it possible to avoid a situation where the bonus lottery is not executed even if the winning combination that triggers the execution of the bonus lottery in the first game is actually won (so-called "waste draw"). In other words, it prevents the occurrence of a no-draw state.
[0302] In addition, if a replay or 1-coin combination is won in the actual first game, the bonus lottery is not executed, and therefore, there is no need to execute a pseudo game in the actual first game in order to execute the bonus lottery. Therefore, if a replay or 1-coin combination is won in the actual first game, the sub-control unit 20 matches the number of games in the performance with the actual number of games. As a result, the first game in the performance becomes the actual first game, and the second game and subsequent games in the performance become the actual second game and subsequent games. As a result, the first game (start) in the performance is executed in the actual first game.
[0303] In addition, in the confirmed CZ2, the lottery for awarding a bonus according to the winning role is not executed in the actual first game, so no pseudo game is executed in the actual first game, and the start performance is executed with the actual first game being the first game in the performance.
[0304] In this embodiment, since such control is executed, it is possible to know in advance that the bonus award lottery will be held in the second game in the presentation of the specific gaming state.
[0305] In addition, at the "start" stage, the bonus lottery may be executed with a lower probability than in the second game and thereafter.
[0306] Alternatively, a pseudo game may be executed only when any of Bell A, Bell B, and Common Bell is won, and when any of Watermelon, Cherry A, Cherry B, and Chance Eye is won, a lottery to raise the lottery level may be executed without executing a pseudo game. For example, it is possible to raise the lottery level 1 with a probability of 50% when a watermelon or Cherry A is won, and with a probability of 100% when a Cherry B or Chance Eye is won.
[0307] <Examples of game flow in specific game states> Next, a specific flow of a game when the above control is executed regarding the awarding of a benefit in a specific game state will be described with reference to Fig. 19. In Fig. 19, Battle A is taken as an example of the specific game state.
[0308] As shown in FIG. 19(a), if a replay is won in the first game of the actual game (main game in the figure), a bonus lottery is not held. Therefore, the actual first game of the main game becomes the first game in the presentation. Therefore, the game type in the first game in the presentation becomes the main game in the actual game. In this case, in the first game in the presentation (actual first game), the symbol corresponding to the replay stops, and the start of Battle A is announced ("Start" in the figure). Also, since a bonus lottery is not held in the first game in the presentation, a lottery level that determines the likelihood of receiving a bonus is not specified.
[0309] Next, the actual second game of the main game becomes the second game in the presentation. The game type in the second game of the presentation becomes the main game in the actual game. Also, the lottery level in the second game of the presentation becomes 1. Then, if, for example, Cherry A is won in the second game of the presentation (the actual second game), a bonus lottery is held. In this case, the symbol corresponding to Cherry A can stop in the main game, so it is possible to recognize that the bonus lottery has been held.
[0310] Next, the actual third game becomes the third game in the presentation. The game type in the third game in the presentation becomes the main game in the actual game. Also, the lottery level in the third game in the presentation becomes 2. Then, for example, if a 1-coin role is won in the third game in the presentation (the actual third game), the bonus lottery is not held. In this case, since the symbol corresponding to the 1-coin role can stop in the actual game, it is possible to recognize that the bonus lottery will not be held.
[0311] As shown in FIG. 19(b), if Bell A is won in the first game of the actual game (the actual game in the figure), a lottery for awarding a bonus is held. Therefore, the pseudo game in the actual first game becomes the first game in the presentation. Therefore, the game type in the first game in the presentation becomes pseudo game in the actual game. In this case, in the first game in the presentation (the actual first game), the stop result A is temporarily stopped in the pseudo game, and the start of Battle A is announced ("Start" in the figure). Furthermore, since the lottery for awarding a bonus is not held in the first game in the presentation, the lottery level that determines the likelihood of awarding a bonus is not specified.
[0312] Next, the actual first game of the main game becomes the second game in the presentation. Therefore, the game type in the second game of the presentation becomes the main game in the actual game. Also, the lottery level in the second game of the presentation becomes 1. In this case, the symbol corresponding to Bell A can stop in the main game, so it is possible to recognize that the bonus lottery has been executed. Then, when the symbol corresponding to Bell A stops, the result of the bonus lottery is announced.
[0313] Next, the actual second game becomes the third game in the presentation. The game type in the third game in the presentation becomes the main game in the actual game. Also, the lottery level in the third game in the presentation becomes 2. And, if, for example, a 1-coin role is won in the third game in the presentation (the actual third game), the bonus lottery is not held. In this case, since the symbol corresponding to the 1-coin role may stop, it is possible to recognize that the bonus lottery will not be held.
[0314] Note that stop result A is a symbol that stops only in a pseudo game. In addition to stop result A, stop result B and stop result C are also available as symbols that stop in a pseudo game, and the stop result is selected according to the winning combination. For example, stop result A corresponds to bell A, bell B, or common bell. Stop result B corresponds to watermelon or cherry A. Stop result C corresponds to cherry B or chance symbol. Note that it is preferable to set stop results A to C according to the expected value of receiving a bonus. For example, it is possible to set winning combinations corresponding to stop results such that the degree of advantage increases in the order of stop result A < stop result B < stop result C.
[0315] <Navi Mode Lottery> The sub-control unit 20 executes push order navigation when a pseudo game is executed in a specific game state, and may suggest the winning combination that triggered the execution of the pseudo game (i.e., the winning combination that triggered the bonus lottery).The sub-control unit 20 then executes a navigation mode lottery to determine whether to execute push order navigation, and if so, determines the mode.
[0316] Specifically, in the navigation mode lottery, one of "No navigation", "Middle 1st", "Right 1st", "! x 3", or "!!! x 3" is selected. "Middle 1st" indicates the push order navigation for the middle 1st stop operation, in which the stop button 5b is operated first. "Right 1st" indicates the push order navigation for the right 1st stop operation, in which the stop button 5c is operated first.
[0317] FIG. 20 shows a navigation mode lottery table used in the navigation mode lottery.
[0318] The navigation mode lottery is performed based on a random number value (with a range of 256 types) sampled when the game is executed and the result of an internal lottery.
[0319] As shown in Figure 20, for example, if Bell A is won, "No Navigation" is selected with a probability of 192 / 256, "Middle 1st" is selected with a probability of 24 / 256, "Right 1st" is selected with a probability of 40 / 256, "! x 3" is selected with a probability of 0 / 256, and "!!! x 3" is selected with a probability of 0 / 256.
[0320] Note that we will not explain what happens if the internal lottery results in a winning bell B, common bell, watermelon, cherry A, B, or chance number, but the lottery is controlled so that it is held with the probabilities shown in the figure.
[0321] In addition, in the actual first game of a specific game state, if you win a replay, there will be no navigation in all battles. Also, if you win a 1-piece role, there will be no navigation in Battle A, but some navigation will be performed in battles other than Battle A.
[0322] Since the "start" (first game in the presentation) of a specific game state other than Battle A is an AT, the center 1st or right 1st navigation is executed at a 50% rate even when a 1-piece role is won. Therefore, even if the center 1st or right 1st navigation is executed at the "start" (first game in the presentation) of a game other than Battle A, it is impossible to determine whether the push order navigation is based on the results of the navigation mode lottery or whether the push order navigation is based on a 1-piece role win. Therefore, even if the center 1st or right 1st navigation is executed at the "start" (first game in the presentation) of a game other than Battle A, there is a possibility of winning a 1-piece role. In other words, there is a possibility that a pseudo game will not occur (in other words, there is a possibility that the bonus lottery will not be executed). For this reason, when the center 1st or right 1st navigation is executed, the player will perform the stop operation at the "start" (first game in the presentation) with a sense of tension as to whether or not a pseudo game will be executed.
[0323] On the other hand, in Battle A, the center 1st or right 1st navigation is not executed when a single-piece role is won. Therefore, when the center 1st or right 1st navigation is executed at the "start" of Battle A (the first game in the presentation), it can be determined that the push order navigation is based on the results of the navigation mode lottery. Therefore, it is determined that the winning role that triggered the bonus lottery is won, and that a pseudo-game will be executed based on this. In other words, the execution of the bonus lottery is determined. Therefore, by executing the center 1st or right 1st navigation at the "start" of Battle A (the first game in the presentation), it is possible to increase the expectation of the bonus being awarded.
[0324] In addition, since "! x 3" and "!!! x 3" are push order navigations that only occur when a pseudo game is being played, when they occur, the execution of the pseudo game is confirmed. In other words, it is confirmed that the winning combination that triggers the bonus lottery has been won. In addition, one or both of the "!" and "! x 3" displays may be displayed in the actual game when a rare combination is won ("!" can be displayed for all rare combinations, and "! x 3" confirms Cherry B or a chance eye, etc.).
[0325] <Example of the start of a battle> 21 and 22 show examples of the display of the presentation images at the "start" of the battle (first turn in the presentation) and second turn in the presentation.
[0326] 21(a1) to (a3) show an example in which Bell A is won in a battle (other than Battle A) and the right first navigation is selected in the pseudo game (see FIG. 20).
[0327] As shown in FIG. 21(a1), if Bell A is won in the actual first game of a battle (other than Battle A), a pseudo game is executed in the actual first game. The pseudo game in the actual first game becomes the first game in the presentation. When the pseudo game starts, the reels 41a to 41c spin, but it is impossible to distinguish whether it is a pseudo game or a real game based on the rotation pattern of the reels 41a to 41c. At this time, a character 240a indicating the start of the battle is displayed on the presentation screen 240 of the display device 8. Furthermore, if the right first navigation is selected by the navigation mode lottery using the navigation mode lottery table shown in FIG. 20, a push order navigation 240b indicating the right first navigation is displayed.
[0328] At this time, in the case of a battle other than Battle A, there is a possibility that the center 1st navigation or the right 1st navigation will be executed in both cases where Bell A, which is the execution trigger role of the bonus lottery (the winning role shown in FIG. 20), is won, and where a 1-piece role that is not the execution trigger role of the bonus lottery is won (see FIG. 20). Therefore, if the center 1st navigation or the right 1st navigation is executed at this point, it can be expected that the bonus lottery will be executed. In this embodiment, if the execution trigger role of the bonus lottery is won, a pseudo game is executed, so at this point, the player expects the execution of the pseudo game. Note that in the case of Battle A, a 1-piece role is won and the push order navigation is not executed. Therefore, if the center 1st navigation or the right 1st navigation is executed at this point, it is confirmed that the bonus lottery will be executed. In other words, the execution of the pseudo game is confirmed.
[0329] As shown in Figure 21 (a2), when the stop buttons 5a to 5c are operated in the pseudo game, the stop result A is temporarily stopped. At this time, it is possible to sense that the pseudo game is being played by the temporary stop of the symbols that make up the stop result A. In other words, it is possible to sense that the role that triggers the execution of the bonus lottery has been won.
[0330] As shown in FIG. 21(a3), when the start lever 3 is operated in the provisionally stopped state of the stop result A, the actual first game of the main game begins. Then, the actual first game of the main game becomes the second game in the performance. At this time, the push order navigation 240b (all navigation) for Bell A is displayed. This allows you to know that Bell A has been won. Although not shown in the figure, when the symbol corresponding to Bell A stops, the result of the bonus lottery is announced.
[0331] 21(b1) to (b3) show examples of winning a 1-coin combination in a battle (other than Battle A).
[0332] As shown in FIG. 21(b1), if a 1-coin combination is won in the actual first game of a battle (other than Battle A), the actual game is executed without executing a pseudo game in the actual first game. The actual first game becomes the first game in the presentation. The reels 41a-41c spin when the actual game starts, but it is impossible to distinguish between the pseudo game and the actual game based on the rotation pattern of the reels 41a-41c. At this time, the presentation screen 240 of the display 8 displays characters 240a indicating the start of the battle. In addition, in battles other than Battle A, the center 1st navigation or right 1st navigation is executed for a 1-coin combination, so the push order navigation 240b is displayed. The right 1st navigation is shown as an example in the figure. At this time, as described above, the player expects the pseudo game to be executed.
[0333] As shown in Figure 21 (b2), when the stop buttons 5a to 5c are operated in the first game of the performance (the actual first game of the main game), the symbols corresponding to the 1-piece role stop. At this time, the stopping of the symbols corresponding to the 1-piece role indicates that the pseudo-game is not being played. In other words, it can be detected that the role that triggers the execution of the bonus lottery has not been won.
[0334] As shown in Figure 21 (b3), when the start lever 3 is operated, the actual second game of the main game begins. The actual second game of the main game becomes the second game in the presentation. At this time, if bell A, B, or a 1-coin role is won, push order navigation is executed. The figure shows an example in which push order navigation 240b, which shows partial navigation for bell B, is displayed. Although not shown in the figure, when the symbol corresponding to bell A stops, the result of the bonus lottery is announced.
[0335] 22(c1) to (c3) show an example in which Bell A is won in a battle (other than Battle A) and no navigation is selected in the pseudo game (see FIG. 20).
[0336] As shown in FIG. 22(c1), if Bell A is won in the actual first game of a battle (other than Battle A), a pseudo game is executed in the actual first game. The pseudo game in the actual first game becomes the first game in the presentation. The reels 41a-41c spin as the pseudo game starts, but it is impossible to distinguish between a pseudo game and a real game based on the rotation pattern of the reels 41a-41c. At this time, a character 240a indicating the start of the battle is displayed on the presentation screen 240 of the display device 8. Furthermore, if no navigation is selected in the pseudo game by the navigation pattern lottery using the navigation pattern lottery table shown in FIG. 20, the push order navigation 240b is not displayed. At this point, since no navigation may be selected even if Bell A, which is the trigger role for executing the bonus lottery (the winning role shown in FIG. 20), is won, the player expects the pseudo game to be executed.
[0337] As shown in Figure 22 (ca2), when the stop buttons 5a to 5c are operated in the pseudo game, the stop result A is temporarily stopped. At this time, it is possible to sense that the pseudo game is being played by the temporary stop of the symbols that make up the stop result A. In other words, it is possible to sense that the role that triggers the execution of the bonus lottery has been won.
[0338] As shown in Figure 22 (c3), when the start lever 3 is operated in the provisionally stopped state of the stop result A, the actual first game of the main game begins. Then, the actual first game of the main game becomes the second game in the performance. At this time, the push order navigation 240b (all navigation) for Bell A is displayed. This allows you to know that Bell A has been won. Although not shown in the figure, when the symbol corresponding to Bell A stops, the result of the bonus lottery is announced.
[0339] 22(d1) to (d3) show examples of when a replay is won in a battle (including Battle A).
[0340] As shown in FIG. 22(d1), if a replay (Replay A or Replay B) is won in the actual first game of a battle (including Battle A), the actual game is executed without executing a pseudo game in the actual first game. The actual first game of the game becomes the first game in the presentation. The reels 41a-41c spin when the actual game starts, but it is impossible to distinguish whether it is a pseudo game or an actual game based on the rotation pattern of the reels 41a-41c. At this time, the presentation screen 240 of the display 8 displays characters 240a indicating the start of the battle. Furthermore, since push order navigation is not executed for a replay, push order navigation 240b is not displayed. At this point, since no navigation may be selected even if the role that triggers the execution of the bonus lottery (the winning role shown in FIG. 20) is won, the player hopes that the pseudo game will be executed.
[0341] As shown in FIG. 22(d2), when the stop buttons 5a to 5c are operated in the first game (the actual first game of the game), the symbols corresponding to the replay stop. At this time, the stopping of the symbols corresponding to the replay indicates that the game is not a pseudo-game. In other words, it indicates that the role that triggers the execution of the bonus lottery has not been won. In other words, it indicates that the probability of receiving a bonus is 0%.
[0342] As shown in Figure 21 (c3), when the start lever 3 is operated, the actual second game of the main game begins. The actual second game of the main game becomes the second game in the performance. At this time, if the battle is other than Battle A, and Bell A, B, or a 1-coin role is won, the push order navigation 240b is displayed.
[0343] <Battle Information> Next, the battles (battle A, battle B, AT1 battle, CZ2 battle) in the specific gaming states will be described.
[0344] In this embodiment, when a battle is carried out, three LVs are used to control the battle: the battle LV, the lottery LV, and the bonus LV. The battle LV determines the number of games in the battle. The lottery LV determines the likelihood of a bonus being awarded in each game of the battle. The bonus LV determines whether a bonus is awarded, and also determines the content of the bonus (how advantageous the bonus is).
[0345] The upper limit for Battle LV is "3". Battle LV1 is set at 3G (number of Gs for the performance), Battle LV2 is set at 4G (number of Gs for the performance), and Battle LV3 is set at 5G (number of Gs for the performance). The number of Gs set for Battle LV may be added on.
[0346] The maximum lottery level is "4". The lottery level is allocated to each game in the battle. By default, lottery level 2 is allocated to the third game of the battle, and lottery level 1 is allocated to games other than the third game of the battle. Note that since there is no lottery to award bonuses in the first game of the battle, a lottery level is not allocated to the first game of the battle. The lottery level may be increased as an upper limit through the lottery. When the lottery level increases, the lottery level allocated to each game in the battle will be increased uniformly.
[0347] In battle, whether or not the bonus level will be increased is decided by lottery for each game. The bonus level increases with a probability that depends on the lottery level. The higher the lottery level, the more likely the bonus level will increase. The initial value of the bonus level is "0". If the bonus level is 0, no bonus will be granted. On the other hand, if the bonus level is "1" or higher, a bonus will be granted.
[0348] The battle level, lottery level, and bonus level will be specifically explained using FIG.
[0349] As shown in Figure 23, the battle lasts for at least 3G for Battle LV1, at least 4G for Battle LV2, and at least 5G for Battle LV3. When the number of Gs is increased, the additional amount is added.
[0350] The second game is "Lottery LV1", the third game is "Lottery LV2", the fourth game is "Lottery LV1", the fifth game is "Lottery LV1", and from the sixth game onwards it is "Lottery LV1". Note that since the first game of the battle is a game that does not qualify for bonuses, the lottery LV is not specified, and it is specified as "Start" as a game that notifies the start of the battle. In the first game of the battle, the start of the battle is notified by displaying a presentation screen that corresponds to the battle LV.
[0351] In addition, even if the number of Gs in a battle is added, a lottery will be held to determine the bonus level based on the added number of Gs. Also, if the lottery level is raised, the lottery will be held with the lottery level for each game raised uniformly. For example, in a battle with battle level 1, if the number of Gs is added by 2G and the lottery level is raised by one level, a battle of battle level 1 will be held over 5G, and a lottery for lottery level 2 will be held at the start of the first game, and a lottery for lottery level 3 will be held at the second, fourth, and fifth games.
[0352] The allocation of lottery LV may differ depending on the battle LV. For example, it is possible to allocate a higher lottery LV as the battle LV increases. The lottery LV may also be determined by lottery for each game in the battle. Multiple allocation patterns for lottery LVs allocated to each game in the battle may be provided, and the allocation pattern may be determined by lottery. Whether to increase the lottery LV at the start of each game in the battle may also be determined by lottery.
[0353] <Bonus Level Promotion Lottery> The main control unit 10 executes a privilege level promotion lottery to determine whether or not to promote the privilege level in each game of the battle according to the lottery level. In the privilege level promotion lottery, either "0" or "1" is selected. "0" indicates no promotion. "1" indicates a one-level increase. When the privilege level is increased, a privilege according to the privilege level is granted (see Figure 25).
[0354] FIG. 24 shows a privilege level promotion lottery table used in the privilege level promotion lottery.
[0355] The lottery for the promotion of the special level is based on a random number (with a range of 256) extracted when the game is played, the lottery level, and the result of the internal lottery or the winning result. Note that "Bell winning" in the figure refers to the winning of the push order bell.
[0356] As shown in Figure 24(a), for example, if a bell is won when the lottery level is 1, the probability of "0" being selected is 192 / 256, and the probability of "1" being selected is 64 / 256.
[0357] Although the explanation of the case where the common bell, watermelon, cherry A, B, or chance symbol is won by the internal lottery is omitted, the lottery is controlled to be held with the probabilities shown in the figure. Also, for lottery levels 2 to 4, the lottery is controlled to be held with the probabilities shown in Figures 24(b) to 24(d).
[0358] As shown in FIG. 24, in the bonus level promotion lottery, the higher the lottery level, the more combinations that guarantee a win. That is, as shown in FIG. 24(a), when the lottery level is 1, Cherry B and a chance eye are the combinations that guarantee a win. As shown in FIG. 24(b), when the lottery level is 2, Cherry A, Cherry B, and a chance eye are the combinations that guarantee a win. As shown in FIG. 24(c), when the lottery level is 3, Watermelon, Cherry A, Cherry B, and a chance eye are the combinations that guarantee a win. As shown in FIG. 24(d), when the lottery level is 4, Common Bell, Watermelon, Cherry A, Cherry B, and a chance eye are the combinations that guarantee a win. In this way, the range of advantageous combinations expands depending on the lottery level, which increases the sense of anticipation for the results of the internal lottery.
[0359] As mentioned above, in this embodiment, the initial value of the lottery LV is "2" only for the third game of the battle, regardless of the battle LV, and "1" for the others (see FIG. 23). Therefore, if the lottery LV does not increase due to a premonition B or the lottery LV promotion lottery at the start of the battle during the AT described below (see FIG. 16, see FIG. 28(a)), for example, if the battle LV is 2, the lottery LV will change according to the progress of the game in the order of "LV1" (second game) → "LV2 (third game)" → "LV1" (fourth game) → ... and a bonus lottery will be held according to the bonus LV.
[0360] In addition, a lottery may be held for each game or for each number of games to determine whether or not to increase the lottery level, or the lottery level may be set to 2 or more in advance for multiple games, so that the lottery level for multiple games is 2 or more.
[0361] Also, if you have obtained a lottery result that increases your lottery level through the lottery level promotion lottery, that value will be reflected in all lottery levels. So, for example, if your "lottery level +2" situation is true and your battle level is 2, the bonus lottery will be executed in the following order: "LV3 (1 + 2)" (2nd turn) → "LV4 (2 + 2)" (3rd turn) → "LV3 (1 + 2)" (4th turn) → ...
[0362] The increase in the bonus level may be varied depending on the winning combination. For example, the bonus level may increase by three levels when Cherry B and Chance Eye are won, and by two levels when Common Bell, Watermelon, and Cherry A are won.
[0363] In this embodiment, an example is given in which a lottery for increasing the bonus level is executed when the push order bell is won, but a lottery for increasing the bonus level according to the lottery level may be executed simply by winning the push order bell. Also, if all roles other than replays and 1-coin roles or some roles are won in all battle games, the bonus level may be increased by one level.
[0364] <Battle type benefits according to benefit level> Next, the benefits for each battle type according to the benefit level will be described with reference to Figure 25. Figure 25 shows the benefits that are given according to the benefit level at the end of the battle.
[0365] The contents of "Bonus," "AT1G Number," "AT1 Number + AT2G Number," and "AT1 Number + Specialized 1-2" shown in FIG. 25 are determined by referring to the lottery table described below. The "Bonus" is determined by lottery to be one of RB, BB1, or BB2. The "AT1G Number" and "AT2G Number" are determined by lottery to be one of several values. Predetermined benefits are awarded for all options other than "Bonus," "AT1G Number," and "AT2G Number." In other words, the benefits are uniquely determined for all options other than "Bonus," "AT1G Number," "AT1 Number + AT2G Number," and "AT1 Number + Specialized 1-2." Note that all benefit contents may be determined by lottery, or all benefit contents may be uniquely determined.
[0366] <Example of the performance screen during battle> Fig. 26 shows specific examples of presentation screens displayed on the display device 8 during a battle. Fig. 26(a) to Fig. 26(e) show presentation screens 200 to 204 during the battle, and Fig. 26(f) to Fig. 26(j) show presentation screens 205 to 209 after the battle ends (the final game of the battle).
[0367] The presentation screen 200 in Figure 26(a) suggests that the privilege level is 0. The presentation screen 201 in Figure 26(b) suggests that the privilege level is 1 or higher. The presentation screen 202 in Figure 26(c) suggests that the privilege level is 2 or higher. The presentation screen 203 in Figure 26(d) suggests that the privilege level is 3 or higher. The presentation screen 204 in Figure 26(e) suggests that the privilege level is 4 (maximum value).
[0368] 26(a) to 26(e), when a winning combination is won, the display screens 200 to 204 are changed to a display screen of one rank higher. A winning combination is a combination that guarantees an increase in the bonus level.
[0369] The winning combinations are Cherry B and a chance symbol when the lottery level is 1 (see Figure 24(a)). When the lottery level is 2, they are Cherry A, Cherry B, and a chance symbol (see Figure 24(b)). When the lottery level is 3, they are Watermelon, Cherry A, Cherry B, and a chance symbol (see Figure 24(c)). When the lottery level is 4, they are Common Bell, Watermelon, Cherry A, Cherry B, and a chance symbol (see Figure 24(d)).
[0370] If a role other than a guaranteed win role is won or awarded, there is a predetermined probability (for example, 30%) that the screen will transition to a display screen one rank higher. A win or award of a role other than a guaranteed win role means a win or award of a role for which the increase in the bonus level is not yet determined.
[0371] The roles other than the winning roles are Bell win, Common Bell, Watermelon, and Cherry A when the lottery level is 1 (see Figure 24(a)). When the lottery level is 2, Bell win, Common Bell, and Watermelon (see Figure 24(b)). When the lottery level is 3, Bell win and Common Bell (see Figure 24(c)). When the lottery level is 4, Bell win (see Figure 24(d)).
[0372] As a result, during a battle, the screens may transition in the following order: presentation screen 200 → presentation screen 201 → presentation screen 202 → presentation screen 203 → presentation screen 204.
[0373] Then, on production screen 200, a battle screen in which an enemy character and an ally character battle is displayed. On production screen 201, a screen in which a cut-in occurs on the battle screen of production screen 200 is displayed. On production screen 201, the words "Super Exceptional Victory" are superimposed on the battle screen of production screen 200. On production screen 202, the words "Super Exceptional Victory" are superimposed on the battle screen of production screen 200. On production screen 203, the words "Super Super Exceptional Victory" are superimposed on the battle screen of production screen 200. Note that the size of the superimposed characters is the same, but the size of the characters may be made larger as the suggested lottery level increases.
[0374] 26(f) to 26(j) show the presentation screens 205 to 209 after the battle ends (final game of the battle), and one of the presentation screens 205 to 209 is displayed as a result of the battle.
[0375] The presentation screen 205 in Figure 26(f) indicates that the bonus level is 0. The presentation screen 206 in Figure 26(g) indicates that the bonus level is 1 or higher. The presentation screen 207 in Figure 26(h) indicates that the bonus level is 2 or higher. The presentation screen 208 in Figure 26(i) indicates that the bonus level is 3 or higher. The presentation screen 209 in Figure 26(j) indicates that the bonus level is 4 (maximum value). During a battle, the rank does not necessarily increase as the bonus level increases, so for example, even if the presentation screen 200 is displayed during a battle, the presentation screen 209 may be displayed after the battle ends.
[0376] Then, on presentation screen 205, a defeat screen is displayed indicating that the ally character has been defeated. On presentation screen 206, a victory screen is displayed indicating that the ally character has won. On presentation screen 207, the words "Complete Victory" are superimposed on the victory screen of presentation screen 206. On presentation screen 208, the words "Super Victory" are superimposed on the victory screen of presentation screen 206. On presentation screen 209, the words "Super Super Victory" are superimposed on the victory screen of presentation screen 206. The size of the characters increases in the order of "Complete Victory" → "Super Victory" → "Super Super Victory". In other words, the higher the suggested lottery level, the larger the size of the characters. Note that the size of the superimposed characters may be the same size.
[0377] The increase in the privilege level may be suggested in a manner different from the transition of the presentation screen during the battle shown in Fig. 26. For example, as shown in Fig. 27, it is possible to suggest an increase in the privilege level by suggesting a role that will determine the increase in the privilege level according to the lottery level (i.e., suggesting the conditions for determining victory).
[0378] Specifically, icons indicating roles that trigger an increase in the bonus level (winning bell, common bell, watermelon, cherry A, cherry B, chance eye) are displayed side by side for each game. As shown in FIG. 27(a), for example, when the lottery level is 1, an increase in the bonus level is confirmed by winning cherry B or a chance eye (see FIG. 24(a)). Therefore, when the lottery level is 1, the items indicating cherry B and chance eye are highlighted. On the other hand, as shown in FIG. 27(b), for example, when the lottery level is 4, an increase in the bonus level is confirmed by winning the common bell, watermelon, cherry A, cherry B, or chance eye (see FIG. 24(d)). Therefore, when the lottery level is 4, the items indicating the common bell, watermelon, cherry A, cherry B, and chance eye are highlighted.
[0379] Note that advantageous lottery situations may be emphasized by displaying only games with lottery level 2 or higher. The lottery level may also be notified by a single icon, or by a picture (such as a picture showing a cherry) instead of text.
[0380] <Level Promotion Lottery> Some battles (AT1 battle, AT2 battle, CZ2 battle) among the battles in the specific game state do not go through a premonition, and therefore there is no opportunity to raise the lottery LV prior to the execution of the battle, as with premonition B. Therefore, when starting some battles (AT1 battle, AT2 battle, CZ2 battle), the main control unit 10 executes a lottery LV promotion lottery to determine whether or not to promote the lottery LV. In the lottery LV promotion lottery, one of "Miss", "Lottery LV +1", "Lottery LV +2", or "Lottery LV +3" is selected.
[0381] FIG. 28(a) shows a random level promotion lottery table used in the random level promotion lottery.
[0382] The lottery for level promotion is carried out based on a random number value (with a range of 256 types of random number values) sampled when the game is played and the game state during the game.
[0383] As shown in Figure 28(a), for example, when staying at AT1-1, the probability of "losing" being selected is 238 / 256, the probability of "lottery LV+1" being selected is 8 / 256, the probability of "lottery LV+2" being selected is 5 / 256, and the probability of "lottery LV+3" being selected is 5 / 256.
[0384] Although explanations for the cases of AT1-2, AT1-3, AT2, and CZ2 will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0385] <Battle Game Add-on Lottery> Some battles (AT1 battle, AT2 battle, CZ2 battle) do not go through a precursor, so there is no opportunity to extend the number of Gs of the battle prior to the execution of the battle, as with precursor A. Therefore, when starting some battles (AT1 battle, AT2 battle, CZ2 battle), the main control unit 10 executes a battle G number addition lottery to determine whether or not to add on the number of Gs of the battle. In the battle G number addition lottery, one of "0", "G number + 1", "G number + 2", or "G number + 3" is selected.
[0386] FIG. 28(b) shows a battle game number addition lottery table used in the battle game number addition lottery.
[0387] The lottery for adding the number of battle games is carried out based on a random number value (with a range of 256 types of random number value) extracted when the game is played and the gaming status during the game.
[0388] As shown in Figure 28(b), for example, when staying at AT1-1, "0" is selected with a probability of 238 / 256, "number of Gs + 1" is selected with a probability of 8 / 256, "number of Gs + 2" is selected with a probability of 5 / 256, and "number of Gs + 3" is selected with a probability of 5 / 256.
[0389] Although explanations for the cases of AT1-2, AT1-3, AT2, and CZ2 will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0390] Note that a battle level promotion lottery may be held when starting some battles (AT1 battles, AT2 battles, CZ2 battles). Also, a premonition period may be set for some battles (AT1 battles, AT2 battles, CZ2 battles), and a promotion lottery may be held during that premonition period.
[0391] (Battle A) Next, Battle A will be explained. In normal gaming mode, if the ceiling G number (see FIG. 9) corresponding to the gaming mode is reached and the small role pt has not yet reached the small role pt ceiling (see FIG. 10), the game will move to Battle A via Premonition A. Also, in normal gaming mode, if the player wins the lottery (see FIG. 13) that is executed when a rare role is won, and the small role pt has not yet reached the small role pt ceiling, the game will move directly to Battle A without going through Premonition A. When Premonition A ends, the game will move to Battle A.
[0392] In Battle A, the AT is only performed during the actual first game of the game. As mentioned above, in Battle A, a pseudo game occurs when a replay or a role other than a 1-coin role is won during the actual first game (start). If the trigger (winning role) for the pseudo game is Bell A or Bell B, a push order navigation for the winning of Bell A or Bell B occurs during the second game of the performance (the actual first game of the game). In addition, in the first game of the performance (the actual first game of the pseudo game), a push order navigation based on a lottery using the lottery table in Figure 20 may be performed, separate from the push order navigation for the winning of Bell A or Bell B. In addition, in Battle A, push order navigation is not performed when a 1-coin role is won.
[0393] In this embodiment, in the case of Bell A, push order navigation is performed for all push orders, but in the case of Bell B, only the 1st navigation is performed, so the probability of winning a bell is 50%.
[0394] As a result of Battle A, if the bonus level is 1 to 4, the bonus shown in Figure 25 will be awarded. If the bonus level is 1 or higher at the end of Battle A, a bonus for each battle according to the bonus level will be awarded (see Figure 25). Also, only if the bonus level is 1 at the end of Battle A, the type of bonus is determined by referring to the bonus type lottery table shown in Figure 29.
[0395] <Bonus type lottery> When a bonus is awarded in Battle A, Battle B, or CZ2 Battle at lottery level 1, the main control unit 10 executes a bonus type lottery to determine the bonus type. In the bonus type lottery, one of "RB", "BB1", and "BB2" is selected.
[0396] FIG. 29 shows a bonus type lottery table used in the bonus type lottery.
[0397] The bonus type lottery is executed based on a random number value (with a range of 256 types of random number values) sampled when the game is executed and the game mode currently being played.
[0398] As shown in Figure 29, for example, when in initial mode, "RB" is selected with a probability of 96 / 256, "BB1" is selected with a probability of 128 / 256, and "BB2" is selected with a probability of 32 / 256.
[0399] Although explanations for the A mode, B mode, and Heaven mode will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0400] (Battle B) Next, we will explain Battle B. In normal game mode, if the small role points reach the small role point ceiling (see FIG. 10) when the ceiling G number (see FIG. 9) corresponding to the game mode is reached, the game will transition to Battle B via Premonition B. Also, in normal game mode, if the small role points reach the small role point ceiling when the lottery (see FIG. 13) executed when a rare role is won is won, the game will transition directly to Battle B without going through Premonition B. When Premonition B ends, the game will transition to Battle B. Unlike Battle A, Battle B is always an AT. Therefore, in Battle B, the push order navigation is executed when Bell A or Bell B is won, making it easier to win a bell than in Battle A, where the push order navigation is not executed when Bell A or Bell B is won. Furthermore, when a bell is won, a bonus lottery is executed (see FIG. 24). Therefore, Battle B is easier to increase the bonus level than Battle A. As a result, Battle B has a higher bonus transition rate than Battle A (see FIGS. 24 and 25).
[0401] As a result of Battle B, if the bonus level is 1 to 4, the bonus shown in Figure 25 will be awarded. If the bonus level is 1 or higher at the end of Battle B, a bonus for each battle according to the bonus level will be awarded (see Figure 25). Also, only if the bonus level is 1 at the end of Battle B, the type of bonus is determined by referring to the bonus type lottery table shown in Figure 29.
[0402] When determining the bonus type, BB3, which is not won in Battle A, may be made to win in Battle B. For example, it is possible to reduce the allocation (coefficient) of the number of winning values for BB2 in each game mode by "1" and allocate that "1" to "BB3."
[0403] (RB) Next, the RB will be described. When the bonus type lottery is executed when the bonus LV is 1 in Battle A, Battle B, or CZ2 Battle and it is determined to transition to RB, the transition to RB is made (see FIGS. 25 and 29).
[0404] RB is a normal AT that lasts for 10G. In RB, a RBLV upgrade lottery for determining whether to upgrade the RBLV is executed every game by referring to the RBLV upgrade lottery table shown in FIG. 30. The RBLV at the start of RB is "0". Then, by referring to the RBLV-specific bonus table shown in FIG. 31, a bonus is given according to the game state before the start of RB and the RBLV at the end of RB.
[0405] Note that during AT, when Bell A or the common bell wins, and when Bell B wins, small bonus pts may be added. In this case, in the upper AT, small bonus pts may be added when Bell B wins. And for some or all of the bonuses described below, the same control may be executed. In this case, for example, for RB, the accumulation of small bonus pts may be made easier or more difficult, such as RB doubling the accumulation of BB1 or BB2, and BB2 doubling the accumulation more than BB1.
[0406] <RBLV Upgrade Lottery> The main control unit 10 executes a RBLV upgrade lottery for determining whether to upgrade the RBLV in RB every game. In the RBLV upgrade lottery, either "0" or "1" is selected. "0" indicates no upgrade. "1" indicates a one-level upgrade.
[0407] FIG. 30 shows the RBLV upgrade lottery table used in the RBLV upgrade lottery.
[0408] The RBLV upgrade lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery.
[0409] As shown in FIG. 30, for example, when a watermelon is selected, it is controlled so that "0" is selected with a probability of 248 / 256 and "1" is selected with a probability of 8 / 256.
[0410] In addition, regarding the case of winning cherry A, B, or a chance symbol by internal lottery, the description is omitted, but it is controlled so that the lottery is performed with the illustrated probabilities. Here, "in addition" refers to winning of winning symbols other than watermelon, cherry A, B, and chance symbols.
[0411] <RBLV Special Prize> After the end of RB, a special prize is given according to RBLV. The special prize changes according to the game state before transitioning to RB and RBLV.
[0412] As shown in FIG. 31, when it is in the normal game state before transitioning to RB, when RBLV is 0, a transition to precursor A is given, when RBLV is 1, a transition to precursor B is given, when RBLV is 2, a transition to AT1 is given, and when RBLV is 3, a transition to AT2 is given.
[0413] When it is in AT1 or AT2 before transitioning to RB, when RBLV is 0, an additional 10G to the game count of AT1 is given, when RBLV is 1, an additional 30G to the game count of AT1 is given, when RBLV is 2, a transition to specialization 1-1 is given, and when RBLV is 3, a transition to specialization 1-2 is given. Note that RBLV caps at 3, and values of 3 or more wrap around to an additional (+10) to the game count of ATI.
[0414] (BB1) Next, BB1 will be described. When it is determined to transition to BB1 in the bonus type lottery executed when the special prize level is 1 in Battle A or Battle B or CZ2 Battle (see FIGS. 25 and 29), it transitions to BB1. Also, when the special prize level is 2 in Battle A or Battle B, it transitions to BB1 (see FIG. 25).
[0415] BB1 is a normal AT that lasts for 30G+α. BB1 is played in either a non-high probability state or a high probability state. During the non-high probability state, a high probability state transition lottery is held to determine whether to transition to a high probability state by referring to the "High Probability State Transition Lottery Table" shown in Figure 32. If the high probability state transition lottery is won, the game will transition to a high probability state that lasts for 2G. During the high probability state, the number of games in BB1 stops being decremented. Therefore, the number of games in BB1 may exceed 30G.
[0416] In a high probability state that continues for 2G, ATpt (points) can be awarded in the high probability state by referring to the AT point lottery table shown in Fig. 33. Then, based on the cumulative total of ATpt awarded in the high probability state, it is determined whether to transition to AT1 by referring to the AT lottery table shown in Fig. 34. The main control unit 10 executes a pseudo game in the game after the high probability state ends, and notifies whether to transition to AT1 after the end of BB1 based on the stop result in the pseudo game.
[0417] ATpt is reset each time a high probability state ends. ATpt may be carried over only during the same BB. In this case, the ATpt carryover rate may be changed according to the setting value.
[0418] In addition, if the bonus level reaches 4 in Battle A, or if the transition to BB1 is made from Battle B or CZ2, the transition to AT1 is confirmed, so the lottery based on ATpt will determine whether or not to transition to Specialized 1-1 with the probability shown in Figure 34. In this case, when the transition to AT1 is decided by referring to the table shown in Figure 34, the number of Gs for AT1 may be added.
[0419] In addition, if the transition to the high probability state occurs in the final game of BB1, the pseudo game is not executed, and a notification is made as to whether or not to transition to AT1 from the next game onwards. This is because there are no games left in BB1 to play the pseudo game. If the lottery for transitioning to the high probability state is won in the final game of BB1, it is also possible to treat it as a win in AT1 without transitioning to the high probability state.
[0420] Note that it may also be possible to determine the number of games in the high-probability state from a plurality of game numbers (2G = 50%, 3G = 25%, 4G = 24%, up to reaching ATpt10 = 1%, etc.).
[0421] <High-probability state transition lottery> The main control unit 10 executes a high-probability state transition lottery to determine whether to transition to a high-probability state that continues for 2G in the non-high-probability state of BB1. In the high-probability state transition lottery, either "losing" or "winning" is selected. If "winning" is selected, the state transitions to the high-probability state.
[0422] Figure 32 shows a high-probability state transition lottery table used in the high-probability state transition lottery.
[0423] The high-probability state transition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery or a winning result. Note that "bell win" in the figure indicates a win of the push-order bell.
[0424] As shown in Figure 32, for example, when the bell wins, it is controlled such that "losing" is selected with a probability of 224 / 256 and "winning" is selected with a probability of 16 / 256.
[0425] Note that for the case of winning in other common bells, watermelon, cherry A, B, and chance symbols by internal lottery, the explanation is omitted, but it is controlled to be drawn with the illustrated probabilities. Note that "other" indicates winning of winning roles other than common bells, watermelon, cherry A, B, and chance symbols.
[0426] <AT point lottery> The main control unit 10 executes an AT point lottery to determine the ATpt to be given to the player for each game during the high-probability state of BB1. In the AT point lottery, any one of "0", "1", "3", "5", "10" of ATpt is selected.
[0427] Figure 33 shows an AT point lottery table used in the AT point lottery.
[0428] The AT point lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery or a winning result. Note that "bell win" in the figure indicates the win of the push-order bell.
[0429] As shown in FIG. 33, for example, when the bell wins, it is controlled such that "0" is selected with a probability of 0 / 256, "1" is selected with a probability of 192 / 256, "3" is selected with a probability of 64 / 256, "5" is selected with a probability of 0 / 256, and "10" is selected with a probability of 0 / 256.
[0430] Note that for other cases where a common bell, watermelon, cherry A, B, or chance symbol is won by internal lottery, the explanation is omitted, but it is controlled such that the lottery is performed with the illustrated probabilities. Note that "other" indicates the winning of winning symbols other than the common bell, watermelon, cherry A, B, and chance symbol.
[0431] <AT lottery> The main control unit 10 executes an AT lottery at the end of the high-probability state in BB1 to determine whether to transition to AT1 based on the cumulative AT pts given in the high-probability state. In the AT lottery, either "loss", "AT1", or "AT1 + specialization 1-1" is selected.
[0432] FIG. 34 shows an AT lottery table used in the AT lottery.
[0433] The AT lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the cumulative AT pts obtained during the 2G high-probability state in the lottery using the table in FIG. 33.
[0434] As shown in FIG. 34, for example, when the cumulative AT pts is 0 pts, it is controlled such that "loss" is selected with a probability of 192 / 256, "AT1" is selected with a probability of 64 / 256, and "AT1 + specialization 1-1" is selected with a probability of 0 / 256.
[0435] Note that explanations will be omitted for the cases where the cumulative ATpt is 1 to 5 points, 6 to 7 points, 8 to 9 points, 10 to 15 points, 16 to 19 points, and 20 points or more, but the lottery is controlled to be held with the probabilities shown in the figure.
[0436] In addition, when the AT is confirmed after the bonus ends, a battle stock may be granted. For example, if AT1 is granted, one battle LV3 is stocked, and if AT1 + Specialized 1-1 is granted, one battle LV3 is stocked and Specialized 1-1 is stocked.
[0437] Although an example has been given in which the AT lottery is executed based on the number of points, the AT lottery may also be executed according to the winning combination of each game.
[0438] (BB2) Next, BB2 will be explained. When the bonus level is 1 in Battle A, Battle B, or CZ2 battle, and a transition to BB2 is decided in the bonus type lottery that is executed, the game will transition to BB2 (see Figures 25 and 29). Also, when the bonus level is 3 in Battle A or Battle B, the game will transition to BB2 (see Figure 25). Also, when the bonus level is 4 in Battle A, the game will transition to BB2 (see Figure 25). Also, when the bonus level is 2 or 3 in CZ2 battle, the game will transition to BB2 (see Figure 25).
[0439] BB2 is a normal AT that lasts for 40G+α. While the high probability state lasts for 2G in BB1, BB2 differs in that the high probability state lasts for 4G. All other configurations are the same as BB1. BB2 has a longer number of Gs in the high probability state than BB1, making it easier to acquire ATpt. For this reason, BB2 transitions to AT1 more easily than BB1.
[0440] In addition, when the special LV reaches 4 in Battle A, or when transitioning from Battle B or CZ2 to BB1, the transition to AT1 is confirmed. Therefore, in the lottery based on ATpt, it is determined whether to transition to Specialization 1-1 with the probability shown in FIG. 34. In this case, when the transition to AT1 is determined by referring to the table shown in FIG. 34, the G count of AT1 may be increased.
[0441] Note that it is also possible to determine the game count in the high-probability state from multiple game counts. For example, 4G = 50%, 5G = 25%, 6G = 20%, up to reaching ATpt10 = 5%, etc.
[0442] <Presentation screen in the pseudo-game after the high-probability state ends in BB1 and BB2> FIG. 35 shows an example of the presentation screen 210 in the pseudo-game after the high-probability state ends in BB1 and BB2. In this pseudo-game, the result of the AT lottery is suggested by the stopped symbols.
[0443] As shown in FIG. 35, on the presentation screen 210, a push image 211 that prompts the player to press the red 7 or blue 7 is displayed. The player presses the red 7 or blue 7. As a result, when the red 7 stops, it is suggested that the awarding of AT1 has been determined in the AT lottery. When the blue 7 stops, it is suggested that the awarding of AT1 and Specialization 1-1 has been determined in the AT lottery. When neither the red 7 nor the blue 7 stops, it is suggested that the player has lost in the AT lottery.
[0444] (BB3) Next, BB3 will be described. When the special LV is 4 in Battle B, the game transitions to BB3 (see FIG. 25). Also, when the special LV is 4 in the CZ2 battle, the game transitions to BB3 (see FIG.. 25).
[0445] BB3 is a higher-level AT that lasts for 50G. After BB3 ends, if you go via Battle B, you will move to AT1, and if you go via CZ2 battle, you will move to AT1 or AT2, but AT1 or AT2 after BB3 ends will be a higher-level AT. BB1 or BB2 do not necessarily move to AT1, and even if you move to AT1, it is a normal AT, so BB3 is more advantageous than BB1 or BB2. Also, RB does not necessarily move to AT if it is not an AT before the move, and even if you move to AT1, it is a normal AT, so BB3 is more advantageous than RB.
[0446] In BB3, a battle stock lottery is executed for each game by referencing the battle stock lottery table shown in Figure 36. If the lottery is won, one AT1 battle stock is awarded without executing a game number addition lottery. In AT1, the number of AT1 battles is based on the number of AT1 battle stocks, increasing the opportunity to award bonuses. In AT1 battles, the number of AT1 Gs, Specialized 1-1, or Specialized 1-2 may be awarded. Furthermore, the number of AT1 Gs may be added in Specialized 1-1 or Specialized 1-2. Therefore, by transitioning to BB3, the net increase in the number of coins in AT1 can be increased.
[0447] If the player does not win the Battle Stock lottery, a game number addition lottery is executed to determine whether or not to add the number of games of AT1 by referring to the game number addition lottery table shown in Figure 37. Then, the main control unit 10 executes a pseudo game according to the result of the lottery and notifies the player of the number of games to be added.
[0448] In addition, if the number of games added lottery is executed and the lottery for the battle stock is not won, the lottery for the battle stock may be executed. Also, both lotteries may be executed for each game. In this case, it is preferable to announce the result of the lottery for the number of games added after announcing the result of the lottery for the battle stock.
[0449] <Battle Stock Lottery> The main control unit 10 executes a battle stock lottery to determine whether to grant a stock for the AT1 battle. In the battle stock lottery, one of "Loss", "Battle LV2", or "Battle LV3" is selected. If "Battle LV2" is selected, the AT1 battle of "Battle LV2" is stocked. If "Battle LV3" is selected, the AT1 battle of "Battle LV3" is stocked.
[0450] Figure 36 shows a battle stock lottery table used in the battle stock lottery.
[0451] The battle stock lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery or a winning result. Note that "bell win" in the figure indicates winning the push-order bell.
[0452] As shown in Figure 36, for example, when the bell wins, it is controlled such that "Loss" is selected with a probability of 240 / 256, "Battle LV2" is selected with a probability of 16 / 256, and "Battle LV3" is selected with a probability of 0 / 256.
[0453] Note that for other cases where a common bell, watermelon, cherry A, B, or chance symbol is won by internal lottery, the description is omitted, but the lottery is controlled to be performed with the probabilities shown in the figure. Note that "other" indicates winning of winning symbols other than the common bell, watermelon, cherry A, B, and chance symbol.
[0454] Note that the battle LV to be granted may be fixed. For example, it may be fixed to Battle LV3. Also, the stock to be granted is not limited to the stock of the AT1 battle. For example, a stock of the CZ2 battle (battle LV2 or 3) may be granted, a stock of the AT2 battle (battle LV1 - 3) may be granted, or a stock of the CZ1 battle may be granted.
[0455] <AT1 game number bonus lottery> The main control unit 10 executes an AT1 game number addition lottery to determine whether to add the number of Gs of AT1 when the Battle Stock lottery is not won. In the AT1 game number addition lottery, the number of Gs to be added is selected from "0", "30", or "50".
[0456] FIG. 37 shows an AT1 game number addition lottery table used in the AT1 game number addition lottery.
[0457] The AT1 game number addition lottery is carried out based on a random number value (with a sampling range of 256 types) extracted when the game is executed and a set value.
[0458] As shown in Figure 37, for example, in the case of setting 1, "0" is selected with a probability of 240 / 256, "30" is selected with a probability of 15 / 256, and "50" is selected with a probability of 1 / 256.
[0459] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0460] (AT1) Next, we will explain AT1. When AT1 is awarded in Battle A (see Figure 25), when AT1 is awarded as a bonus for each RBLV (see Figure 31), when it is decided to transition to AT1 by lottery based on ATpt in BB1 or BB2 (see Figure 34), or when transitioning from Battle B to BB3, the system transitions to AT1. Also, when there are no Gs remaining in AT2 when the bonus transitioned from CZ2 ends, the system transitions to AT1. Also, when AT2 ends, the system transitions to AT1. Also, when there is no transition from CZ1 to AT2, the system transitions to AT1 (see Figure 44). Also, when there is no win in the bonus granting lottery in the confirmed CZ1, the system transitions to AT1 (see Figure 62).
[0461] AT1 is an AT with an initial number of Gs of 40G. When transitioning to AT1, the main control unit 10 determines the ceiling number of Gs until transitioning to CZ2. The ceiling number of Gs is 128G or 256G, each allocated at a 50% rate. The ceiling number of Gs is re-drawn when transitioning to AT1 and when the number of Gs in AT1 reaches the ceiling number of Gs. When the ceiling number of Gs is reached, transition is made to the CZ2 battle via CZ2 in CZ2 state. When the ceiling number of Gs is reached, the battle LV of the CZ2 battle is determined by referring to the CZ2 battle LV lottery table shown in Figure 40.
[0462] Furthermore, when transitioning to AT1, the main control unit 10 determines which of AT1-1 to AT1-3 to control the type of AT1 to be, by referring to the game state lottery table at the time of AT1 entry shown in FIG.
[0463] The small role point ceiling for AT1-1 is 40 points, for AT1-2 it is 30 points, and for AT1-3 it is 20 points. Therefore, it can be said that AT1-3 is the most advantageous because it is easy for the small role point to reach the ceiling, AT1-1 is the least advantageous because it is difficult for the small role point to reach the ceiling, and AT1-2 is more advantageous than AT1-1 but less advantageous than AT1-3.
[0464] Unlike in normal gaming mode, small winning points are added when Bell A is won, Common Bell is won, and Bell B is won. 1 point is added when Bell A is won, 2 points are added when Common Bell is won, and 1 point is added when Bell B is won. Note that the additional point lottery may be performed by referring to the same lottery table as in normal gaming mode (the "Additional Point Lottery Table" shown in Figure 12).
[0465] During the higher AT, when Bell B is won, a push order navigation will be executed to announce the entire push order, so if Bell B is won during the higher AT, small prize points will be added even if Bell B is not won.
[0466] Take over the small role pt regarding the transition between AT1 and AT2. Also, even if transitioning to a relatively disadvantageous type of AT1, inherit the small role pt ceiling in the previous AT1 or AT2 until winning once in the battle. For example, when the small role pt is 10 pt in AT2, when transitioning from AT2 to AT1-1, the small role pt ceiling is maintained at 5 points.
[0467] In addition, even if there is a case where 2 pt or more is given as part of the winning of Bell A or the winning of Bell B (for example, 1 pt is added at 80% of winning, 2 pt at 10%, 3 pt at 10%, etc.). Also, a transition lottery (20% winning, etc.) to a high-probability state of awarding small role pt may be conducted when winning a predetermined role (common bell, cherry B, etc.).
[0468] In AT1, when winning the lottery based on special roles (cherry B and chance eyes) and reaching the ceiling of small role pt, transition to the AT1 battle. At this time, refer to the "Battle LV lottery table (small role pt · special role)" shown in FIG. 39 to determine the battle LV of the AT1 battle.
[0469] Also, in AT1, when winning a specific role (melon and cherry A), refer to the AT1 promotion lottery table shown in FIG. 41 to determine whether to promote the type of AT1 to a more advantageous type. At this time, although the transition lottery to AT2 and the transition to CZ1 can also be determined, the transition probability to CZ1 differs depending on the staying state.
[0470] Note that when the battle LV2 of CZ2 is determined, transition to CZ2. However, when reaching the ceiling G number during the battle or simultaneously with the winning of the battle, either one of the battles may be executed first, or they may be executed simultaneously. When executed simultaneously, it is preferable to perform advantageous processing such as doubling the winning rate.
[0471] <Game state lottery at the time of entering AT1> The main control unit 10 executes a game state lottery at the time of entering AT1 to determine the type of AT1 when transitioning to AT1. In the game state lottery at the time of entering AT1, any one of "AT1-1", "AT1-2", "AT1-3" is selected.
[0472] FIG. 38 shows a game state lottery table for entering AT1 used in the game state lottery for entering AT1.
[0473] The game state when AT1 is entered is determined by lottery, based on a random number value (with a range of 256 types of random number value) extracted when the game is executed, and a set value.
[0474] As shown in Figure 38, for example, in the case of setting 1, "AT1-1" is selected with a probability of 192 / 256, "AT1-2" is selected with a probability of 48 / 256, and "AT1-3" is selected with a probability of 16 / 256.
[0475] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0476] <Battle Level Lottery> The main control unit 10 executes a battle LV lottery to determine the battle LV in the AT1 battle to which the player will move when the small role points in AT1 reach the ceiling or when a special role (Cherry B and Chance Eye) is won. In the battle LV lottery, one of the levels "1", "2", or "3" is selected. This lottery is also executed in AT2. In the case of AT2, the battle LV of the AT2 battle is determined.
[0477] FIG. 39 shows a battle level lottery table used in the battle level lottery.
[0478] The battle level lottery is performed based on a random number value (with a sampling range of 256 types) sampled when the game is executed, and a set value.
[0479] As shown in Figure 39, for example, in the case of setting 1, "1" is selected with a probability of 192 / 256, "2" is selected with a probability of 48 / 256, and "3" is selected with a probability of 16 / 256.
[0480] Note that the descriptions of Settings 2 to Settings 6 are omitted, but the lottery is controlled to be performed with the illustrated probabilities.
[0481] <CZ2 Battle LV Lottery> When reaching the ceiling G number and transitioning to CZ2, the main control unit 10 executes a CZ2 battle LV lottery that determines the battle LV in CZ2. In the CZ2 battle LV lottery, either the "Battle LV2" or "Battle LV3" level is selected. Note that this lottery is also executed when reaching the ceiling G number at AT2 and transitioning to CZ2.
[0482] Figure 40 shows the CZ2 battle LV lottery table used in the CZ2 battle LV lottery.
[0483] The CZ2 battle LV lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the type of the current AT.
[0484] As shown in Figure 40, for example, when staying at AT1-1, it is controlled such that "Battle LV2" is selected with a probability of 224 / 256 and "Battle LV3" is selected with a probability of 32 / 256.
[0485] Note that the descriptions of the cases when staying at AT1-2, AT1-3, and AT2 are omitted, but the lottery is controlled to be performed with the illustrated probabilities.
[0486] <AT1 Upgrade Lottery> The main control unit 10 executes an AT1 upgrade lottery every game to determine whether to upgrade the type of AT1 while staying at AT1. In the AT1 upgrade lottery, any one of "AT1-1", "AT1-2", "AT1-3", and "CZ1" is selected as the destination type.
[0487] Figure 41 shows the AT1 upgrade lottery table used in the AT1 upgrade lottery.
[0488] The AT1 promotion lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the type of AT during stay.
[0489] As shown in FIG. 41, for example, when staying at AT1-1, it is controlled such that "AT1-1" is selected with a probability of 128 / 256, "AT1-2" is selected with a probability of 126 / 256, "AT1-3" is selected with a probability of 1 / 256, and "CZ1" is selected with a probability of 1 / 256.
[0490] Note that the cases of staying at AT1-2 and AT1-3 are not described, but the lottery is controlled to be performed with the illustrated probabilities.
[0491] (AT1 Battle) Next, the AT1 battle will be described. When winning the lottery based on the selection of a special role in AT1 or when the small role pt reaches the ceiling, the game transitions to the AT1 battle. Also, when the stock of the AT1 battle is given in BB3, the game also transitions to the AT1 battle (see FIG. 36). In the AT1 battle, the same control as that of the normal state battle B is performed.
[0492] As a result of the AT1 battle, in the case of bonuses LV1 to 4, the bonuses shown in FIG. 25 are given. When winning the AT1 battle and the bonus LV is 1 or 4, refer to the "AT1 additional G number lottery table" shown in FIG. 42 to determine the additional G number of AT1.
[0493] <AT1 Additional G Number Lottery> The main control unit 10 executes an AT1 additional G number lottery for determining the additional G number of AT1 when winning the AT1 battle and the bonus LV is 1 or 4. In the AT1 additional G number lottery, as the number of games, one of the additional G numbers of "20", "30", "50", "100", and "200" is selected.
[0494] FIG. 42 shows an AT1 additional G number lottery table used in the AT1 additional G number lottery.
[0495] The AT1 number draw is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game.
[0496] As shown in FIG. 42, for example, it is controlled such that "20" is selected with a probability of 128 / 256, "30" is selected with a probability of 64 / 256, "50" is selected with a probability of 60 / 256, "100" is selected with a probability of 3 / 256, and "200" is selected with a probability of 1 / 256.
[0497] (CZ1) Next, CZ1 will be described. When CZ1 is granted by a privilege lottery outside the winning period of CZ2 in the confirmed CZ1, it transitions to CZ1 (see FIGS. 61 and 62). CZ1 is a game state in which the game is played aiming for AT2. In CZ1, for a maximum of 4G, a transition lottery to AT2 is executed by referring to the AT2 transition lottery table shown in FIG. 43. Although CZ1 is 5G, since the first G is "start", the actual lottery is for the maximum 4G from the 2nd to the 5th G.
[0498] CZ1 ends when the transition to AT2 is confirmed. When there are remaining game counts of CZ1 when the transition to AT2 is confirmed, an additional lotter for the G count of AT2 may be executed (for example, when winning by referring to the AT2 transition lottery table shown in FIG. 43, the G count of AT2 is increased by +10, etc.).
[0499] Also, when the last game of CZ1 ends without being able to transition to AT2, it is determined which mode of AT1 to transition to by referring to the AT1 transition lottery table shown in FIG. 44. Note that it may be possible to return to AT1-1 to AT1-3 before transitioning to CZ1.
[0500] <AT2 Transition Lottery> The main control unit 10 executes an AT2 transition lottery to determine whether to transition from CZ1 to AT2. In the AT2 transition lottery, either "loss" or "win" is selected. When "win" is selected, it transitions to AT2.
[0501] Figure 43 shows an AT2 transition lottery table used in the AT2 transition lottery.
[0502] The AT2 transition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery or a winning result. In the figure, "bell win" indicates the win of the push-order bell.
[0503] As shown in Figure 43, for example, when the bell wins, it is controlled so that "loss" is selected with a probability of 192 / 256 and "win" is selected with a probability of 64 / 256.
[0504] Note that for other cases such as winning in watermelon, cherry A, B, and chance symbols by internal lottery, the description is omitted, but it is controlled so that the lottery is conducted with the illustrated probabilities.
[0505] <AT1 Transition Lottery> When the main control unit 10 does not transition from CZ1 to AT2, that is, when transitioning from CZ1 to AT1, it executes an AT1 transition lottery to determine the type of the destination AT1. In the AT1 transition lottery, one of "AT1-1", "AT1-2", and "AT1-3" is selected. Note that the type of the destination AT1 may be determined in advance as a predetermined type (for example, AT1-1) without being determined by lottery.
[0506] Figure 44 shows an AT1 transition lottery table used in the AT1 transition lottery.
[0507] The AT1 transition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and a set value.
[0508] As shown in Figure 44, for example, in the case of setting 1, it is controlled so that "AT1-1" is selected with a probability of 128 / 256, "AT1-2" is selected with a probability of 96 / 256, and "AT1-3" is selected with a probability of 32 / 256.
[0509] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.
[0510] (AT2) Next, we will explain AT2. The transition to AT2 occurs when AT2 is granted as a special benefit for each RBLV (see Figure 31), when it is decided to transition to AT2 in CZ1 (see Figure 43), or when it is decided to grant AT2 in confirmed CZ2 (see Figure 63). Also, if there are any Gs remaining in AT2 when the bonus transition from CZ2 ends, the transition to AT1 occurs.
[0511] The initial number of games in AT2 is 10. Also, since the small role point ceiling in AT2 is 5, it is easier to develop into a battle than in AT1, where the small role point ceiling is 20-40 points. Therefore, it is more advantageous for obtaining bonuses compared to AT1. Furthermore, the trigger for adding small role points and the points added in AT2 are the same as in AT1. The same control is applied to AT2 as to AT1.
[0512] (AT2 Battle) Next, we will explain the AT2 battle. The AT2 battle will start when the player wins the lottery based on the winning of a special role in AT2 or when the small role points reach the ceiling. When it is decided that a special role will be awarded in the AT2 battle, the number of Gs in AT1 and AT2 will be added (see Figure 25). Other than this, the AT2 battle is controlled in the same way as the AT1 battle.
[0513] As a result of the AT2 battle, if the benefit level is 1 to 4, the benefit shown in Figure 25 will be awarded. When it is decided that a benefit will be awarded in the AT2 battle, the number of added Gs for AT1 and AT2 is determined by referring to the AT1G number addition lottery table _AT2 shown in Figure 45(a) and the AT2G number addition lottery table _AT2 shown in Figure 45(b).
[0514] Also, when the remaining number of Gs in AT2 becomes 0, the type of AT1 to be transferred to is determined by referring to the AT1 transfer lottery table shown in FIG. 44, in the same way as in CZ1.
[0515] <Game Add-on Lottery> The main control unit 10 executes a lottery to add the number of games to determine the number of added Gs for AT1 and AT2 when it is decided to award a bonus in the AT2 battle (when the battle is won). In the lottery to add the number of games, one of the following numbers is selected as the number of added Gs: "20", "30", "50", "100", or "200".
[0516] Figure 45 shows the number of games added lottery table used in the number of games added lottery. Figure 45(a) is the number of games added lottery table that determines the number of AT1 added Gs, and Figure 45(b) is the number of games added lottery table that determines the number of AT2 added Gs.
[0517] The lottery for adding the number of games is carried out based on a random number value (with a range of 256 types) extracted when the game is played and the bonus level.
[0518] As shown in Figure 45(a), for example, when determining the number of additional Gs for AT1, in the case of bonus LV1, "20" is selected with a probability of 128 / 256, "30" with a probability of 96 / 256, "50" with a probability of 29 / 256, "100" with a probability of 2 / 256, and "200" with a probability of 1 / 256.
[0519] As shown in Figure 45(b), for example, when determining the number of additional Gs for AT2, in the case of bonus LV1, "20" is selected with a probability of 128 / 256, "30" with a probability of 96 / 256, "50" with a probability of 29 / 256, "100" with a probability of 2 / 256, and "200" with a probability of 1 / 256.
[0520] Although explanations for the special benefits LV2 to LV4 will be omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0521] <Add-on display pattern lottery> The sub-control unit 20 displays the results of the add-on G number lottery using the game number add-on lottery table shown in Figure 45 on the display 8. Then, the sub-control unit 20 executes an add-on display pattern lottery to determine the display pattern of the add-on G number. In the add-on display pattern lottery, one of the following add-on display patterns is selected: "default," "AT1 high display," "simultaneous display (both +20 or more)," "large simultaneous display (both +50 or more)," "summary display (both +100 or more)," or "large summary display (both +200 or more)."
[0522] In "default", the display order is as follows: operation prompt to operate the effect button 2g → number of Gs to be added to AT1 → operation prompt to operate the MAX bet button 2b (or operation of the start lever 3) → number of Gs to be added to AT2.
[0523] The "AT1 high display" displays in the following order: an operation prompt to operate the effect button 2g → the number of Gs added to AT2 → an operation prompt to operate the MAX bet button 2b (or the start lever 3) → the number of Gs added to AT1.
[0524] In "Simultaneous display (both +20 or more)", the display will be in the following order: an operation prompt to operate the effect button 2g, followed by the number of additional Gs for AT2 and the number of additional Gs for AT1.
[0525] In "Large simultaneous display (both +50 or more)", the display will be in the following order: an operation prompt to operate the MAX bet button 2b, followed by the number of additional Gs for AT2 and the number of additional Gs for AT1.
[0526] In "Summary Display (Both + 100 or more)", the following order is displayed: an operation prompt to operate the effect button 2g → the total number of added Gs for AT2 and AT1.
[0527] In "Large Summary Display (Both +200 or more)", the following order is displayed: an operation prompt to operate the MAX BET button 2b → the total number of added Gs for AT2 and AT1.
[0528] As described above, it is possible to guess the combination of the number of additional Gs of AT2 and AT1 depending on the display pattern.
[0529] The display patterns "Summary display (both +100 or more)" and "Large summary display (both +200 or more)" make it possible to recognize two types of added numbers simultaneously even if the display area is small. Note that for the display patterns "Large simultaneous display (both +50 or more)" and "Large summary display (both +200 or more)", the added numbers may be displayed by operating the effect button 2g.
[0530] Also, since AT2 is more advantageous than AT1 and the game value of AT2 is higher, it may be displayed in the order of AT1G number → AT2G number. In this case, the number of added G in the current game state can be quickly recognized.
[0531] Also, by displaying the numbers in ascending order of the added number, it is possible to prevent a decrease in the sense of expectation as the display progresses. In other words, the greater the number of Gs, the later the display, which can increase the sense of expectation. Also, if the number of added Gs is a specific number (for example, 50 Gs or more), the number of added Gs may be notified by a stop operation after operating the MAX BET button 2b. In other words, if the number of added Gs is large, the sense of expectation can be increased by delaying the timing of the display.
[0532] For some or all of the display patterns of "Default," "High AT1 display," "Simultaneous display (both +20 or more)," and "Large simultaneous display (both +50 or more)," the display of "AT1" and / or "AT2" may be eliminated, and for some or all of the display patterns of "Comprehensive display (both +100 or more)" and "Large comprehensive display (both +200 or more)," "Number of added Gs for AT1" and "Number of added Gs for AT2" or "Number of added Gs for AT1 and Number of added Gs for AT2" may be displayed, making it clear or unclear which game state the added numbers are for.
[0533] FIG. 46 shows an additional display pattern lottery table used in the additional display pattern lottery.
[0534] The lottery for the additional display pattern is carried out based on the random number value (with a range of 256 options) extracted when the game is played and the relationship between the number of additional Gs of AT2 and the number of additional Gs of AT1. The relationship between the number of additional Gs of AT2 and the number of additional Gs of AT1 is divided into relationships (1) to (6) in the diagram. (1) Other in the diagram indicates relationships other than the relationships (2) to (6).
[0535] The sub-control unit 20 determines whether the relationship between the additional G number of AT2 and the additional G number of AT1 satisfies the relationship (6), and if it does not satisfy the relationship (6), determines whether it satisfies the relationship (5), if it does not satisfy the relationship (5), determines whether it satisfies the relationship (4), if it does not satisfy the relationship (4), determines whether it satisfies the relationship (3), if it does not satisfy the relationship (3), determines whether it satisfies the relationship (2), and if it does not satisfy the relationship (2), determines that it satisfies the relationship (1).
[0536] As shown in Figure 46, for example, if the number of additional Gs for AT1 is greater than the number of additional Gs for AT2 (relationship (2) in the figure), the "default" is selected with a probability of 128 / 256, and the "AT1 high display" is selected with a probability of 128 / 256.
[0537] Although the relationship between (1), (3) to (6) in the figure will not be explained here, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0538] <Examples of extra display patterns> Next, a specific example of the additional display pattern shown in Fig. 46 will be described with reference to Fig. 47. Note that the mode of the presentation screen shown in Fig. 47 is one example, and the number of additional games (20G or 50G) exemplified in Fig. 47 is also one example.
[0539] FIG. 47(a) shows a specific example when "default" is selected.
[0540] In the "default" mode, first, as shown in FIG. 47(a1), a prompt display screen 220 is displayed that displays an operation prompt to operate the effect button 2g.
[0541] Next, as shown in Figure 47 (a2), when the effect button 2g is operated or a predetermined time has passed, an add-on display screen 222a is displayed showing the number of add-on Gs for AT1. The add-on display screen 222a displays, for example, the characters "AT1" indicating the game state to be added, and below that, "+20" indicating the number of add-on Gs for AT1.
[0542] Next, as shown in FIG. 47(a3), a prompt display screen 221 is displayed to prompt the player to operate the MAX BET button 2b.
[0543] Next, as shown in Figure 47 (a4), when the MAX BET button 2b is operated or a predetermined time has elapsed, an add-on display screen 222b showing the number of add-on Gs (+20G) for AT2 is displayed. On the add-on display screen 222b, for example, the characters "AT2" indicating the game state to be added and "+20" indicating the number of add-on Gs for AT2 are displayed below it.
[0544] The additional display screen 222a and the additional display screen 222b display the characters AT1 and AT2 in different colors, and the additional G number of AT1 and the additional G number of AT2 are displayed in different colors.
[0545] In this embodiment, the period B during which the promotion display screen 221 shown in Fig. 47(a3) transitions to the additional display screen 222b shown in Fig. 47(a4) is shorter than the period A during which the promotion display screen 220 shown in Fig. 47(a1) transitions to the additional display screen 222a shown in Fig. 47(a2). In other words, the period B from the operation of the MAX BET button 2b to the display of the additional G number of AT2 is shorter than the period A from the operation of the effect button 2g to the display of the additional G number of AT1. As a result, the period from the display of the additional G number of AT1 to the display of the additional G number of AT2 is shorter.
[0546] This allows for a unified addition effect even if the AT1 and AT2 addition G number displays are not displayed at the same time but at different times, which increases the excitement of the game.
[0547] In addition, if the time period from pressing the MAX BET button 2b until the number of G's added to the AT2 is displayed is too long, it becomes difficult to identify which game's result the addition is based on, so by shortening the time period from pressing the MAX BET button 2b until the number of G's added to the AT2 is displayed, the game that triggered the addition can be clearly identified. This increases the enjoyment of the game.
[0548] It should be noted that period B may be longer than period A, or period A and period B may be the same. In this case, by making period B longer than period A, the added display relating to the game advantageous to the player is displayed for a longer period after the MAX BET button 2b is pressed, thereby increasing the sense of tension. This increases the interest in the game.
[0549] FIG. 47(b) shows a specific example when "Display AT1 high" is selected.
[0550] In the "AT1 high display", first, as shown in FIG. 47(b1), a prompt display screen 220 is displayed which displays an operation prompt to operate the effect button 2g.
[0551] Next, as shown in Figure 47 (b2), when the effect button 2g is operated or a predetermined time has elapsed, an add-on display screen 222c showing the number of add-on Gs for AT2 is displayed. On the add-on display screen 222c, for example, the characters "AT2" indicating the game state to be added and "+20" indicating the number of add-on Gs for AT2 are displayed below it.
[0552] Next, as shown in FIG. 47(b3), a prompt display screen 221 is displayed to prompt the player to operate the MAX BET button 2b.
[0553] Next, as shown in Figure 47 (b4), when the MAX BET button 2b is operated or a predetermined time has elapsed, an add-on display screen 222d is displayed showing the number of add-on Gs (+50G) of AT1. On the add-on display screen 222d, for example, the characters "AT1" indicating the game state to be added and "+50" indicating the number of add-on Gs of AT1 are displayed below it.
[0554] The additional display screen 222c and the additional display screen 222d display the characters AT1 and AT2 in different colors, and the additional G number of AT1 and the additional G number of AT2 are displayed in different colors.
[0555] FIG. 47(c) shows a specific example when "Simultaneous display (both + 20 or more)" is selected.
[0556] In the "simultaneous display (both + 20 or more)" mode, first, as shown in FIG. 47(c1), a prompt display screen 220 is displayed that displays an operation prompt to operate the effect button 2g.
[0557] Next, as shown in Figure 47 (c2), when the effect button 2g is operated or a predetermined time has passed, an add-on display screen 222e is displayed showing the number of add-on Gs for AT1 and the number of add-on Gs for AT2. On the add-on display screen 222e, for example, the letters "AT1" indicating the game state to be added and the letters "AT2" indicating the game state to be added are displayed side by side, and below each, "+20" indicating the number of add-on Gs for AT1 and "+20" indicating the number of add-on Gs for AT2 are displayed side by side.
[0558] On the additional display screen 222e, the colors of the letters AT1 and AT2 are displayed in different colors, and the additional G number of AT1 and the additional G number of AT2 are displayed in different colors.
[0559] FIG. 47(d) shows a specific example when "Simultaneous display large (both +50 or more)" is selected.
[0560] In the "Simultaneous Display (Both +20 or More)" mode, first, as shown in FIG. 47(d1), a prompt display screen 221 is displayed that prompts the user to operate the MAX BET button 2b.
[0561] Next, as shown in Figure 47 (d2), when the MAX BET button 2b is operated or a predetermined time has elapsed, an add-on display screen 222f is displayed showing the number of add-on Gs for AT1 and the number of add-on Gs for AT2. On the add-on display screen 222e, for example, the characters "AT1" indicating the game state to be added and the characters "AT2" indicating the game state to be added are displayed side by side, and below each, "+20" indicating the number of add-on Gs for AT1 and "+20" indicating the number of add-on Gs for AT2 are displayed side by side.
[0562] On the additional display screen 222f, the colors of the letters AT1 and AT2 are displayed in different colors, and the number of additional Gs for AT1 and AT2 are displayed in different colors. Also, the display size of the number of additional Gs is larger on the additional display screen 222f than on the additional display screen 222e.
[0563] FIG. 47(e) shows a specific example when "Show all together (both + 100 or more)" is selected.
[0564] In the "summary display (both + 100 or more)", first, as shown in FIG. 47(e1), a prompt display screen 220 is displayed which displays an operation prompt to operate the effect button 2g.
[0565] Next, as shown in Figure 47 (e2), when the effect button 2g is operated or a predetermined time has passed, an add-on display screen 222g is displayed, showing the add-on G number, which is the sum of the add-on G number of AT1 and the add-on G number of AT2. For example, the add-on display screen 222g does not display the game status of the add-on target, but displays "+100" in the center of the screen, indicating the sum of the add-on G number of AT1 and the add-on G number of AT2. Therefore, it is not possible to distinguish the breakdown of the add-on G number of AT1 and the add-on G number of AT2.
[0566] On the additional display screen 222g, the number of additional Gs is displayed in a different color from that on the additional display screens 222a to 222f. Also, the display size of the number of additional Gs on the additional display screen 222g is larger than that on the additional display screens 222a to 222f.
[0567] FIG. 47(f) shows a specific example when "Large summary display (both + 200 or more)" is selected.
[0568] In the "large summary display (both +200 or more)", first, as shown in FIG. 47(f1), a prompt display screen 221 is displayed which displays an operation prompt to prompt the user to operate the MAX BET button 2b.
[0569] Next, as shown in Figure 47 (f2), when the MAX BET button 2b is operated or a predetermined time has elapsed, an add-on display screen 222h is displayed, showing the add-on G number, which is the sum of the add-on G number of AT1 and the add-on G number of AT2. For example, the add-on display screen 222h does not display the game state of the add-on target, but displays "+200" in the center of the screen, indicating the sum of the add-on G number of AT1 and the add-on G number of AT2. Therefore, it is not possible to distinguish the breakdown of the add-on G number of AT1 and the add-on G number of AT2.
[0570] On the additional display screen 222h, the number of additional Gs is displayed in a different color from that on the additional display screens 222a to 222g. Also, the display size of the number of additional Gs on the additional display screen 222h is larger than that on the additional display screens 222a to 222g.
[0571] Note that the display manner in the above-mentioned additional display patterns is an example, and for example, in each additional display pattern, it is not necessary to display one or both of the operation prompt display that prompts the operation of the effect button 2g and the operation prompt display that prompts the operation of the MAX bet button 2b.
[0572] (CZ2) Next, CZ2 will be described. When the ceiling G number is reached in AT1 or AT2, the game shifts to CZ2. CZ2 is an AT. CZ2 continues for 7G and then shifts to the CZ2 battle. CZ2 shifts when the digestion G number in AT1 or AT2 reaches the ceiling G number, but the battle LV of the CZ2 battle is selected as 2 or 3 in AT1 or AT2 before shifting to CZ2 (see Fig. 40). Therefore, when shifting from AT1 or AT2 to CZ2, it is certain that the game will shift to the CZ2 battle via CZ2. And in CZ2, referring to the CZ2 mid-upgrade lottery table shown in Fig. 48, it is a gameplay aiming to strengthen the CZ2 battle.
[0573] <Mid-upgrade lottery in CZ2> The main control unit 10 executes a mid-upgrade lottery in CZ2 to strengthen the CZ2 battle. In the mid-upgrade lottery in CZ2, one of "Lose", "+1G", and "+1LV(+2G)" is selected. When "+1G" is selected, the G number of the CZ2 battle is increased by 1G. When "+1LV(+2G)" is selected, the battle LV of the CZ2 battle is upgraded by one level. When the battle LV is at the upper limit value (3), the G number of the CZ2 battle is increased by 2G.
[0574] Fig. 48 shows the CZ2 mid-upgrade lottery table used in the mid-upgrade lottery in CZ2.
[0575] The mid-upgrade lottery in CZ2 is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery or a winning result. Note that "bell win" in the figure indicates the win of the push-order bell.
[0576] As shown in Fig. 48, for example, when the bell wins, it is controlled such that "Lose" is selected with a probability of 255 / 256, "+1G" is selected with a probability of 255 / 256, and "+1LV(+2G)" is selected with a probability of 0 / 256.
[0577] Although we will not explain what happens if the common bell, watermelon, cherry A, B, or chance symbol is won through the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0578] (CZ2 Battle) Next, we will explain the CZ2 battle. After 7 games have been played in CZ2, the game will move to the CZ2 battle. In the CZ2 battle, a lottery will be held for battle level 2 or higher. In this case, the bonus level promotion lottery table shown in Figure 24 is referenced for each game in the CZ2 battle. If the result of the CZ2 battle is bonus level 1 to 4, the bonus shown in Figure 25 will be awarded. Then, if the bonus level is 1 when the CZ2 battle ends, the bonus type lottery table_CZ2 battle shown in Figure 49 is referenced to determine the type of bonus to move to from CZ2.
[0579] In this embodiment, if BB1 is awarded in a CZ2 battle, an AT1 with an additional 10G is awarded, if BB2 is awarded in a CZ2 battle, an AT1 with an additional 20G is awarded, and if BB3 is awarded in a CZ2 battle, an AT1 with an additional 30G is awarded.
[0580] If the bonus level is 3 or 4 when CZ2 ends, it will transition to the bonus state via Specialization 2, and if the bonus level is 1 or 2 when CZ2 ends, it will transition directly to the bonus state, but in either case, if there are any Gs remaining in AT2, it will transition to AT1 via AT2 after the bonus ends, and if there are no Gs remaining in AT2, it will transition directly to AT1 after the bonus ends. At this time, if the bonus state is any of BB1 to BB3, the number of Gs in AT1 will be added as described above.
[0581] <Bonus type lottery> The main control unit 10 executes a bonus type lottery to determine the bonus type when the bonus level in the CZ2 battle becomes 1. In the bonus type lottery, one of "RB", "BB1", and "BB2" is selected.
[0582] FIG. 49 shows a bonus type lottery table used in the bonus type lottery.
[0583] The bonus type lottery is executed based on a random number value (with a range of 256 types of random number value) sampled when the game is executed, and a set value.
[0584] As shown in Figure 49, for example, in the case of setting 1, "RB" is selected with a probability of 128 / 256, "BB1" is selected with a probability of 96 / 256, and "BB2" is selected with a probability of 32 / 256.
[0585] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0586] (Specialized 1-1, Specialized 1-2) Next, we will explain about Specialized 1-1 and Specialized 1-2. If the bonus level in the AT1 battle is between 2 and 4, the player will transition to Specialized 1-1 or Specialized 1-2. Also, if Specialized 1-1 or Specialized 1-2 is granted as a bonus based on the RBLV, the player will transition to Specialized 1-1 or Specialized 1-2 (see Figure 31). Also, if a lottery based on the ATpt in BB1 or BB2 determines that the player will transition to Specialized 1-1, the player will transition to Specialized 1-1 (see Figure 34).
[0587] Specialized 1-1 and Specialized 1-2 are game states that aim to increase the number of Gs in AT1. The Specialized 1 state is entered when the bonus level is between 2 and 4 in the AT1 battle. When the bonus level is 2, the state transitions to Specialized 1-1, and when the bonus level is 3 or 4, the state transitions to Specialized 1-2 (see Figure 25).
[0588] The sub-control unit 20 executes the start effect on the first game of both Specialized 1-1 and Specialized 1-2. Then, the main control unit 10 controls both Specialized 1-1 and Specialized 1-2 to an additional specialized zone of 5 games per set. The additional specialized zone is a gaming state for adding the number of games of AT1. In the final game of one set, the main control unit 10 executes a continuation lottery to determine whether to control to one set of specialized zone again. The additional specialized zone will loop as long as the continuation lottery continues to be won. Therefore, the additional specialized zone may end in the first set, but the first set may always be continued. In other words, it may be configured to execute at least two sets.
[0589] In addition, since Specialized 1-1 and Specialized 1-2 are performed in the same manner, it is impossible to distinguish between them. However, while Specialized 1-2 adds the number of Gs to AT1 every game, Specialized 1-1 may not add the number of Gs to AT1.
[0590] In addition, Specialized 1-1 and Specialized 1-2 may be defined as one game state (Specialized 1, etc.) rather than as separate game states, and Specialized 1 = Specialized 1 (low probability) and Specialized 1-2 = Specialized 1 (high probability), thereby managing the probability of adding G numbers within one game state, thereby realizing Specialized 1-1 and Specialized 1-2.
[0591] In addition, Specialized 1-2 is the first set's confirmed continuation state. In other words, it is the same state as Specialized 1-1, where one continuation right is held. Note that Specialized 1-2 may be in a state where continuation is not confirmed, just like Specialized 1-1.
[0592] In Specialized 1-1 and Specialized 1-2, the AT1 G number addition lottery is executed by referring to the addition lottery table shown in Figure 51, and the continuation lottery is executed by referring to the continuation lottery table shown in Figure 52.
[0593] <Game flow in Specialized 1 state> FIG. 50 is an explanatory diagram showing an example of the flow of the game when Specialized 1-1 continues to the second set and the flow of the game when Specialized 1-1 ends in the first set.
[0594] First, we will explain the case where Specialized 1-1 continues. When the first set of Specialized 1-1 begins, the start effect is executed in the first game of the effect (the first game of the actual game). The result of the lottery to add the number of games of AT1 is announced in the second game through the sixth game of the first set of Specialized 1-1 (the second game through the sixth game of the actual game). If Specialized 1-1 continues in the second set, a continuation effect is executed in the first game of the effect of the second set of Specialized 1-1 (the seventh game of the actual game) indicating whether the Specialized 1 state will continue. As a result of the continuation effect, it is announced that Specialized 1-1 will continue. The result of the lottery to add the number of games of AT1 is announced in the second game through the sixth game of the effect of the second set of Specialized 1-1 (the seventh game through the eleventh game of the actual game).
[0595] Next, we will explain what happens when Specialized 1-1 ends. When the first set of Specialized 1-1 begins, a start effect is executed in the first game of the effect (the first actual game). The results of the AT1 G number addition lottery are announced in games 2 to 6 of the first set of Specialized 1-1 (the second to sixth actual games). If Specialized 1-1 ends in one set, the game transitions from Specialized 1-1 to AT1. Then, in the first game of the AT1 effect (the seventh actual game), a continuation effect is executed, indicating whether Specialized 1 will continue. As a result of the continuation effect, it is announced that the Specialized 1 state will end, and the game result (result) in the Specialized 1 state is announced. In games from the second game of the AT1 effect (the seventh actual game), effects related to AT1 are executed.
[0596] In this way, since the game result (result) in the specialized 1 state is notified during the pseudo game of AT1 after the specialized 1 state has ended, there is no need to provide a main game for notifying the game result (result) in the specialized 1 state in the final game of the specialized 1 state. This prevents the game in the specialized 1 state from becoming redundant. Note that the game result (result) in the specialized 1 state may also be notified during the main game of AT1 after the specialized 1 state has ended.
[0597] <Game Add-on Lottery> The main control unit 10 executes a game count addition lottery to determine the number of Gs to be added to AT1 in Specialized 1-1 and Specialized 1-2. In the game count addition lottery, one of the following is selected as the number of Gs to be added: "10," "20," "30," "20 + continuation," or "30 + continuation." Note that "continuation" indicates the right to continue Specialized 1-1 when transitioning to Specialized 1-1, and indicates the right to continue Specialized 1-2 when transitioning to Specialized 1-2. Therefore, when "20 + continuation" or "30 + continuation" is selected, the right to continue Specialized 1-1 or Specialized 1-2 is granted in addition to the number of Gs to be added to AT1.
[0598] In addition, if a player has two continuation rights for Specialized 1-1 or Specialized 1-2 (i.e., if the player has obtained two continuation rights in one set of Specialized 1-1, one continuation right in the first set of Specialized 1-2 (because the first set of Specialized 1-2 is guaranteed to continue), or two continuation rights in a set from the second set onward of Specialized 1-2), and then wins "Continuation" again, the number of games in AT1 will be increased by +30G. Therefore, if the "20+Continuation" is won, the number of games in AT1 will be increased by 50G, and if the "30+Continuation" is won, the number of games in AT1 will be increased by 60G. The continuation right may also be a right to add to the number of games in Specialized 1 (for example, if the "30+Continuation" is won, 30G will be added to Specialized 1). Even if the player does not have the continuation right, the player may continue to the next set at a predetermined probability (e.g., 1 / 2).
[0599] Figure 51 shows the number of games added lottery table used in the number of games added lottery. Figure 51(a) is the number of games added lottery table that determines the number of AT1 added G in Specialization 1-1, and Figure 51(b) is the number of games added lottery table that determines the number of AT1 added G in Specialization 1-2.
[0600] The lottery for adding the number of games is carried out based on a random number value (with a range of 256 types) sampled when the game is played and the result of an internal lottery or the result of a winning combination.
[0601] Note that "Bell Winning" in Figure 51(a) refers to the winning of the push-order bell. Unlike the table in Figure 51(a), the table in Figure 51(b) also draws a lottery when the result of the internal lottery is anything other than the common bell, watermelon, cherry A, B, or chance symbol (1-piece winning, replay winning, miss, push-order bell winning). In other words, the lottery is drawn regardless of the result of the internal lottery. As a result, in Specialized 1-2, the number of Gs of AT1 is always added to every game.
[0602] As shown in Figure 51(a), for example, when a bell is won, the probability of selecting "10" is 192 / 256, the probability of selecting "20" is 64 / 256, the probability of selecting "30" is 0 / 256, the probability of selecting "20 + Continue" is 0 / 256, and the probability of selecting "30 + Continue" is 0 / 256.
[0603] Although we will not explain what happens if the common bell, watermelon, cherry A, B, or chance symbol is won through the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0604] As shown in Figure 51(b), for example, if the result of the internal lottery is other (win of 1-piece role, win of replay, miss, win of push order bell), the number "10" is selected with a probability of 192 / 256, "20" is selected with a probability of 64 / 256, "30" is selected with a probability of 0 / 256, "20 + continue" is selected with a probability of 0 / 256, and "30 + continue" is selected with a probability of 0 / 256.
[0605] In addition, if a bell is won, an internal lottery will be conducted to select a common bell, watermelon, cherry A or B, or a chance symbol. Explanation of this will be omitted, but the lottery is controlled so that it is held with the probabilities shown in the figure.
[0606] <Continued lottery> The main control unit 10 executes a continuation lottery to determine whether to continue the specialization 1 state each time one set of additional specialization zone ends.
[0607] In the continuation lottery, one of three options is selected: "Non-continuation," "Specialized 1-1," or "Specialized 1-2." If "Non-continuation" is selected, the Specialized 1 state ends. If "Specialized 1-1" is selected, the Specialized 1 state continues and transitions to Specialized 1-1. If "Specialized 1-2" is selected, the Specialized 1 state continues and transitions to Specialized 1-2.
[0608] FIG. 52 shows a continuation lottery table used in the continuation lottery.
[0609] The continuation lottery is executed based on a random number value (with a range of 256) extracted when the game is played and the continuation stock number. The continuation stock number is the number of continuation rights that can be acquired by the AT1 game number addition lottery using the lottery table shown in Figure 51.
[0610] As shown in Figure 52, for example, when the number of continuing stocks is 0, "Non-continuation" is selected with a probability of 128 / 256, "Specialized 1-1" is selected with a probability of 128 / 256, and "Specialized 1-2" is selected with a probability of 0 / 256.
[0611] Although explanation will be omitted for the case where the number of continuous stocks is 1 to 2, the lottery is controlled so that it is drawn with the probabilities shown in the figure.
[0612] As explained in FIG. 50, a continuation effect is executed in the pseudo game to notify whether the Specialized 1 state will continue, but as shown in FIG. 53, a continuation effect may be executed in the actual game with a predetermined probability (for example, 10% if transitioning to Specialized 1-1, 20% if transitioning to Specialized 1-2). In the example shown in FIG. 53, on the 7th game of the Specialized 1 effect (the actual 7th game of the actual game), that is, on the 1st game of the second set of the effect in the Specialized 1 state (the actual 7th game of the actual game), a revival effect is executed to notify that the Specialized 1 state will continue as a result of the continuation effect, and on the 2nd game of the second set of the effect in the Specialized 1 state (the actual 8th game of the actual game). This provides a sense of surprise to the player.
[0613] Furthermore, by executing the continuation effect in this game with a predetermined probability (for example, 10% when transitioning to Specialized 1-1, 20% when transitioning to Specialized 1-2), even if the game has transitioned to AT1, the push order navigation is not executed, making it difficult to distinguish whether the Specialized 1 state continues until the end of the game. This makes it possible to maintain the expectation of continuing to the Specialized 1 state.
[0614] <Navi Mode Lottery> The sub-control unit 20 executes a navigation mode lottery to determine the navigation mode of the push order navigation to be displayed in the continuation effect executed in the pseudo-game in the game following the final game of one set in the Specialized 1 state. In the navigation mode lottery, one of "Aim for forward pushes," "Aim for reverse pushes," or "Aim for no arrow" is selected. By executing the push order navigation selected in the navigation mode lottery, it is possible to indicate whether the Specialized 1 state will continue and whether the transition destination will be Specialized 1-1 or Specialized 1-2 if the Specialized 1 state transitions.
[0615] When "Aim for pushes in order" is selected, the sub-controller 20 executes push order navigation that can identify the first left stop operation, the second center stop operation, and the third right stop operation, and also executes an effect that encourages the player to press the buttons at the right of a specific symbol. When "Aim for pushes in reverse" is selected, the sub-controller 20 executes push order navigation that can identify the first right stop operation, the second center stop operation, and the third left stop operation, and also executes an effect that encourages the player to press the buttons at the right of a specific symbol. When "Aim without arrow" is selected, the sub-controller 20 does not execute push order navigation, but executes an effect that encourages the player to press the buttons at the right of a specific symbol.
[0616] FIG. 54 shows a navigation mode lottery table used in the navigation mode lottery.
[0617] The navigation mode lottery is executed based on a random number value (with a range of 256 types of random number value) sampled when the game is executed and the result of the continuation lottery (see FIG. 53).
[0618] As shown in Figure 54, for example, if the result of the continuation lottery is "non-continuation," the system is controlled so that "aim for forward push" is selected with a probability of 256 / 256, "aim for reverse push" is selected with a probability of 0 / 256, and "aim for no arrow" is selected with a probability of 0 / 256.
[0619] Although explanations will be omitted for the cases where the result of the continuation lottery is "Specialized 1-1" and the case where the result of the continuation lottery is "Specialized 1-2," the lottery is controlled so that it is held with the probabilities shown in the figure.
[0620] <Continuation of Specialized 1 state> FIG. 55 is an explanatory diagram showing an example of a continuation effect that suggests that the specialization 1 state will continue in the pseudo game shown in FIG. 50, according to the result of the navigation mode lottery (see FIG. 54).
[0621] As shown in Figure 55 (a1), when "Aim for reverse push" is selected to execute a continuation effect that suggests that the Specialized 1 state will continue and transition to Specialized 1-1, for example, a push order navigation 250a indicating reverse push (push order right, center, left) is displayed on the display 8, and a push order image 250b encouraging the user to press the white 7 or red 7 is displayed on the display 8.
[0622] As shown in FIG. 55(a2), when a stop operation is performed, the result of the continuation effect is an indication that, for example, a transition to Specialized 1-1 will occur. At this time, a background 250c corresponding to Specialized 1-1 is displayed. In addition, the red 7 temporarily stops on the middle line. At this time, regardless of the timing of the stop operation, the red 7 always temporarily stops, indicating the continuation of Specialized 1 (transition to Specialized 1-1). Therefore, the stopped symbols at the time of the temporary stop can suggest the continuation of Specialized 1 and the transition destination. Furthermore, since the number of sliding symbols can be set more arbitrarily in the pseudo game than in the regular game, it is also possible to make suggestions by having the number of sliding symbols when the red 7 temporarily stops different from that in the regular game.
[0623] As shown in Figure 55 (b1), when "Aim for pushes in order" is selected to execute a continuation effect that suggests that the Specialized 1 state will continue and transition to Specialized 1-2, for example, a push order navigation 250a indicating the push order (pushing in the order of left, center, and right) is displayed, and a push order image 250b encouraging the user to press the white 7 or red 7 is displayed.
[0624] As shown in FIG. 55(b2), when a stop operation is performed, the result of the continuation effect is an indication that, for example, a transition to Specialized 1-2 will occur. At this time, a background 250d corresponding to Specialized 1-2 is displayed. In addition, a white 7 temporarily stops on the middle line. At this time, regardless of the timing of the stop operation, the white 7 always temporarily stops, thereby announcing the continuation of Specialized 1 (a transition to Specialized 1-2). Therefore, the stopped symbols at the time of the temporary stop can suggest the continuation of Specialized 1 and the transition destination. Furthermore, since the number of sliding symbols can be set more arbitrarily in a pseudo-game than in a regular game, it is also possible to make suggestions by having the number of sliding symbols when the white 7 temporarily stops different from that in a regular game.
[0625] As described above, the pressing order suggests that the Specialized 1 state will continue, while the subsequent image will notify whether the state will transition to Specialized 1-1 or Specialized 1-2.
[0626] The presentation screens shown in Figures 55(a1) and 55(b1) and the presentation screen 210 in the pseudo game after the high probability state ends in BB1 and BB2 shown in Figure 35 may be the same screen format except for whether or not the push order navigation 250a is displayed. Also, the presentation screen when "Aim without arrow" is selected in the navigation mode lottery and the presentation screen 210 shown in Figure 35 may be the same screen format.
[0627] (Specialization 2) Next, we will explain Specialization 2. If the bonus level reaches 3 or 4 in the CZ2 battle, the game will transition to Specialization 2 (see Figure 25). Specialization 2 is a game state that aims to add to the number of Gs in AT1. Specialization 2 will transition when Specialization 2 is granted as a bonus in the CZ2 battle.
[0628] In Specialized 2, a "start" game is executed in which an effect to announce the start of the set is executed in the first game of each set. Note that Specialized 2 may end in the first set, but may be configured to continue for at least one or two sets.
[0629] In Specialization 2, you decide whether to continue Specialization 2 for one set of 3G, including the "start" of the first game. If you decide to continue Specialization 2, the number of Gs of AT1 will be added. Note that you may also add the number of games of AT2 at this time.
[0630] In Specialization 2, a continuation lottery is executed to determine whether or not to continue Specialization 2, with reference to the Specialization 2 continuation lottery table shown in Figure 57. If the continuation lottery for Specialization 2 is won, the number of Gs of AT1 can be added by referring to the Specialization 2 continuation addition lottery table shown in Figure 58. On the other hand, if the continuation lottery for Specialization 2 is not won, the number of Gs of AT1 will not be added.
[0631] <Game flow when Specialization 2 ends> FIG. 56 is an explanatory diagram showing an example of the flow of the game when Specialization 2 continues until the second set and ends, and the flow of the game when Specialization 2 ends at the first set.
[0632] First, we will explain the case where the continuation lottery is won in the actual second or third game of Specialized 2, and Specialized 2 continues until the second set and ends. In this case, in the first set of Specialized 2, a start effect is executed in the first game of the effect (the actual first game of the game). A battle effect is executed in the second game of the effect of the first set of Specialized 2 (the actual second game of the game). A continuation effect is executed in the third game of the effect of the first set of Specialized 2 (the actual third game of the game). As a result of the continuation effect, it is announced that Specialized 2 will continue. At this time, an additional effect is also executed to announce the number of additional games in AT1. Then, a start effect is executed in the first game of the effect of the second set of Specialized 2 (the actual fourth game of the game). A battle effect is executed in the second game of the effect of the second set of Specialized 2 (the actual fifth game of the game). In the third game of the second set of Specialized 2 (the actual sixth game of the game), a continuation effect is executed to indicate whether Specialized 2 will continue or not. As a result of the continuation effect, it is announced that Specialized 2 will not continue. At this time, the game result (result) of Specialized 2 is announced. When Specialized 2 ends, an effect for the bonus preparation state is executed in the actual seventh game of the game.
[0633] Next, we will explain the case where the continuation lottery is not won in the actual first through third games of Specialized 2, or where the continuation lottery is not executed and Specialized 2 ends in the first set. In this case, in the first set of Specialized 2, a start effect is executed in the first game of the effect (the actual first game of the main game). In the second game of the first set of Specialized 2 (the actual second game of the main game), a battle effect is executed. In the third game of the first set of Specialized 2 (the actual third game of the main game), a continuation effect is executed, indicating whether Specialized 2 will continue. As a result of the continuation effect, it is announced that Specialized 2 will end. At this time, the game result (result) of Specialized 2 is announced. When Specialized 2 ends, the game transitions to a bonus via the bonus preparation state of 1 game, so in the fourth game of the effect (the actual fourth game of the main game), an effect for the bonus preparation state is executed. In the fifth game (the actual fifth game of the game), a "Bonus Symbol Aim" effect is executed, encouraging players to press the bonus symbol. In the fifth game (the actual sixth game of the game), the bonus effect is executed. From the sixth game onwards (the actual seventh game of the game and onwards), the bonus effect is executed.
[0634] Since Specialization 2 has a set of 3G, which is shorter than the number of Gs (5G) in one set in Specialization 1, even if the game result is notified in the actual game, it is possible to prevent one set from becoming redundant. Therefore, as shown in Figure 56, in Specialization 1, the game result is notified during the pseudo game, whereas in Specialization 2, the game result is notified at the end of the actual game. When Specialization 2 ends, the game transitions to the bonus after going through a bonus preparation state of one game.
[0635] In addition, one set of Specialized 2 may be 4G or more, or a predetermined number of Gs of 3G or 4G or more may be determined by lottery.
[0636] <Continued lottery> The main control unit 10 executes a continuation lottery to determine whether to continue Specialization 2. In the continuation lottery, either "Miss" or "Continue" is selected. If "Miss" is selected, Specialization 2 ends. If "Continue" is selected, Specialization 2 continues.
[0637] FIG. 57 shows a continuation lottery table used in the continuation lottery.
[0638] The continuation lottery is based on the random number value (with a range of 256) extracted during game execution and the result of the internal lottery or the winning result. Note that "Bell winning" in the figure refers to the winning of the push order bell.
[0639] As shown in FIG. 57, for example, when a bell is won, the probability of "miss" being selected is 128 / 256, and the probability of "continue" being selected is 128 / 256.
[0640] Although we will not explain what happens if the common bell, watermelon, cherry A, B, or chance symbol is won through the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0641] In this embodiment, an example is given in which a continuation lottery is executed when the push order bell is won, but a continuation lottery may be executed only when the push order bell is won. Also, continuation may be selected even when all or some roles other than replays and 1-piece roles are won in all games in Specialized 2.
[0642] <Additional lottery when Specialized 2 continues> The main control unit 10 executes a lottery for adding games when Specialized 2 continues to determine the number of games to be added to AT1 when Specialized 2 continues. In the lottery for adding games when Specialized 2 continues, one of "50", "100", "200", or "300" is selected as the number of games to be added to AT1.
[0643] Figure 58 shows a lottery table for the Special 2 continuation bonus used in the Special 2 continuation bonus lottery.
[0644] The Special 2 continuation bonus lottery is performed based on a random number value (with a sampling range of 256 types) extracted when the game is executed.
[0645] As shown in Figure 58, for example, the number "50" is selected with a probability of 196 / 256, "100" with a probability of 58 / 256, "200" with a probability of 1 / 256, and "300" with a probability of 1 / 256.
[0646] <Examples of continuation effects at the end of Special 1-1 or Special 1-2 and at the end of Special 2> We will explain specific examples of the continuation effect when Specialized 1-1 or Specialized 1-2 ends and the continuation effect when Specialized 2 ends.
[0647] As shown in Figure 59, when Specialization 1-1 or Specialization 1-2 (Specialization 1 in the figure) ends, a pseudo game is executed in the actual first game of AT1, which is transitioned to after the end of Specialization 1-1 or Specialization 1-2, and a continuation effect is executed in the pseudo game (see Figure 50). When the continuation effect is executed, the symbols temporarily stop because it is a pseudo game. Then, the continuation effect is executed by displaying a result screen 260 on the display 8 to notify that Specialization 1 has ended. In addition, the result screen 260 displays the game results (results) for Specialization 1.
[0648] As shown in Figure 60, when Specialization 2 ends, a continuation effect is executed in the main game of the final game of Specialization 2 (see Figure 55). When the continuation effect is executed, the symbols come to a complete stop because it is the main game. The continuation effect is then executed by displaying a result screen 260 on the display 8 to notify that Specialization 2 has ended. The result screen 260 also displays the game results (results) for Specialization 2.
[0649] (ED) Next, we will explain about ED. ED is controlled by the higher AT. ED transitions when a predetermined state is reached where the difference in number of sheets in the advantageous zone reaches +2000. ED continues until the difference in number of sheets reaches 2400. When the difference in number of sheets reaches 2400, it transitions to a non-advantageous zone. In addition, a suggestion effect of the set value may be executed based on the small role points at the time of transition to ED.
[0650] (Confirmed CZ1) Next, we will explain about the confirmed CZ1. The confirmed CZ1 is entered when you win a beneficial zone transition role in a non-beneficial zone within the internal zone and transition to a beneficial zone. The confirmed CZ1 is not an AT. The confirmed CZ1 continues for 32G and is a CZ state in which a return to the AT is confirmed.
[0651] In the fixed CZ1, when the advantageous zone is shifted, the winning period for the fixed CZ2 (fixed CZ2 winning period) is determined by referring to the fixed CZ2 winning period lottery table shown in Figure 61. Then, in the fixed CZ1, the bonus lottery is executed by referring to the bonus lottery table shown in Figure 62. If the game that wins the bonus lottery is in the fixed CZ2 winning period, the game will transition to fixed CZ2. If it is not in the fixed CZ2 winning period, the game will transition to CZ1. In this case, the game that wins the bonus lottery will transition to fixed CZ2 or CZ1. Furthermore, if the bonus lottery is not won even after 32 games of fixed CZ1 are consumed, the game will transition to AT1.
[0652] The transition to the fixed CZ2 or CZ1 may occur after all 32 games of the fixed CZ1 have been played, or after a predetermined number of premonition games have been played after winning the bonus lottery. The winning period for the fixed CZ2 may also be a fixed number of games (for example, 12 games).
[0653] <Date for winning CZ lottery> The main control unit 10 executes a lottery for the fixed CZ winning period to determine the period during which the fixed CZ2 can be won. In the lottery for the fixed CZ winning period, one of "1 to 12 (12G)", "11 to 22 (12G)", "21 to 32 (12G)", "11 to 32 (22G)", or "1 to 32 (32G)" is selected as the fixed CZ2 winning period.
[0654] Figure 61 shows a confirmed CZ winning period lottery table used in the confirmed CZ winning period lottery.
[0655] The lottery for the confirmed CZ winning period is carried out based on a random number value (with a sampling range of 256 types) extracted when the game is executed and a set value.
[0656] As shown in Figure 61, for example, in the case of setting 1, "1 to 12 (12G)" is selected with a probability of 128 / 256, "11 to 22 (12G)" is selected with a probability of 80 / 256, "21 to 32 (12G)" is selected with a probability of 16 / 256, "11 to 32 (22G)" is selected with a probability of 16 / 256, and "1 to 32 (32G)" is selected with a probability of 16 / 256.
[0657] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that it is drawn with the probabilities shown in the figures.
[0658] <Bonus lottery> The main control unit 10 executes a bonus lottery in the final CZ1 to determine whether a bonus will be awarded. In the bonus lottery, either "lose" or "win" is selected. If "lose" is selected, no bonus will be awarded, and if "win" is selected, a bonus can be awarded. When "win" is selected, if it is the final CZ2 winning period, the game will move to the final CZ2, and if it is not the final CZ2 winning period, the game will move to CZ1.
[0659] FIG. 62 shows a bonus lottery table used in the bonus lottery.
[0660] The prize lottery is conducted based on a random number value (with a range of 256 types) sampled when the game is played and the result of an internal lottery.
[0661] As shown in Figure 62, for example, if the result of the internal lottery is other (other than common bell, watermelon, cherry A, B, or chance number), the system controls so that "miss" is selected with a probability of 255 / 256, and "win" is selected with a probability of 1 / 256.
[0662] Although we will not explain what happens if the common bell, watermelon, cherry A, B, or chance symbol is won through the internal lottery, the lottery is controlled so that it is held with the probabilities shown in the figure.
[0663] In this embodiment, an example is given in which the game transitions to the fixed CZ1 during the internal period and when the game transitions to the advantageous zone, but if the difference in the number of coins in the advantageous zone is less than a predetermined number (e.g., +400 coins or less), the game may transition to the fixed CZ1 while maintaining the advantageous zone. For example, if the difference in the number of coins in the advantageous zone is less than a predetermined number, the game may transition to the fixed CZ1 after the end of AT1.
[0664] (Confirmed CZ2) Next, we will explain about the fixed CZ2. The fixed CZ2 is an AT. If you win the bonus lottery during the fixed CZ2 winning period of the fixed CZ1, you will move to the fixed CZ2 (see Figures 61 and 62). The fixed CZ2 will continue for a maximum of 6G and a minimum of 2G. In the fixed CZ2, from the second game onwards, the fixed CZ2 continuation lottery is executed by referring to the fixed CZ2 continuation lottery table shown in Figure 63, and it is decided for each game whether or not to continue the fixed CZ2. A bonus is then awarded according to the number of continuing games.
[0665] The benefits consist of five types: "BB1", "BB2", "AT2", "Confirmed CZ1 Rights", and "Higher AT Rights".
[0666] In the confirmed CZ2, first, a lottery is held at the start of the first game to allocate the five types of benefits mentioned above to the second through sixth games. The first game will have a start performance, and the game will transition unconditionally from the first game to the second game.
[0667] In the second game, a guaranteed CZ2 continuation lottery will be held. If you do not win the guaranteed CZ2 continuation lottery in the second game, you will be awarded the benefits assigned to the second game in the benefit order lottery. If you win the guaranteed CZ2 continuation lottery in the second game, you will move on to the third game.
[0668] In the third game, a guaranteed CZ2 continuation lottery will be held. If you do not win the guaranteed CZ2 continuation lottery in the third game, you will be awarded the bonus allocated to the second game in the bonus order lottery and the bonus allocated to the third game in the bonus order lottery. In other words, two bonuses will be awarded. If you win the guaranteed CZ2 continuation lottery in the third game, you will move on to the fourth game.
[0669] In the 4th game, a guaranteed CZ2 continuation lottery will be held. If you do not win the guaranteed CZ2 continuation lottery in the 4th game, you will be awarded the bonus allocated to the 2nd game in the bonus order lottery, the bonus allocated to the 3rd game in the bonus order lottery, and the bonus allocated to the 4th game in the bonus order lottery. In other words, three bonuses will be awarded. If you win the guaranteed CZ2 continuation lottery in the 4th game, you will move on to the 5th game.
[0670] In the 5th game, a guaranteed CZ2 continuation lottery will be held. If you do not win the guaranteed CZ2 continuation lottery in the 5th game, you will be awarded the bonus allocated to the 2nd game in the bonus order lottery, the bonus allocated to the 3rd game in the bonus order lottery, the bonus allocated to the 4th game in the bonus order lottery, and the bonus allocated to the 5th game in the bonus order lottery. In other words, four bonuses will be awarded. If you win the guaranteed CZ2 continuation lottery in the 5th game, you will move on to the 6th game.
[0671] In the 6th game, a lottery will be held to award the prizes. If you do not win the lottery in the 6th game, you will be awarded the prizes allocated to the 2nd game in the lottery, the 3rd game in the lottery, the 4th game in the lottery, the 5th game in the lottery, and the 6th game in the lottery. In other words, you will be awarded 5 prizes.
[0672] If you win the prize lottery on the 6th game, you will receive BB3 in addition to the five prizes listed above.
[0673] After the fixed CZ2 ends, the game state changes to the bonus state that was granted. That is, if "BB1" is granted, the game state changes to BB1 (see Figure 6(z)). If "BB2" is granted, the game state changes to BB2 (see Figure 6(z)). If "BB1" and "BB2" are granted, the game state changes to BB1 and BB2 (see Figure 6(z)). If "BB1", "BB2", and "BB3" are granted, the game state changes to BB1, BB2, and BB3 (see Figure 6(z)). If "BB1", "BB2", and "BB3" are not granted, the game state changes to RB (see Figure 6(z)). Therefore, after the fixed CZ2 ends, the game state always goes through the bonus state. Then, after the bonus state ends, the game state changes to a bonus state based on a right other than the bonus state. That is, if "AT2" is granted, the game state changes to AT2 after the bonus ends (see Figure 6(d)). If "fixed CZ1 rights" are granted, after the bonus ends, the game will go through AT1, and after AT1 ends, the game will move to fixed CZ1 (see Figure 6 (c, g)). If "higher AT rights" are granted, after the bonus ends, the game will move to AT1, which executes the higher AT (see Figure 6 (c)). If no rights other than the bonus state are granted, the game will move to AT1 after the bonus ends (see Figure 6 (c)).
[0674] Below is a specific example of the transition pattern of the game state after the fixed CZ2 ends.
[0675] (Example 1) Pattern where BB1 and BB2 are not acquired For example, suppose you have acquired the higher AT right and the confirmed CZ1 right, and the confirmed CZ2 has ended. In this case, the game state will transition in the following order: confirmed CZ2 → RB → AT1 → AT1 end → confirmed CZ1. (Example 2) Pattern to acquire BB1 For example, suppose you have acquired BB1 and the right to confirmed CZ1, and confirmed CZ2 has ended. In this case, the game state will transition in the following order: confirmed CZ2 → BB1 → AT1 → end of AT1 → confirmed CZ1. (Example 3) Pattern to acquire BB1 and BB2 For example, suppose you have acquired BB1 and BB2 and higher AT rights and the confirmed CZ2 has ended. In this case, the game state will transition in the following order: confirmed CZ2 → BB1 → BB2 → AT1 → AT1 end → normal game state.
[0676] The order in which the benefits are assigned may be fixed to a predetermined order.
[0677] On the presentation screen for the fixed CZ2, the icons representing each bonus are displayed side by side in the order determined by the bonus order lottery in the first game. Then, from the second game onwards, icons corresponding to bonuses that are no longer likely to be awarded are erased each time you continue to the next game. By displaying them in this way, you can increase the anticipation of the bonus being awarded.
[0678] <Raffle for the order of the prizes> The main control unit 10 executes a bonus order lottery in the first game of the fixed CZ2 to determine the order in which bonuses will be awarded in the first to fifth games of the fixed CZ2.
[0679] As mentioned above, the benefits consist of five types: "BB1", "BB2", "AT2", "Definite CZ1 Rights", and "Higher AT Rights". The benefit order lottery is then repeated five times to select the benefits in order, and the order of selection is determined as the order in which the benefits will be granted. Note that the lottery is carried out excluding benefits that have already been selected, to prevent duplicate selection of the same benefit.
[0680] FIG. 63 shows a prize order lottery table used in the prize order lottery.
[0681] The prize order lottery is carried out based on a random number value (with a sampling range of 256 types) sampled when the game is executed.
[0682] As shown in Figure 63, for example, the probability of selecting "BB1" is 64 / 256, the probability of selecting "BB2" is 64 / 256, the probability of selecting "AT2" is 48 / 256, the probability of selecting "Definite CZ1 Rights" is 48 / 256, and the probability of selecting "Higher AT Rights" is 32 / 256.
[0683] <Confirmed CZ2 Continuation Lottery> The main control unit 10 executes a fixed CZ2 continuation lottery to determine whether to continue to the next game in the second through fifth games of the fixed CZ2. In the fixed CZ2 continuation lottery, either "miss" or "win" is selected. If "miss" is selected, the game does not continue to the next game, and if "win" is selected, the game continues to the next game.
[0684] Figure 64(a) shows the fixed CZ2 continuation lottery table used in the fixed CZ2 continuation lottery. Figure 64(a) is used in the 2nd to 5th games of the fixed CZ2.
[0685] The confirmed CZ2 continuation lottery is carried out based on a random number value (with a sampling range of 256 types) extracted when the game is executed and the result of the internal lottery or the winning result.
[0686] As shown in Figure 64(a), for example, if the result of the internal lottery is other (other than winning a bell, common bell, watermelon, cherry A, B, or chance symbol), the system is controlled so that there is a 128 / 256 probability that a "miss" will be selected, and a 128 / 256 probability that a "win" will be selected.
[0687] In addition, if a bell is won, an internal lottery will be conducted to select a common bell, watermelon, cherry A or B, or a chance symbol. Explanation of this will be omitted, but the lottery is controlled so that it is held with the probabilities shown in the figure.
[0688] <Bonus lottery> The main control unit 10 executes a bonus awarding lottery in the 6th game of the fixed CZ2 to determine whether or not to award BB3. In the bonus awarding lottery, either a "lose" or a "win" is selected.
[0689] Figure 64(b) shows the bonus lottery table used in the bonus lottery. Figure 64(b) is used in the 6th game of the fixed CZ2.
[0690] The prize lottery is conducted based on a random number value (with a range of 256 types) sampled when the game is played, and the result of an internal lottery or the result of winning.
[0691] As shown in Figure 64(b), for example, if the result of the internal lottery is other (other than winning bell, common bell, watermelon, cherry A, B, or chance eye), the probability of "miss" being selected is 224 / 256, and the probability of "win" being selected is 32 / 256.
[0692] In addition, if a bell is won, an internal lottery will be conducted to select a common bell, watermelon, cherry A or B, or a chance symbol. Explanation of this will be omitted, but the lottery is controlled so that it is held with the probabilities shown in the figure.
[0693] In addition, when moving to the confirmed CZ2, the confirmed CZ1 rights may be granted, and the benefits to be granted in addition to the granted confirmed CZ1 rights may be decided in the confirmed CZ2.
[0694] Also, if you are granted the right to a confirmed CZ1 in a confirmed CZ2, you can move directly from confirmed CZ2 to confirmed CZ1 without going through AT1.
[0695] In addition, when both BB1 and BB2 are granted, the transition may be made to only one of BB1 or BB2.
[0696] (Variation) If Bell A or Bell B is won at the "start" of the battle, the pseudo game may be continued until a game with a higher lottery level (a game with a lottery level of 2 or higher) is reached. In this case, the lottery level may be increased each time the pseudo game continues, and the actual game may be executed in a game with a lottery level of 3 or higher.
[0697] At the "start" of the battle, by not displaying a screen corresponding to the pseudo-game on the start screen, it is possible to notify the player that a role other than a replay or a 1-piece role (i.e., a role that triggers a bonus lottery) has been won (the so-called execution of a strange effect).
[0698] In the fixed CZ2, the number of pseudo games may be determined according to the winning combination at the start of the first game, or a lottery may be held for each game to determine whether or not to execute a pseudo game, and the execution of a pseudo game may be considered as a continuation confirmation of the fixed CZ2. In this case, too, it is preferable to award a bonus if the continuation of the fixed CZ2 is confirmed.
[0699] (Effects of this embodiment) (1) A determination means for determining whether to grant a benefit (FIGS. 24 and 25); Variable display means (reels 41a to 41c) capable of displaying variable representations of the identification information; a probability varying means for varying the probability of awarding a bonus so that the probability of determining that a bonus will be awarded is higher when specific identification information (symbols corresponding to bells A and b, common bells, watermelons, cherries A and B, and chance eyes) can be stopped in a first period (a game in the first game of the battle performance) than when specific identification information can be stopped in a second period (a game in the second game or later of the battle performance) after the first period (as shown in FIG. 18, a lottery is not conducted in the game in the first game of the performance, but is conducted in the game in the second game or later of the performance); a pseudo game execution means capable of executing a pseudo game that controls the stopping of the specific symbol so that the specific symbol does not stop during the first period when the specific symbol can be stopped during the first period (executing the pseudo game so that the stop result A stops as shown in FIG. 19(b) and FIG. 22(c2)); When a specific symbol can be stopped in a first period, and a pseudo game is executed in the first period, a carry-over means is provided for carrying over the right to stop the specific symbol (as shown in FIG. 19(b) and FIG. 22(c3), the right to stop the symbol corresponding to Bell A is carried over to the second game in the performance); The device is equipped with a stop control means capable of controlling the stopping of identification information so that specific identification information can be stopped in the second period based on the rights carried over by the carryover means (executing stop control of the pattern corresponding to Bell A in the second game of the performance as shown in Figures 19(b) and 22(c3)). Therefore, since an advanced player with high stopping skill can stop the specific identification information more reliably than a beginner, an advanced player with high stopping skill can more easily sense the possibility of receiving a bonus than a beginner. This allows an advanced player with high stopping skill to also receive the benefit, increasing the enjoyment of the game. In addition, when specific identification information that may grant a bonus can be stopped, it is possible to prevent a determination of a low probability of bonus being granted in the first period, thereby preventing the right to stop specific identification information from being wasted (stopped), and increasing the enjoyment of the game.
[0700] (2) A determination means for determining whether to grant a benefit (FIGS. 24 and 25); Variable display means (reels 41a to 41c) capable of displaying variable representations of the identification information; a probability varying means for varying the probability of awarding a bonus so that the probability of determining that a bonus will be awarded is higher when specific identification information (symbols corresponding to Bell A, B, common bell, watermelon, Cherry A, B, and chance eyes) can be stopped in a first period (the first game in the battle performance) than when specific identification information can be stopped in a second period (the second or subsequent game in the battle performance) after the first period (as shown in FIG. 18, a lottery is not conducted in the first game in the performance, but is conducted in the second or subsequent game in the performance); a pseudo game execution means capable of executing a pseudo game that controls the stopping of the specific symbol so that the specific symbol does not stop during the first period when the specific symbol can be stopped during the first period (executing the pseudo game so that the stop result A stops as shown in FIG. 19(b) and FIG. 22(c2)); When a specific symbol can be stopped in a first period, and a pseudo game is executed in the first period, a carry-over means is provided for carrying over the right to stop the specific symbol (as shown in FIG. 19(b) and FIG. 22(c3), the right to stop the symbol corresponding to Bell A is carried over to the second game in the performance); A stop control means is provided that can perform stop control of the identification information so that the specific identification information can be stopped in the second period based on the right carried over by the carry-over means (executing stop control of the pattern corresponding to Bell A in the second game (actual first game of the main game) as shown in Figure 19 (b) and Figure 22 (c3)), The probability variation means It is possible to vary the probability of granting a special benefit so that the probability of determining that a special benefit will be granted is higher when the specific identification information stops during the second period than when the special identification information stops during the second period, The pseudo game execution means When the special identification information (the symbol corresponding to the replay) can be stopped in the first period, it is possible not to execute the pseudo game in the first period (as shown in FIG. 19(a) and FIG. 22(d2)), The stop control means If the special identification information can be stopped in the first period, it is possible to control the stopping of the identification information so that the special identification information can be stopped in the first period (as shown in Figures 19(a) and 22(d2), control is executed to stop the pattern corresponding to the replay in the first game of the performance (the actual first game of the game)). Therefore, since an advanced player with high stopping skill can stop the specific identification information more reliably than a beginner, an advanced player with high stopping skill can more easily sense the possibility of receiving a bonus than a beginner. This allows an advanced player with high stopping skill to also receive the benefit, increasing the enjoyment of the game. In addition, when specific identification information that may grant a bonus can be stopped, it is possible to prevent a determination of a low probability of bonus being granted in the first period, thereby preventing the right to stop specific identification information from being wasted (stopped), and increasing the enjoyment of the game. In addition, when special identification information that does not have the potential to grant a benefit can be stopped, the right to stop the special identification information is not carried over to the second period, thereby preventing players from suffering disadvantages and increasing the enjoyment of the game.
[0701] (Regarding the prior art related to (1) and (2) above) A conventional patent document (JP Patent Publication No. 2014-083374) discloses a gaming machine that can execute a practice game (simulated game) during a bonus win carryover game, in which at least the spinning reel can be stopped based on a predetermined operation by the player.
[0702] However, the pseudo-game function of the gaming machine is only a function that allows players to practice their eye-pressing skills, so while beginners can benefit from the function, advanced players cannot. This makes the game less interesting.
[0703] Therefore, an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game.
[0704] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.
[0705] (3) Variable display means (reels 41a to 41c) capable of displaying variable identification information; an operating means (stop buttons 5a to 5c) that can be operated to stop the identification information; A notification means (push order navigation) capable of notifying information that can identify the operation mode of the operation means; A game control means (FIG. 19) is provided which can execute a pseudo game in which the identification information can be temporarily stopped and a real game in which the identification information can be stopped, The notification means The same information can be announced in both pseudo-game and actual game (in battles (AT) other than Battle A, as shown in Figure 21 (a1), when Bell A is won, middle 1st navigation or right 1st navigation may be executed in pseudo-game, and as shown in Figure 21 (b1), when a 1-piece role is won, middle 1st navigation or right 1st navigation is executed with a 1 / 2 probability in actual game). Therefore, a simulated game with an element of surprise can be executed, which can increase the interest in the game.
[0706] (Regarding the prior art related to (3) above) A conventional patent document (JP Patent Publication No. 2014-083374) discloses a gaming machine that can execute a practice game (simulated game) during a bonus win carryover game, in which at least the spinning reel can be stopped based on a predetermined operation by the player.
[0707] However, the pseudo-game of the gaming machine mentioned above allows the player to choose whether or not to play the pseudo-game, so the timing of the pseudo-game execution can be grasped. Therefore, the timing of the pseudo-game execution is not unexpected, and the interest is not sufficiently enhanced. Therefore, the interest of the game is lacking.
[0708] Therefore, an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game.
[0709] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.
[0710] (4) A game state control means (FIG. 6) capable of controlling a first game state (specialized 1) and a second game state (AT1) to which the game state transitions after the first game state ends; A game control means capable of executing a pseudo game in the second game state (the flow when the specialization 1-1 of FIG. 50 ends in the first set); It is equipped with a notification means capable of notifying the result of the game in the first game state while the pseudo game is being executed in the second game state (if Specialized 1-1 in Figure 50 ends in the first set, the game result is notified in the seventh pseudo game, Figure 59). Therefore, since the game result is notified when playing in the second game state, there is no need to waste game value just to see the game result, which can increase the interest in the game. Furthermore, by transitioning to the actual game immediately after the notification of the results of the pseudo game, a seamless transition between games can be achieved, which increases the enjoyment of the game.
[0711] (Regarding the prior art related to (4) above) Conventionally, a patent document (JP 2022-086163 A) discloses a gaming machine capable of reporting game result information.
[0712] However, the gaming machine requires the player to use the gaming value just to see the game result, which makes the game less interesting.
[0713] Therefore, an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game.
[0714] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.
[0715] (5) a game state control means capable of controlling the game state between a first game state (AT2) and a second game state (AT1) that is less favorable than the first game state; When a predetermined condition is met in the first gaming state, a first benefit (the number of additional Gs of AT2) relating to the first gaming state and a second benefit (the number of additional Gs of AT1) relating to the second gaming state are provided by a benefit providing means (FIG. 45); When the first and second benefits are awarded in the first gaming state, the device is provided with a notification means (default in Figure 46, Figure 47(a)) that can notify benefit information regarding the first benefit after notifying benefit information regarding the second benefit.
[0716] (Regarding the prior art related to (5) above) Previously, a patent document (JP Patent Publication No. 2017-144217) disclosed a gaming machine that is capable of executing a notification effect regarding the number of gaming media acquired in a first advantageous state such as during a normal ART, and restricts the execution of a notification effect regarding the number of gaming media acquired in a third advantageous state such as during a super add-on ART, where add-on effects appear frequently.
[0717] However, the gaming machine described above does not enhance the excitement of the game by notifying the player of the number of additional games.
[0718] Therefore, an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game.
[0719] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.
[0720] [Second embodiment] Next, a second embodiment will be described with reference to FIGS. The medal-less gaming machine 1 according to the second embodiment is similar to the medal-less gaming machine 1 according to the first embodiment described above in terms of basic configuration and control relating to the progress of the game. Therefore, in the following description and drawings, only the differences from the first embodiment will be described, and the rest of the configuration will be omitted as it is the same. In each drawing, the same components as those in the first embodiment are denoted by the same reference numerals.
[0721] (The symbols arranged on the reels) As shown in FIG. 65(a), 20 of each of a plurality of types of mutually distinguishable symbols are depicted in a predetermined order on the outer periphery of each of the reels 41a to 41c. When the reel 41 is stopped, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 on each of the reels 41a to 41c. That is, three symbols are displayed vertically on each reel through the display window 6, and a total of nine symbols (3 x 3) are displayed on the three reels through the display window 6. Note that the arrangement of the symbols on the reels 41a to 41c is an example, and the same symbols as in this embodiment may be arranged in a different arrangement, or different symbols may be arranged in a different arrangement.
[0722] (Valid line) As shown in FIG. 65(b), a single line connecting the upper reel 41a, the lower reel 41b, and the middle reel 41c is set as an activated line used to determine whether a winning combination has been achieved. Note that the activated line is not limited to one, and multiple lines may be used. The activated line may also be in a different form. For example, it is possible to set a single line connecting the middle reel 41a, the middle reel 41b, and the middle reel 41c.
[0723] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described.
[0724] As shown in Figure 66, winning combinations are divided into groups. Specifically, they are divided into groups of replay combinations, left 1st bell combinations, center 1st bell combinations, right 1st bell combinations, rare combinations, single combinations, and bonus combinations. Each group is configured to contain a winning combination.
[0725] Specifically, the winning combinations that belong to the replay combination are Replay 1 and Replay 2. The winning combinations that belong to the left 1st bell are 123 Bell 1, 123 Bell 2, 132 Bell 1, and 132 Bell 2. The winning combinations that belong to the middle 1st bell are 213 Bell 1, 213 Bell 2, 231 Bell 1, and 231 Bell 2. The winning combinations that belong to the right 1st bell are 312 Bell 1, 312 Bell 2, 321 Bell 1, and 321 Bell 2. The winning combinations that belong to the rare combination are Cherry, Watermelon, Common Bell, and Reach Eyes 1-4. The winning combinations that belong to the single bell combination are AT 1-1-4. The winning combination that belongs to the bonus combination is BB (Big Bonus). The bells that belong to the left 1st bell, middle 1st bell, and right 1st bell are sometimes collectively referred to as the Push Order Bells.
[0726] When Replay 1 or Replay 2 is won, the corresponding symbol combination will stop on the active line regardless of the order in which the stop button 5 is operated (called the push order) or the timing of the operation. When Replay 1 or Replay 2 is won, the player can play again in the next play without inserting a game medal. Note that Replay 1 is a winning combination that can be won either during the internal reel (RT1) or the non-internal reel (RT0), but Replay 2 is a winning combination that can only be won during the internal reel (RT1) and will not be won during the non-internal reel (RT0).
[0727] When one of the bells belonging to the left 1st bell, center 1st bell, or right 1st bell is won, if the stop buttons 5a to 5c are pressed in one of six different sequences (correct sequence), the corresponding symbol combination will stop on the active line. On the other hand, if the stop button 5 is pressed in one of the other five different sequences (incorrect sequence), the symbol combination corresponding to the bell drop sign, which indicates that the bell has been dropped, will stop on the active line.
[0728] Among the left first bells, 123 Bell 1 and 123 Bell 2 have the correct press order set to "5a → 5b → 5c" (left → center → right: first left press). Also, among the left first bells, 132 Bell 1 and 132 Bell 2 have the correct press order set to "5a → 5c → 5b" (left → right → center: first left press).
[0729] Of the first bells in the middle, the correct press order for 213 Bell 1 and 213 Bell 2 is set to "5b → 5a → 5c" (middle → left → right: first press of middle). Also, of the first bells in the middle, the correct press order for 231 Bell 1 and 231 Bell 2 is set to "5b → 5c → 5a" (middle → right → left: first press of middle).
[0730] Of the right 1st bells, 312 Bell 1 and 312 Bell 2 have the correct press order set to "5c → 5a → 5b" (right → left → center: press right 1st). Also, of the right 1st bells, 321 Bell 1 and 321 Bell 2 have the correct press order set to "5c → 5b → 5a" (right → center → left: press right 1st).
[0731] When a combination of symbols corresponding to the bell belonging to the first bell on the left is stopped by a stop operation in the correct button press sequence, four game medals are awarded. Similarly, when a combination of symbols corresponding to the bell belonging to the first bell in the middle or first bell on the right is stopped by a stop operation in the correct button press sequence, 15 game medals are awarded. Furthermore, when a combination of symbols corresponding to a bell spill is stopped by a stop operation in the incorrect button press sequence, one game medal may be awarded or no game medal may be awarded (as shown in Figure 73, when the acquisition rate is 1, one game medal is always awarded, but when the acquisition rate is 0.25, one game medal may be awarded or no game medal may be awarded). Note that the number of game medals awarded when a stop operation in the incorrect button press sequence is performed may be a number other than one, or may be configured to always allocate either one or zero medals.
[0732] When a rare combination such as cherry, watermelon, or reach symbol 1 to 4 is won, the corresponding symbol combination will stop on the active line if the operation timing of the stop button 5 is specific, regardless of the order in which the stop button 5 is pressed. On the other hand, even if it is the same rare combination, when a common bell is won, the corresponding symbol combination will stop on the active line regardless of the order in which the stop button 5 is pressed or the operation timing.
[0733] When a symbol combination corresponding to cherries is stopped, three game medals are awarded. When a symbol combination corresponding to watermelon is stopped, five game medals are awarded. When a symbol combination corresponding to reach numbers 1 to 4 is stopped, one game medal is awarded. When a symbol combination corresponding to common bells is stopped, fifteen game medals are awarded.
[0734] When you win AT1111 to AT14, which belongs to the one-piece role, the corresponding symbol combination will stop on the active line regardless of the order in which you press the stop button 5 or the timing of your operation. When the symbol combination corresponding to AT1111 to AT14 stops, one game medal will be awarded.
[0735] When BB, which belongs to the bonus role, is won, if the operation timing of the stop button 5 is a specific timing, the corresponding combination of symbols will stop on the active line regardless of the order in which the stop button 5 is pressed.
[0736] The right to win the BB can be carried over as long as the symbol combination corresponding to the BB does not stop in the game in which the BB was won or in subsequent games. In other words, the right to win the BB is carried over in a carry-over state (hereinafter, this state may be referred to as a "bonus winning state," "inside," or "bonus carry-over state") until the BB is won.
[0737] On the other hand, if the BB is won and the symbol combination corresponding to the BB is stopped and displayed, the state shifts to the bonus state. After the bonus state ends, the state shifts to the non-carry-over state in which the right to win the BB is not carried over (hereinafter, this state may be referred to as the "non-bonus winning state" or "non-internal state").
[0738] In FIG. 66, a combination where "BB win" is "1" is a combination where BB is won alone or in combination. That is, BB can be won in combination with reach symbols 1 to 4 or AT 1 coins 1 to 4, or can be won alone. When BB is won in combination with reach symbols 1 to 4 or AT 1 coins 1 to 4, the main control unit 10 controls the reels to stop preferentially the combination of symbols corresponding to reach symbols 1 to 4 or AT 1 coins 1 to 4 over the combination of symbols corresponding to BB.
[0739] Therefore, in a game where BB is won in combination with reach symbols 1 to 4 or AT1 symbols 1 to 4, the symbol combination corresponding to BB cannot be stopped. As a result, if BB is won twice, BB is carried over. In addition, in this embodiment, a miss is not set, and the main control unit 10 controls the reels to stop by giving priority to symbol combinations corresponding to other winning combinations over the symbol combination corresponding to BB. As a result, the carryover state of the BB that has been won twice continues. Furthermore, it is statistically rare for BB to be won alone. Therefore, the majority of games are played in the BB carryover state.
[0740] (Winning probability for each role) Next, with reference to Figure 66, the winning probability of each role will be explained.
[0741] As shown in FIG. 66, the main control unit 10 executes the lottery for each of the above-mentioned roles by executing an internal lottery based on the extraction of a predetermined random number during game execution in each game state. In this embodiment, the number of judgment values for winning each role is assigned to 65,536 random numbers from 0 to 65,535 as shown in the figure. The number of judgment values assigned to roles during the BB internal state (RT1) and the non-BB internal state (RT0) differs, and the number of judgment values assigned to roles also differs depending on the setting value. Note that FIG. 66 shows the internal lottery table used in the internal lottery during the BB internal state and non-BB internal state, but the number of judgment values during the bonus state (RT2) to which the game transitions upon winning the BB is not shown.
[0742] The relationship between the types of roles and the allocation rates of each role may be other than that shown in FIG. 66. For example, the higher the setting of some rare roles, the higher the winning probability may be set, or the lower the setting, the higher the winning probability of rare roles. Also, for winning roles other than rare roles, the higher the setting, the higher the winning probability may be set, or the lower the winning probability may be set. Also, for example, the winning probability may be common to all setting values.
[0743] In this embodiment, the winning probability of each role in a 3-bet game (betting 3 game medals) is assumed, but the winning probability of each role in cases other than a 3-bet game may also be used. Also, although no losing role is provided for the winning role, a losing role may be provided.
[0744] In addition to the configuration described above, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game features based on these gaming states.
[0745] (Pattern Group) FIG. 67 is an explanatory diagram showing group numbers for grouping symbol combinations, group names corresponding to the group numbers, the number of symbol combinations corresponding to the group names, and the payout when the symbol combination corresponding to the group name stops. For example, for BB, the group number is "0", the group name is "BB_1", the number of symbol combinations is "1", and the payout is "transition to bonus state". The bonus state here is a so-called real bonus, a type BB. Other group numbers are as shown. Note that the number of symbol combinations and payouts are merely examples and may be different from those in this embodiment.
[0746] (Correspondence between role names and group names) 68 to 69 are explanatory diagrams showing the correspondence between the winning combinations (winning combinations) and the group names shown in Fig. 67. For example, if the winning combination is "Replay 1", the symbol combination (number of combinations: 2) corresponding to the group name "RP_1" and the symbol combination (number of combinations: 2) corresponding to the group name "RP_3" can be stopped and displayed. Other winning combinations are as shown in the figures.
[0747] (List of design combinations) 70 to 72 are explanatory diagrams showing the symbol combinations corresponding to the group numbers (group names) shown in Fig. 67 and Fig. 68. When the symbol combinations shown in Fig. 70 to Fig. 72 are stopped and displayed, the benefit (the benefit shown as "payout" in Fig. 68 to Fig. 69) specified for the corresponding group number (group name) is awarded. On the other hand, when the symbol combinations shown in Fig. 70 to Fig. 72 are not stopped and displayed, no benefit is awarded (because if there is a miss, a losing combination will stop and no game medals will be awarded).
[0748] For example, if the winning combination is "Replay 1", the symbol combinations corresponding to the group names "RP_1" and "RP_3" can be stopped (see also FIG. 68).
[0749] The group name "RP_1" corresponds to "group number 1," and therefore can stop "Replay A / Blank B / Bell A" and "Replay A / Cherry A / Bell A," and the group name "RP_3" corresponds to "group number 3," and therefore can stop "Purple 7A / Blank B / Replay A" and "Purple 7A / Cherry A / Replay A" (see also Figures 67 and 68).
[0750] Therefore, if the winning role name "Replay 1" is won, "Replay A / Blank B / Bell A" and "Replay A / Cherry A / Bell A" as well as "Purple 7A / Blank B / Replay A" and "Purple 7A / Cherry A / Replay A" can be stopped. The other group numbers are as shown in the figure.
[0751] (Push order bell stop control) Figure 73 is an explanatory diagram showing the stop control of the push order bell.
[0752] The "combination" shown in Figure 73 indicates the execution of "combination priority control." This control is a control that "prioritizes the drawing of symbols that have a large number of combinations." The "number of coins" shown in Figure 73 indicates the execution of "number priority control." This control is a control that "prioritizes the drawing of symbols that have the potential to be drawn in large numbers."
[0753] In this embodiment, if the push order bell is won inside and the stop operation is performed in the correct push order corresponding to that push order bell, ``number priority control'' is executed for all stop control, so the maximum number of game values corresponding to that push order bell can be obtained.
[0754] On the other hand, if the stop operation is performed in the correct push order corresponding to the push order bell while not inside, the "combination priority control" is always executed by operating the stop button 5b (2nd shown in Figure 73), so that the maximum number of game values corresponding to the push order bell cannot be acquired (either 1 game medal is awarded or no game medals are awarded (0 medals)).
[0755] In this embodiment, by executing such control, it is possible to limit the acquisition of gaming value outside the internal area.
[0756] (Stop control of push order bells during internal and non-internal periods) When you win the push order bell (1st bell in left, middle, right), the reason why the maximum number of game medals awarded differs between non-internal and internal bells will be explained using Figure 74, using the role name "213 bell" (1st bell in middle) as an example.
[0757] As shown in Figures 74(a) and (b), "213 Bell" is a winning role (role name) in which, when the stopping operations are performed in the order of center → left → right inside the reel, the pattern combination corresponding to "pattern combination number 141" or "pattern combination number 142" that make up "group number 48" stops.
[0758] As shown in Figures 74(c) and (d), if "213 Bell" is won inside and the stopping operation is performed in the order of center → left → right, the following control is e...
Claims
1. In a simulated game in which no game value can be assigned, a variable display means capable of displaying multiple identification pieces of information in a variable manner, In the aforementioned simulated game, there are multiple stop operation means for stopping and displaying multiple identification information that is being displayed in the variable display means, In the aforementioned simulated game, a notification means capable of notifying stop operation information relating to the stop operation methods of the plurality of stop operation means, In the aforementioned simulated game, when identification information is stopped and displayed on the variable display means in a specific stopping pattern, a game state control means capable of controlling the game to a specific game state advantageous to the player is provided. Equipped with, The aforementioned stop operation information is, This includes specific operation sequence information that prompts the operation of the plurality of stop operation means in a specific operation sequence, The aforementioned fluctuation display means is In the aforementioned simulated game, if the multiple stop operation means are operated in a predetermined operation manner, the identification information can be stopped and displayed in the specified stop manner. A gaming machine characterized by the following features.
2. The fluctuation display means is In the aforementioned simulated game, if the multiple stop operation means are operated in a predetermined operation manner, the identification information can be stopped and displayed in the specified stop manner regardless of the timing of the operation on the multiple stop operation means. The gaming machine described in feature 1.
3. The stop operation information is, Includes stop identification information that indicates the identification information of the item to be stopped. The gaming machine according to feature 2.
4. The specific game state is, The first specific game state, A second specific game state, which is different from the first specific game state, Includes, The aforementioned specific stopping mode is: The first specific stopping mode and, A second specific stop mode, which is different from the first specific stop mode, Includes, The aforementioned game state control means is In the simulated game, when the identification information is displayed in the first specific stop mode on the variable display means, it is possible to control the game to the first specific game state. In the simulated game, when the identification information is displayed in the second specific stop mode on the variable display means, it is possible to control the game to the second specific game state. The aforementioned fluctuation display means is In the simulated game, when the game state control means controls the game to the first specific game state, and the plurality of stop operation means are operated in a predetermined operation manner, the identification information can be stopped and displayed in the first specific stop manner. In the simulated game, when the game state control means controls the game to the second specific game state, and the plurality of stop operation means are operated in a predetermined operation mode, the identification information can be stopped and displayed in the second specific stop mode. The gaming machine described in feature 3.